diff --git a/src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/bearing/WindmillBearingTileEntity.java b/src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/bearing/WindmillBearingTileEntity.java index ff43fe15d..d61a227ed 100644 --- a/src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/bearing/WindmillBearingTileEntity.java +++ b/src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/bearing/WindmillBearingTileEntity.java @@ -2,6 +2,7 @@ package com.simibubi.create.content.contraptions.components.structureMovement.be import java.util.List; +import com.simibubi.create.foundation.config.AllConfigs; import com.simibubi.create.foundation.gui.AllIcons; import com.simibubi.create.foundation.tileEntity.TileEntityBehaviour; import com.simibubi.create.foundation.tileEntity.behaviour.scrollvalue.INamedIconOptions; @@ -41,7 +42,8 @@ public class WindmillBearingTileEntity extends MechanicalBearingTileEntity { return 0; if (movedContraption == null) return lastGeneratedSpeed; - int sails = ((BearingContraption) movedContraption.getContraption()).getSailBlocks() / 8; + int sails = ((BearingContraption) movedContraption.getContraption()).getSailBlocks() + / AllConfigs.SERVER.kinetics.windmillSailsPerRPM.get(); return MathHelper.clamp(sails, 1, 16) * getAngleSpeedDirection(); } diff --git a/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidFillingBehaviour.java b/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidFillingBehaviour.java index 7ac14a5e9..612b82201 100644 --- a/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidFillingBehaviour.java +++ b/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidFillingBehaviour.java @@ -127,7 +127,7 @@ public class FluidFillingBehaviour extends FluidManipulationBehaviour { boolean evaporate = world.dimensionType() .ultraWarm() && fluid.is(FluidTags.WATER); - if (infinite || evaporate) { + if ((!fillInfinite() && infinite) || evaporate) { FluidState fluidState = world.getFluidState(rootPos); boolean equivalentTo = fluidState.getType() .isSame(fluid); diff --git a/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidManipulationBehaviour.java b/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidManipulationBehaviour.java index 69f013bc4..a417ef747 100644 --- a/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidManipulationBehaviour.java +++ b/src/main/java/com/simibubi/create/content/contraptions/fluids/actors/FluidManipulationBehaviour.java @@ -90,7 +90,11 @@ public abstract class FluidManipulationBehaviour extends TileEntityBehaviour { protected int maxBlocks() { return AllConfigs.SERVER.fluids.hosePulleyBlockThreshold.get(); } - + + protected boolean fillInfinite() { + return AllConfigs.SERVER.fluids.fillInfinite.get(); + } + public void reset() { if (affectedArea != null) scheduleUpdatesInAffectedArea(); diff --git a/src/main/java/com/simibubi/create/foundation/command/AllCommands.java b/src/main/java/com/simibubi/create/foundation/command/AllCommands.java index e8534da84..2e5aa57b7 100644 --- a/src/main/java/com/simibubi/create/foundation/command/AllCommands.java +++ b/src/main/java/com/simibubi/create/foundation/command/AllCommands.java @@ -14,7 +14,7 @@ import net.minecraft.entity.player.PlayerEntity; public class AllCommands { - public static Predicate sourceIsPlayer = (cs) -> cs.getEntity() instanceof PlayerEntity; + public static final Predicate SOURCE_IS_PLAYER = cs -> cs.getEntity() instanceof PlayerEntity; public static void register(CommandDispatcher dispatcher) { @@ -88,4 +88,5 @@ public class AllCommands { } return builder.build(); } + } diff --git a/src/main/java/com/simibubi/create/foundation/command/FabulousWarningCommand.java b/src/main/java/com/simibubi/create/foundation/command/FabulousWarningCommand.java index c85496e46..f8cd53f06 100644 --- a/src/main/java/com/simibubi/create/foundation/command/FabulousWarningCommand.java +++ b/src/main/java/com/simibubi/create/foundation/command/FabulousWarningCommand.java @@ -13,7 +13,7 @@ public class FabulousWarningCommand { public static ArgumentBuilder register() { return Commands.literal("dismissFabulousWarning") - .requires(AllCommands.sourceIsPlayer) + .requires(AllCommands.SOURCE_IS_PLAYER) .executes(ctx -> { ServerPlayerEntity player = ctx.getSource() .getPlayerOrException(); diff --git a/src/main/java/com/simibubi/create/foundation/command/GlueCommand.java b/src/main/java/com/simibubi/create/foundation/command/GlueCommand.java index c3535e5a4..68cc8bc1b 100644 --- a/src/main/java/com/simibubi/create/foundation/command/GlueCommand.java +++ b/src/main/java/com/simibubi/create/foundation/command/GlueCommand.java @@ -13,7 +13,7 @@ import net.minecraft.world.server.ServerWorld; public class GlueCommand { public static ArgumentBuilder register() { return Commands.literal("glue") - .requires(cs -> cs.hasPermission(0)) + .requires(cs -> cs.hasPermission(2)) .then(Commands.argument("pos", BlockPosArgument.blockPos()) //.then(Commands.argument("direction", EnumArgument.enumArgument(Direction.class)) .executes(ctx -> { diff --git a/src/main/java/com/simibubi/create/foundation/command/HighlightCommand.java b/src/main/java/com/simibubi/create/foundation/command/HighlightCommand.java index 44dc55900..44604195a 100644 --- a/src/main/java/com/simibubi/create/foundation/command/HighlightCommand.java +++ b/src/main/java/com/simibubi/create/foundation/command/HighlightCommand.java @@ -28,7 +28,7 @@ public class HighlightCommand { public static ArgumentBuilder register() { return Commands.literal("highlight") - .requires(cs -> cs.hasPermission(0)) + .requires(cs -> cs.hasPermission(2)) .then(Commands.argument("pos", BlockPosArgument.blockPos()) .then(Commands.argument("players", EntityArgument.players()) .executes(ctx -> { diff --git a/src/main/java/com/simibubi/create/foundation/command/HighlightPacket.java b/src/main/java/com/simibubi/create/foundation/command/HighlightPacket.java index 61422c598..06cfddb9a 100644 --- a/src/main/java/com/simibubi/create/foundation/command/HighlightPacket.java +++ b/src/main/java/com/simibubi/create/foundation/command/HighlightPacket.java @@ -24,12 +24,12 @@ public class HighlightPacket extends SimplePacketBase { } public HighlightPacket(PacketBuffer buffer) { - this.pos = BlockPos.of(buffer.readLong()); + this.pos = buffer.readBlockPos(); } @Override public void write(PacketBuffer buffer) { - buffer.writeLong(pos.asLong()); + buffer.writeBlockPos(pos); } @Override @@ -55,6 +55,6 @@ public class HighlightPacket extends SimplePacketBase { .colored(0xEeEeEe) // .colored(0x243B50) .withFaceTexture(AllSpecialTextures.SELECTION); - } + } diff --git a/src/main/java/com/simibubi/create/foundation/command/ReplaceInCommandBlocksCommand.java b/src/main/java/com/simibubi/create/foundation/command/ReplaceInCommandBlocksCommand.java index 02f62bcc5..8bdd9b5ec 100644 --- a/src/main/java/com/simibubi/create/foundation/command/ReplaceInCommandBlocksCommand.java +++ b/src/main/java/com/simibubi/create/foundation/command/ReplaceInCommandBlocksCommand.java @@ -21,7 +21,7 @@ public class ReplaceInCommandBlocksCommand { public static ArgumentBuilder register() { return Commands.literal("replaceInCommandBlocks") - .requires(cs -> cs.hasPermission(0)) + .requires(cs -> cs.hasPermission(2)) .then(Commands.argument("begin", BlockPosArgument.blockPos()) .then(Commands.argument("end", BlockPosArgument.blockPos()) .then(Commands.argument("toReplace", StringArgumentType.string()) diff --git a/src/main/java/com/simibubi/create/foundation/config/CClient.java b/src/main/java/com/simibubi/create/foundation/config/CClient.java index bad04216f..a88b30df8 100644 --- a/src/main/java/com/simibubi/create/foundation/config/CClient.java +++ b/src/main/java/com/simibubi/create/foundation/config/CClient.java @@ -5,70 +5,73 @@ import com.simibubi.create.foundation.config.ui.ConfigAnnotations; public class CClient extends ConfigBase { public ConfigGroup client = group(0, "client", - "Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!"); + Comments.client); + //no group - public ConfigBool tooltips = b(true, "enableTooltips", "Show item descriptions on Shift and controls on Ctrl."); - public ConfigBool enableOverstressedTooltip = - b(true, "enableOverstressedTooltip", "Display a tooltip when looking at overstressed components."); - public ConfigBool explainRenderErrors = - b(false, "explainRenderErrors", "Log a stack-trace when rendering issues happen within a moving contraption."); - public ConfigFloat fanParticleDensity = f(.5f, 0, 1, "fanParticleDensity"); - public ConfigFloat filterItemRenderDistance = f(10f, 1, "filterItemRenderDistance", "[in Blocks]", "Maximum Distance to the player at which items in Blocks' filter slots will be displayed"); - public ConfigBool rainbowDebug = - b(true, "enableRainbowDebug", "Show colourful debug information while the F3-Menu is open."); - public ConfigBool experimentalRendering = - b(true, "experimentalRendering", "Use modern OpenGL features to drastically increase performance."); + public ConfigBool tooltips = b(true, "enableTooltips", + Comments.tooltips); + public ConfigBool enableOverstressedTooltip = b(true, "enableOverstressedTooltip", + Comments.enableOverstressedTooltip); + public ConfigBool explainRenderErrors = b(false, "explainRenderErrors", + Comments.explainRenderErrors); + public ConfigFloat fanParticleDensity = f(.5f, 0, 1, "fanParticleDensity", + Comments.fanParticleDensity); + public ConfigFloat filterItemRenderDistance = f(10f, 1, "filterItemRenderDistance", Comments.filterItemRenderDistance); + public ConfigBool rainbowDebug = b(true, "enableRainbowDebug", + Comments.rainbowDebug); + public ConfigBool experimentalRendering = b(true, "experimentalRendering", + Comments.experimentalRendering); public ConfigInt maxContraptionLightVolume = i(16384, 0, Integer.MAX_VALUE, "maximumContraptionLightVolume", - "The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag");//no group + Comments.maxContraptionLightVolume); + // no group public ConfigInt mainMenuConfigButtonRow = i(2, 0, 4, "mainMenuConfigButtonRow", - "Choose the menu row that the Create config button appears on in the main menu", - "Set to 0 to disable the button altogether"); + Comments.mainMenuConfigButtonRow); public ConfigInt mainMenuConfigButtonOffsetX = i(-4, Integer.MIN_VALUE, Integer.MAX_VALUE, "mainMenuConfigButtonOffsetX", - "Offset the Create config button in the main menu by this many pixels on the X axis", - "The sign (+/-) of this value determines what side of the row the button appears on (right/left)"); - + Comments.mainMenuConfigButtonOffsetX); public ConfigInt ingameMenuConfigButtonRow = i(3, 0, 5, "ingameMenuConfigButtonRow", - "Choose the menu row that the Create config button appears on in the in-game menu", - "Set to 0 to disable the button altogether"); + Comments.ingameMenuConfigButtonRow); public ConfigInt ingameMenuConfigButtonOffsetX = i(-4, Integer.MIN_VALUE, Integer.MAX_VALUE, "ingameMenuConfigButtonOffsetX", - "Offset the Create config button in the in-game menu by this many pixels on the X axis", - "The sign (+/-) of this value determines what side of the row the button appears on (right/left)"); - + Comments.ingameMenuConfigButtonOffsetX); public ConfigBool ignoreFabulousWarning = b(false, "ignoreFabulousWarning", - "Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled"); + Comments.ignoreFabulousWarning); //overlay group - public ConfigGroup overlay = group(1, "goggleOverlay", "Settings for the Goggle Overlay"); + public ConfigGroup overlay = group(1, "goggleOverlay", + Comments.overlay); public ConfigInt overlayOffsetX = i(20, Integer.MIN_VALUE, Integer.MAX_VALUE, "overlayOffsetX", - "Offset the overlay from goggle- and hover- information by this many pixels on the X axis; Use /create overlay"); + Comments.overlayOffset); public ConfigInt overlayOffsetY = i(0, Integer.MIN_VALUE, Integer.MAX_VALUE, "overlayOffsetY", - "Offset the overlay from goggle- and hover- information by this many pixels on the Y axis; Use /create overlay"); - public ConfigBool overlayCustomColor = b(false, "customColorsOverlay", "Enable this to use your custom colors for the Goggle- and Hover- Overlay"); + Comments.overlayOffset); + public ConfigBool overlayCustomColor = b(false, "customColorsOverlay", + Comments.overlayCustomColor); public ConfigInt overlayBackgroundColor = i(0xf0_100010, Integer.MIN_VALUE, Integer.MAX_VALUE, "customBackgroundOverlay", - "The custom background color to use for the Goggle- and Hover- Overlays, if enabled", "[in Hex: #AaRrGgBb]", ConfigAnnotations.IntDisplay.HEX.asComment()); + Comments.overlayBackgroundColor); public ConfigInt overlayBorderColorTop = i(0x50_5000ff, Integer.MIN_VALUE, Integer.MAX_VALUE, "customBorderTopOverlay", - "The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled", "[in Hex: #AaRrGgBb]", ConfigAnnotations.IntDisplay.HEX.asComment()); + Comments.overlayBorderColorTop); public ConfigInt overlayBorderColorBot = i(0x50_28007f, Integer.MIN_VALUE, Integer.MAX_VALUE, "customBorderBotOverlay", - "The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled", "[in Hex: #AaRrGgBb]", ConfigAnnotations.IntDisplay.HEX.asComment()); + Comments.overlayBorderColorBot); //placement assist group - public ConfigGroup placementAssist = group(1, "placementAssist", "Settings for the Placement Assist"); - public ConfigEnum placementIndicator = e(PlacementIndicatorSetting.TEXTURE, - "indicatorType", - "What indicator should be used when showing where the assisted placement ends up relative to your crosshair", - "Choose 'NONE' to disable the Indicator altogether"); - public ConfigFloat indicatorScale = - f(1.0f, 0f, "indicatorScale", "Change the size of the Indicator by this multiplier"); + public ConfigGroup placementAssist = group(1, "placementAssist", + Comments.placementAssist); + public ConfigEnum placementIndicator = e(PlacementIndicatorSetting.TEXTURE, "indicatorType", + Comments.placementIndicator); + public ConfigFloat indicatorScale = f(1.0f, 0f, "indicatorScale", + Comments.indicatorScale); //ponder group - public ConfigGroup ponder = group(1, "ponder", "Ponder settings"); - public ConfigBool comfyReading = - b(false, "comfyReading", "Slow down a ponder scene whenever there is text on screen."); + public ConfigGroup ponder = group(1, "ponder", + Comments.ponder); + public ConfigBool comfyReading = b(false, "comfyReading", + Comments.comfyReading); //sound group - public ConfigGroup sound = group(1, "sound", "Sound settings"); - public ConfigBool enableAmbientSounds = b(true, "enableAmbientSounds", "Make cogs rumble and machines clatter."); - public ConfigFloat ambientVolumeCap = f(.1f, 0, 1, "ambientVolumeCap", "Maximum volume modifier of Ambient noise"); + public ConfigGroup sound = group(1, "sound", + Comments.sound); + public ConfigBool enableAmbientSounds = b(true, "enableAmbientSounds", + Comments.enableAmbientSounds); + public ConfigFloat ambientVolumeCap = f(.1f, 0, 1, "ambientVolumeCap", + Comments.ambientVolumeCap); @Override public String getName() { @@ -78,4 +81,62 @@ public class CClient extends ConfigBase { public enum PlacementIndicatorSetting { TEXTURE, TRIANGLE, NONE } + + private static class Comments { + static String client = "Client-only settings - If you're looking for general settings, look inside your worlds serverconfig folder!"; + static String tooltips = "Show item descriptions on Shift and controls on Ctrl."; + static String enableOverstressedTooltip = "Display a tooltip when looking at overstressed components."; + static String explainRenderErrors = "Log a stack-trace when rendering issues happen within a moving contraption."; + static String fanParticleDensity = "Higher density means more spawned particles."; + static String[] filterItemRenderDistance = new String[]{ + "[in Blocks]", + "Maximum Distance to the player at which items in Blocks' filter slots will be displayed" + }; + static String rainbowDebug = "Show colourful debug information while the F3-Menu is open."; + static String experimentalRendering = "Use modern OpenGL features to drastically increase performance."; + static String maxContraptionLightVolume = "The maximum amount of blocks for which to try and calculate dynamic contraption lighting. Decrease if large contraption cause too much lag"; + static String[] mainMenuConfigButtonRow = new String[]{ + "Choose the menu row that the Create config button appears on in the main menu", + "Set to 0 to disable the button altogether" + }; + static String[] mainMenuConfigButtonOffsetX = new String[]{ + "Offset the Create config button in the main menu by this many pixels on the X axis", + "The sign (-/+) of this value determines what side of the row the button appears on (left/right)" + }; + static String[] ingameMenuConfigButtonRow = new String[]{ + "Choose the menu row that the Create config button appears on in the in-game menu", + "Set to 0 to disable the button altogether" + }; + static String[] ingameMenuConfigButtonOffsetX = new String[]{ + "Offset the Create config button in the in-game menu by this many pixels on the X axis", + "The sign (-/+) of this value determines what side of the row the button appears on (left/right)" + }; + static String ignoreFabulousWarning = "Setting this to true will prevent Create from sending you a warning when playing with Fabulous graphics enabled"; + static String overlay = "Settings for the Goggle Overlay"; + static String overlayOffset = "Offset the overlay from goggle- and hover- information by this many pixels on the respective axis; Use /create overlay"; + static String overlayCustomColor = "Enable this to use your custom colors for the Goggle- and Hover- Overlay"; + static String[] overlayBackgroundColor = new String[]{ + "The custom background color to use for the Goggle- and Hover- Overlays, if enabled", + "[in Hex: #AaRrGgBb]", ConfigAnnotations.IntDisplay.HEX.asComment() + }; + static String[] overlayBorderColorTop = new String[]{ + "The custom top color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled", + "[in Hex: #AaRrGgBb]", ConfigAnnotations.IntDisplay.HEX.asComment() + }; + static String[] overlayBorderColorBot = new String[]{ + "The custom bot color of the border gradient to use for the Goggle- and Hover- Overlays, if enabled", + "[in Hex: #AaRrGgBb]", ConfigAnnotations.IntDisplay.HEX.asComment() + }; + static String placementAssist = "Settings for the Placement Assist"; + static String[] placementIndicator = new String[]{ + "What indicator should be used when showing where the assisted placement ends up relative to your crosshair", + "Choose 'NONE' to disable the Indicator altogether" + }; + static String indicatorScale = "Change the size of the Indicator by this multiplier"; + static String ponder = "Ponder settings"; + static String comfyReading = "Slow down a ponder scene whenever there is text on screen."; + static String sound = "Sound settings"; + static String enableAmbientSounds = "Make cogs rumble and machines clatter."; + static String ambientVolumeCap = "Maximum volume modifier of Ambient noise"; + } } diff --git a/src/main/java/com/simibubi/create/foundation/config/CFluids.java b/src/main/java/com/simibubi/create/foundation/config/CFluids.java index ad8684da1..f0c3c251c 100644 --- a/src/main/java/com/simibubi/create/foundation/config/CFluids.java +++ b/src/main/java/com/simibubi/create/foundation/config/CFluids.java @@ -9,6 +9,7 @@ public class CFluids extends ConfigBase { public ConfigInt hosePulleyBlockThreshold = i(10000, -1, "hosePulleyBlockThreshold", Comments.blocks, Comments.toDisable, Comments.hosePulleyBlockThreshold); + public ConfigBool fillInfinite = b(false, "fillInfinite",Comments.fillInfinite); public ConfigInt hosePulleyRange = i(128, 1, "hosePulleyRange", Comments.blocks, Comments.hosePulleyRange); @Override @@ -28,6 +29,7 @@ public class CFluids extends ConfigBase { static String toDisable = "[-1 to disable this behaviour]"; static String hosePulleyBlockThreshold = "The minimum amount of fluid blocks the hose pulley needs to find before deeming it an infinite source."; + static String fillInfinite="Does hose pulley poor fluids to the world even if it is an infinite source?"; } } diff --git a/src/main/java/com/simibubi/create/foundation/config/CKinetics.java b/src/main/java/com/simibubi/create/foundation/config/CKinetics.java index 8739dd8e0..1ee7ec82c 100644 --- a/src/main/java/com/simibubi/create/foundation/config/CKinetics.java +++ b/src/main/java/com/simibubi/create/foundation/config/CKinetics.java @@ -18,6 +18,7 @@ public class CKinetics extends ConfigBase { i(60, 5, "kineticValidationFrequency", Comments.kineticValidationFrequency); public ConfigFloat crankHungerMultiplier = f(.01f, 0, 1, "crankHungerMultiplier", Comments.crankHungerMultiplier); public ConfigInt minimumWindmillSails = i(8, 0, "minimumWindmillSails", Comments.minimumWindmillSails); + public ConfigInt windmillSailsPerRPM = i(8, 1, "windmillSailsPerRPM", Comments.windmillSailsPerRPM); public ConfigInt maxEjectorDistance = i(32, 0, "maxEjectorDistance", Comments.maxEjectorDistance); public ConfigInt ejectorScanInterval = i(120, 10, "ejectorScanInterval", Comments.ejectorScanInterval); @@ -93,6 +94,7 @@ public class CKinetics extends ConfigBase { "Game ticks between Kinetic Blocks checking whether their source is still valid."; static String minimumWindmillSails = "Amount of sail-type blocks required for a windmill to assemble successfully."; + static String windmillSailsPerRPM = "Number of sail-type blocks required to increase windmill speed by 1RPM."; static String maxEjectorDistance = "Max Distance in blocks a Weighted Ejector can throw"; static String ejectorScanInterval = "Time in ticks until the next item launched by an ejector scans blocks for potential collisions"; diff --git a/src/main/resources/assets/create/lang/zh_cn.json b/src/main/resources/assets/create/lang/zh_cn.json index ce3ae9214..4880457e5 100644 --- a/src/main/resources/assets/create/lang/zh_cn.json +++ b/src/main/resources/assets/create/lang/zh_cn.json @@ -1,10 +1,6 @@ { - - - "_": "->------------------------] Game Elements [------------------------<-", - - "block.create.acacia_window": "金合欢窗户", - "block.create.acacia_window_pane": "金合欢窗户板", + "block.create.acacia_window": "金合欢木窗户", + "block.create.acacia_window_pane": "金合欢木窗户板", "block.create.adjustable_chain_gearshift": "可调节链式传动箱", "block.create.adjustable_crate": "可调节板条箱", "block.create.adjustable_pulse_repeater": "可调节脉冲中继器", @@ -26,8 +22,8 @@ "block.create.andesite_tunnel": "安山岩隧道", "block.create.basin": "工作盆", "block.create.belt": "传送带", - "block.create.birch_window": "白桦窗户", - "block.create.birch_window_pane": "白桦窗户板", + "block.create.birch_window": "白桦木窗户", + "block.create.birch_window_pane": "白桦木窗户板", "block.create.black_nixie_tube": "黑色辉光管", "block.create.black_sail": "黑色风帆", "block.create.black_seat": "黑色坐垫", @@ -56,12 +52,12 @@ "block.create.chiseled_weathered_limestone": "錾制风化石灰岩", "block.create.chocolate": "巧克力", "block.create.chute": "溜槽", - "block.create.clockwork_bearing": "时钟轴承", + "block.create.clockwork_bearing": "发条轴承", "block.create.clutch": "离合器", "block.create.cogwheel": "齿轮", "block.create.content_observer": "物品侦测器", "block.create.controller_rail": "控制铁轨", - "block.create.copper_backtank": "铜制背罐", + "block.create.copper_backtank": "Copper Backtank", "block.create.copper_block": "铜块", "block.create.copper_casing": "铜机壳", "block.create.copper_ore": "铜矿石", @@ -71,8 +67,8 @@ "block.create.creative_crate": "创造板条箱", "block.create.creative_fluid_tank": "创造流体储罐", "block.create.creative_motor": "创造马达", - "block.create.crimson_window": "绯红窗户", - "block.create.crimson_window_pane": "绯红窗户板", + "block.create.crimson_window": "绯红木窗户", + "block.create.crimson_window_pane": "绯红木窗户板", "block.create.crushing_wheel": "粉碎轮", "block.create.crushing_wheel_controller": "粉碎轮控制器", "block.create.cuckoo_clock": "布谷鸟闹钟", @@ -192,14 +188,14 @@ "block.create.green_seat": "绿色坐垫", "block.create.green_valve_handle": "绿色阀门手轮", "block.create.hand_crank": "手摇曲柄", - "block.create.haunted_bell": "怪异钟", + "block.create.haunted_bell": "森魂钟", "block.create.honey": "蜂蜜", "block.create.horizontal_framed_glass": "竖直边框玻璃", "block.create.horizontal_framed_glass_pane": "竖直边框玻璃板", "block.create.hose_pulley": "软管滑轮", "block.create.item_drain": "分液池", - "block.create.jungle_window": "丛林窗户", - "block.create.jungle_window_pane": "丛林窗户板", + "block.create.jungle_window": "丛林木窗户", + "block.create.jungle_window_pane": "丛林木窗户板", "block.create.large_cogwheel": "大齿轮", "block.create.layered_andesite": "层叠安山岩", "block.create.layered_dark_scoria": "层叠深色熔渣", @@ -255,15 +251,15 @@ "block.create.metal_bracket": "金属支架", "block.create.millstone": "石磨", "block.create.minecart_anchor": "矿车锚", - "block.create.mossy_andesite": "生苔安山岩", - "block.create.mossy_dark_scoria": "生苔深色熔渣", - "block.create.mossy_diorite": "生苔闪长岩", - "block.create.mossy_dolomite": "生苔白云岩", - "block.create.mossy_gabbro": "生苔辉长岩", - "block.create.mossy_granite": "生苔花岗岩", - "block.create.mossy_limestone": "生苔石灰岩", - "block.create.mossy_scoria": "生苔熔渣", - "block.create.mossy_weathered_limestone": "生苔风化石灰岩", + "block.create.mossy_andesite": "覆苔安山岩", + "block.create.mossy_dark_scoria": "覆苔深色熔渣", + "block.create.mossy_diorite": "覆苔闪长岩", + "block.create.mossy_dolomite": "覆苔白云岩", + "block.create.mossy_gabbro": "覆苔辉长岩", + "block.create.mossy_granite": "覆苔花岗岩", + "block.create.mossy_limestone": "覆苔石灰岩", + "block.create.mossy_scoria": "覆苔熔渣", + "block.create.mossy_weathered_limestone": "覆苔风化石灰岩", "block.create.mysterious_cuckoo_clock": "布谷鸟闹钟", "block.create.natural_scoria": "天然熔渣", "block.create.nixie_tube": "辉光管", @@ -275,15 +271,15 @@ "block.create.orange_valve_handle": "橙色阀门手轮", "block.create.ornate_iron_window": "华丽铁窗户", "block.create.ornate_iron_window_pane": "华丽铁窗户板", - "block.create.overgrown_andesite": "生草安山岩", - "block.create.overgrown_dark_scoria": "生草深色熔渣", - "block.create.overgrown_diorite": "生草闪长岩", - "block.create.overgrown_dolomite": "生草白云岩", - "block.create.overgrown_gabbro": "生草辉长岩", - "block.create.overgrown_granite": "生草花岗岩", - "block.create.overgrown_limestone": "生草石灰岩", - "block.create.overgrown_scoria": "生草熔渣", - "block.create.overgrown_weathered_limestone": "生草风化石灰岩", + "block.create.overgrown_andesite": "覆草安山岩", + "block.create.overgrown_dark_scoria": "覆草深色熔渣", + "block.create.overgrown_diorite": "覆草闪长岩", + "block.create.overgrown_dolomite": "覆草白云岩", + "block.create.overgrown_gabbro": "覆草辉长岩", + "block.create.overgrown_granite": "覆草花岗岩", + "block.create.overgrown_limestone": "覆草石灰岩", + "block.create.overgrown_scoria": "覆草熔渣", + "block.create.overgrown_weathered_limestone": "覆草风化石灰岩", "block.create.paved_andesite": "安山岩铺路石", "block.create.paved_andesite_slab": "安山岩铺路石台阶", "block.create.paved_andesite_stairs": "安山岩铺路石楼梯", @@ -321,7 +317,7 @@ "block.create.paved_weathered_limestone_stairs": "风化石灰岩铺路石楼梯", "block.create.paved_weathered_limestone_wall": "风化石灰岩铺路石墙", "block.create.peculiar_bell": "奇异钟", - "block.create.pink_nixie_tube": "粉色辉光管", + "block.create.pink_nixie_tube": "粉红色辉光管", "block.create.pink_sail": "粉红色风帆", "block.create.pink_seat": "粉红色坐垫", "block.create.pink_valve_handle": "粉红色阀门手轮", @@ -385,7 +381,7 @@ "block.create.scoria_cobblestone_stairs": "熔渣圆石楼梯", "block.create.scoria_cobblestone_wall": "熔渣圆石墙", "block.create.scoria_pillar": "竖纹熔渣", - "block.create.secondary_linear_chassis": "机壳底盘2号", + "block.create.secondary_linear_chassis": "机壳底盘 2 号", "block.create.sequenced_gearshift": "可编程齿轮箱", "block.create.shadow_steel_casing": "暗影机壳", "block.create.shaft": "传动杆", @@ -393,8 +389,8 @@ "block.create.smart_fluid_pipe": "智能流体管道", "block.create.speedometer": "速度表", "block.create.spout": "注液器", - "block.create.spruce_window": "云杉窗户", - "block.create.spruce_window_pane": "云杉窗户板", + "block.create.spruce_window": "云杉木窗户", + "block.create.spruce_window_pane": "云杉木窗户板", "block.create.sticker": "黏着器", "block.create.sticky_mechanical_piston": "黏性动力活塞", "block.create.stockpile_switch": "存量转换器", @@ -430,10 +426,8 @@ "block.create.yellow_valve_handle": "黄色阀门手轮", "block.create.zinc_block": "锌块", "block.create.zinc_ore": "锌矿石", - "enchantment.create.capacity": "扩容", "enchantment.create.potato_recovery": "土豆回收", - "entity.create.contraption": "装置", "entity.create.crafting_blueprint": "合成蓝图", "entity.create.gantry_contraption": "起重机装置", @@ -441,11 +435,8 @@ "entity.create.seat": "坐垫", "entity.create.stationary_contraption": "固定装置", "entity.create.super_glue": "强力胶", - - "fluid.create.milk": "牛奶", "fluid.create.potion": "药水", "fluid.create.tea": "茶", - "item.create.andesite_alloy": "安山合金", "item.create.attribute_filter": "属性过滤器", "item.create.bar_of_chocolate": "巧克力棒", @@ -468,7 +459,7 @@ "item.create.copper_sheet": "铜板", "item.create.crafter_slot_cover": "合成器盖板", "item.create.crafting_blueprint": "合成蓝图", - "item.create.creative_cake": "创造烈焰蛋糕", + "item.create.creative_blaze_cake": "创造模式烈焰蛋糕", "item.create.crushed_aluminum_ore": "粉碎铝矿石", "item.create.crushed_brass": "粉碎黄铜", "item.create.crushed_copper_ore": "粉碎铜矿石", @@ -499,7 +490,7 @@ "item.create.honeyed_apple": "蜜渍苹果", "item.create.incomplete_cogwheel": "齿轮(半成品)", "item.create.incomplete_large_cogwheel": "大齿轮(半成品)", - "item.create.incomplete_precision_mechanism": "精密机构(半成品)", + "item.create.incomplete_precision_mechanism": "精密构件(半成品)", "item.create.iron_sheet": "铁板", "item.create.linked_controller": "无线红石遥控器", "item.create.minecart_contraption": "装配过的矿车", @@ -507,7 +498,7 @@ "item.create.polished_rose_quartz": "磨制玫瑰石英", "item.create.potato_cannon": "土豆加农炮", "item.create.powdered_obsidian": "黑曜石粉末", - "item.create.precision_mechanism": "精密机构", + "item.create.precision_mechanism": "精密构件", "item.create.propeller": "扇叶", "item.create.red_sand_paper": "红沙砂纸", "item.create.refined_radiance": "光辉石", @@ -526,23 +517,19 @@ "item.create.wrench": "扳手", "item.create.zinc_ingot": "锌锭", "item.create.zinc_nugget": "锌粒", - - - "_": "->------------------------] Advancements [------------------------<-", - "advancement.create.root": "欢迎来到机械动力", - "advancement.create.root.desc": "是时候来制作一些超赞的机械结构了!", - "advancement.create.andesite_alloy": "头韵狂魔(Alliterations Aplenty)", + "advancement.create.root.desc": "是时候来制作一些超赞的机械装置了!", + "advancement.create.andesite_alloy": "头韵狂魔(Alliterations Aplenty)", "advancement.create.andesite_alloy.desc": "机械动力的材料名字都很古怪,安山合金(Andesite Alloy)就是其中之一。", "advancement.create.its_alive": "鲜活的机械生命", - "advancement.create.its_alive.desc": "首次激活齿轮结构的旋转。", + "advancement.create.its_alive.desc": "首次激活动力学组件。", "advancement.create.shifting_gears": "换挡,加速,起飞!", - "advancement.create.shifting_gears.desc": "将大齿轮连接到小齿轮上,可以改变结构的转速。", + "advancement.create.shifting_gears.desc": "将大齿轮连接到小齿轮上,可以改变装置的转速。", "advancement.create.overstressed": "过载", "advancement.create.overstressed.desc": "首次使能量网络过载。", "advancement.create.belt": "海带传动", "advancement.create.belt.desc": "用传送带连接两个传动杆", - "advancement.create.tunnel": "找掩护!", + "advancement.create.tunnel": "躲起来!", "advancement.create.tunnel.desc": "用隧道装饰传送带。", "advancement.create.splitter_tunnel": "分而治之", "advancement.create.splitter_tunnel.desc": "用黄铜隧道设计一个分流器。", @@ -559,7 +546,7 @@ "advancement.create.fan_lava": "地热取暖", "advancement.create.fan_lava.desc": "被熔炼气流烤的酥脆。", "advancement.create.fan_water": "奇妙的洗涤流程", - "advancement.create.fan_water.desc": "被洗涤气流洗了个澡。", + "advancement.create.fan_water.desc": "在洗涤气流里洗了个澡。", "advancement.create.fan_smoke": "动力风箱", "advancement.create.fan_smoke.desc": "被烟熏气流熏得满脸黑。", "advancement.create.wrench": "细节调整", @@ -570,25 +557,25 @@ "advancement.create.speedometer.desc": "放置一个速度表,并且带上工程师护目镜来读取速度数据", "advancement.create.stressometer": "精密的应力控制", "advancement.create.stressometer.desc": "放置一个应力表,并且带上工程师护目镜来读取应力数据", - "advancement.create.aesthetics": "美观,即是一切!", + "advancement.create.aesthetics": "什么叫美学,这就叫美学!", "advancement.create.aesthetics.desc": "将支架放在传动杆,管道和齿轮上。", - "advancement.create.reinforced": "Boom~ 加强!", + "advancement.create.reinforced": "什么叫强化,这就叫强化!", "advancement.create.reinforced.desc": "在传动杆,管道和传送带上使用机壳加固。", - "advancement.create.water_wheel": "治水", + "advancement.create.water_wheel": "掌控水流", "advancement.create.water_wheel.desc": "放置一个水车并且让它开始旋转", - "advancement.create.chocolate_wheel": "味美动力", + "advancement.create.chocolate_wheel": "美味动力", "advancement.create.chocolate_wheel.desc": "用熔融巧克力驱动水车。", "advancement.create.lava_wheel": "风火轮", - "advancement.create.lava_wheel.desc": "它本不应该起作用的......", - "advancement.create.cuckoo": "到点了吗?", - "advancement.create.cuckoo.desc": "目睹布谷鸟钟宣布就寝时间。", + "advancement.create.lava_wheel.desc": "按理说根本不可能运转得起来。", + "advancement.create.cuckoo": "到点儿了吗?", + "advancement.create.cuckoo.desc": "目睹布谷鸟钟提醒你该睡觉觉了。", "advancement.create.millstone": "便携式粉碎机", "advancement.create.millstone.desc": "放置一个石磨并且为其供能", "advancement.create.windmill": "微风吹拂", "advancement.create.windmill.desc": "组装风车。", "advancement.create.maxed_windmill": "强风肆虐", "advancement.create.maxed_windmill.desc": "组装最大强度的风车。", - "advancement.create.andesite_casing": "安山纪元", + "advancement.create.andesite_casing": "安山时代", "advancement.create.andesite_casing.desc": "使用安山合金和木头来合成一个安山机壳", "advancement.create.mechanical_drill": "坚如磐石,势如破竹", "advancement.create.mechanical_drill.desc": "放置一个动力钻头并且为其供能", @@ -610,13 +597,13 @@ "advancement.create.compact.desc": "使用辊压机在工作盆中压缩一些物品", "advancement.create.brass": "真正的合金", "advancement.create.brass.desc": "使用粉碎锌矿石和粉碎铜矿石来制作粉碎黄铜", - "advancement.create.brass_casing": "黄铜纪元", + "advancement.create.brass_casing": "黄铜时代", "advancement.create.brass_casing.desc": "用黄铜和木头制作一个黄铜机壳", - "advancement.create.copper_casing": "铜之纪元", + "advancement.create.copper_casing": "铜器时代", "advancement.create.copper_casing.desc": "使用铜和木头制作一个铜制机壳", "advancement.create.spout": "哗啦啦", "advancement.create.spout.desc": "观察注液器灌满物品。", - "advancement.create.spout_potion": "全球啤酒厂", + "advancement.create.spout_potion": "环球酿造厂", "advancement.create.spout_potion.desc": "观察注液器注入药水到玻璃瓶。", "advancement.create.chocolate": "幻想世界", "advancement.create.chocolate.desc": "获取一桶熔融巧克力。", @@ -632,29 +619,29 @@ "advancement.create.pipe_spill.desc": "观察管道的开口端将流体排放或放置到世界中。", "advancement.create.hose_pulley": "工业泄漏", "advancement.create.hose_pulley.desc": "放下一个软管滑轮,观察它排干或填充一大片液体。", - "advancement.create.infinite_water": "排干海洋", + "advancement.create.infinite_water": "抽干大海", "advancement.create.infinite_water.desc": "从大到足以被认为是无限的水源中抽水。", "advancement.create.infinite_lava": "汲取行星核心", "advancement.create.infinite_lava.desc": "从广阔的熔岩湖中抽出熔岩。", - "advancement.create.infinite_chocolate": "幻想沉溺", + "advancement.create.infinite_chocolate": "美梦不饶人", "advancement.create.infinite_chocolate.desc": "从大到足以被被视为无限的巧克力海中抽取巧克力。", "advancement.create.crafter": "自动化装配", "advancement.create.crafter.desc": "放置一些机械合成台并且为其供能", "advancement.create.clockwork_bearing": "巧械时钟", - "advancement.create.clockwork_bearing.desc": "组装安装在发条轴承上的结构。", + "advancement.create.clockwork_bearing.desc": "组装安装在发条轴承上的装置。", "advancement.create.nixie_tube": "花样符号", "advancement.create.nixie_tube.desc": "获取并放下一对辉光管。", "advancement.create.deployer": "我就指着你了咋地?", "advancement.create.deployer.desc": "放置并且功能一个机械手。这可是你右手的完美复制品", - "advancement.create.speed_controller": "工程师讨厌他!", + "advancement.create.speed_controller": "工程师的眼中钉", "advancement.create.speed_controller.desc": "放置一个转速控制器,这是换档的终极装置。", "advancement.create.flywheel": "工厂之心", "advancement.create.flywheel.desc": "将引擎成功连接到飞轮。", - "advancement.create.overstress_flywheel": "高压", + "advancement.create.overstress_flywheel": "压力山大", "advancement.create.overstress_flywheel.desc": "过载熔炉引擎。", "advancement.create.precision_mechanism": "高新技术", - "advancement.create.precision_mechanism.desc": "装配一个精密机构。", - "advancement.create.mechanical_arm": "忙碌的手!", + "advancement.create.precision_mechanism.desc": "装配一个精密构件。", + "advancement.create.mechanical_arm": "飞转的手!", "advancement.create.mechanical_arm.desc": "制作机械臂,选择输入和输出,放置并给予它动力,然后看着它为你完成所有工作。", "advancement.create.musical_arm": "没人能在我的 BGM 里打败我!", "advancement.create.musical_arm.desc": "使用动力臂播放唱片。", @@ -674,7 +661,7 @@ "advancement.create.shadow_steel.desc": "制作一些暗影钢", "advancement.create.refined_radiance": "明亮而启灵", "advancement.create.refined_radiance.desc": "制作一个光辉石", - "advancement.create.chromatic_age": "异彩纪元", + "advancement.create.chromatic_age": "异彩时代", "advancement.create.chromatic_age.desc": "创造出光与影的机壳。", "advancement.create.wand_of_symmetry": "简单的镜面几何学", "advancement.create.wand_of_symmetry.desc": "制作一个对称之杖", @@ -686,13 +673,8 @@ "advancement.create.dual_extendo_grip.desc": "双持伸缩机械手,超人般的触碰距离。", "advancement.create.eob": "Beta 版结束", "advancement.create.eob.desc": "期待未来会有更多的内容。<3", - - - "_": "->------------------------] UI & Messages [------------------------<-", - "itemGroup.create.base": "机械动力", - "itemGroup.create.palettes": "机械动力建筑方块", - + "itemGroup.create.palettes": "机械动力丨建筑方块", "death.attack.create.crush": "%1$s被压扁了", "death.attack.create.crush.player": "%1$s被%2$s推进了粉碎机", "death.attack.create.fan_fire": "%1$s试图接受热风的洗礼", @@ -707,10 +689,8 @@ "death.attack.create.potato_cannon.item": "%1$s被%2$s用%3$s射死了", "death.attack.create.cuckoo_clock_explosion": "%1$s被布谷鸟钟炸得粉身碎骨", "death.attack.create.cuckoo_clock_explosion.player": "%1$s被布谷鸟钟炸得粉身碎骨", - "create.block.deployer.damage_source_name": "二五仔机械手", "create.block.cart_assembler.invalid": "请将矿车装配器放置在铁轨上", - "create.menu.return": "返回上一级菜单", "create.menu.configure": "配置...", "create.menu.ponder_index": "思索内容清单", @@ -718,7 +698,6 @@ "create.menu.project_page": "在CurseForge上查看", "create.menu.report_bugs": "报告Create的漏洞", "create.menu.support": "支持我们", - "create.recipe.crushing": "粉碎", "create.recipe.milling": "研磨", "create.recipe.fan_washing": "批量洗涤", @@ -729,13 +708,13 @@ "create.recipe.fan_blasting.fan": "在熔岩后放置鼓风机", "create.recipe.pressing": "金属压片", "create.recipe.mixing": "混合搅拌", - "create.recipe.deploying": "自动使用", + "create.recipe.deploying": "使用", "create.recipe.automatic_shapeless": "自动搅拌", "create.recipe.automatic_brewing": "自动酿造", "create.recipe.packing": "压块塑形", "create.recipe.automatic_packing": "自动打包", - "create.recipe.sawing": "板材切割", - "create.recipe.mechanical_crafting": "自动合成", + "create.recipe.sawing": "切割", + "create.recipe.mechanical_crafting": "动力合成", "create.recipe.automatic_shaped": "自动合成", "create.recipe.block_cutting": "方块切割", "create.recipe.wood_cutting": "木材切割", @@ -743,21 +722,20 @@ "create.recipe.mystery_conversion": "神秘转化", "create.recipe.spout_filling": "注液", "create.recipe.draining": "分液", - "create.recipe.sequenced_assembly": "流水线装配", + "create.recipe.sequenced_assembly": "序列组装", "create.recipe.assembly.next": "下一步:%1$s", "create.recipe.assembly.step": "第%1$s步:", "create.recipe.assembly.progress": "组装进度:%1$s/%2$s", - "create.recipe.assembly.pressing": "用辊压机辊压", + "create.recipe.assembly.pressing": "进行辊压", "create.recipe.assembly.spout_filling_fluid": "注入%1$s", "create.recipe.assembly.deploying_item": "安装%1$s", "create.recipe.assembly.cutting": "用动力锯切割", - "create.recipe.assembly.repeat": "该序列需要重复%1$s次", + "create.recipe.assembly.repeat": "该序列需要重复 %1$s 次", "create.recipe.assembly.junk": "随机废料", "create.recipe.processing.chance": "%1$s%%概率", "create.recipe.heat_requirement.none": "无需加热", "create.recipe.heat_requirement.heated": "加热", "create.recipe.heat_requirement.superheated": "超级加热", - "create.generic.range": "范围", "create.generic.radius": "半径", "create.generic.width": "宽度", @@ -774,47 +752,41 @@ "create.generic.unit.millibuckets": "%1$smB", "create.generic.clockwise": "顺时针方向", "create.generic.counter_clockwise": "逆时针方向", - "create.action.scroll": "滚轮", "create.action.confirm": "确认", "create.action.abort": "退出", "create.action.saveToFile": "保存", "create.action.discard": "放弃", - "create.keyinfo.toolmenu": "工具菜单", "create.keyinfo.scrollup": "(游戏中)向上鼠标滚轮", "create.keyinfo.scrolldown": "(游戏中)向下鼠标滚轮", - "create.gui.scrollInput.defaultTitle": "选择一个选项:", "create.gui.scrollInput.scrollToModify": "滚动修改", "create.gui.scrollInput.scrollToAdjustAmount": "滚动修改数量", "create.gui.scrollInput.scrollToSelect": "滚动选择", - "create.gui.scrollInput.shiftScrollsFaster": "按住Shift滚动更快", + "create.gui.scrollInput.shiftScrollsFaster": "按住 Shift 滚动更快", "create.gui.toolmenu.focusKey": "按住 [%1$s] 鼠标滚轮选择", "create.gui.toolmenu.cycle": "[SCROLL] 循环", "create.gui.symmetryWand.mirrorType": "镜子类型", "create.gui.symmetryWand.orientation": "方向", - "create.symmetry.mirror.plane": "镜像", "create.symmetry.mirror.doublePlane": "矩形", "create.symmetry.mirror.triplePlane": "八角", - "create.orientation.orthogonal": "垂直", "create.orientation.diagonal": "对角线", "create.orientation.horizontal": "水平", "create.orientation.alongZ": "以z轴对齐", "create.orientation.alongX": "以x轴对齐", - "create.gui.terrainzapper.title": "手持式环境塑形器", "create.gui.terrainzapper.searchDiagonal": "对角线延伸", - "create.gui.terrainzapper.searchFuzzy": "模糊模式(忽略材料分界)", + "create.gui.terrainzapper.searchFuzzy": "忽略质料分界", "create.gui.terrainzapper.patternSection": "样式", "create.gui.terrainzapper.pattern.solid": "填满", "create.gui.terrainzapper.pattern.checkered": "棋盘格", "create.gui.terrainzapper.pattern.inversecheckered": "反转棋盘格", - "create.gui.terrainzapper.pattern.chance25": "随机填充25%", - "create.gui.terrainzapper.pattern.chance50": "随机填充50%", - "create.gui.terrainzapper.pattern.chance75": "随机填充75%", + "create.gui.terrainzapper.pattern.chance25": "随机填充 25%", + "create.gui.terrainzapper.pattern.chance50": "随机填充 50%", + "create.gui.terrainzapper.pattern.chance75": "随机填充 75%", "create.gui.terrainzapper.placement": "放置模式", "create.gui.terrainzapper.placement.merged": "结合", "create.gui.terrainzapper.placement.attached": "依附", @@ -823,8 +795,8 @@ "create.gui.terrainzapper.brush.cuboid": "矩形体", "create.gui.terrainzapper.brush.sphere": "球体", "create.gui.terrainzapper.brush.cylinder": "圆柱体", - "create.gui.terrainzapper.brush.surface": "连接的面", - "create.gui.terrainzapper.brush.cluster": "连接的立体区域", + "create.gui.terrainzapper.brush.surface": "表面", + "create.gui.terrainzapper.brush.cluster": "簇状", "create.gui.terrainzapper.tool": "填充类型", "create.gui.terrainzapper.tool.fill": "填充", "create.gui.terrainzapper.tool.place": "复写", @@ -832,17 +804,14 @@ "create.gui.terrainzapper.tool.clear": "清除", "create.gui.terrainzapper.tool.overlay": "覆盖", "create.gui.terrainzapper.tool.flatten": "平整", - - "create.terrainzapper.shiftRightClickToSet": "Shift+鼠标右击以设置塑形类型", - "create.terrainzapper.usingBlock": "填充材料:%1$s", + "create.terrainzapper.shiftRightClickToSet": "按住 Shift 右击以设置塑形类型", + "create.terrainzapper.usingBlock": "使用:%1$s", "create.terrainzapper.leftClickToSet": "鼠标左击一个方块以设置填充材料", - "create.minecart_coupling.two_couplings_max": "矿车无法被连接两个以上的矿车连轴器", "create.minecart_coupling.unloaded": "有一部分火车存在于未加载区块中", "create.minecart_coupling.no_loops": "矿车连轴器不能连成一个环", "create.minecart_coupling.removed": "从矿车上移除所有矿车连轴器", "create.minecart_coupling.too_far": "矿车距离你太远了", - "create.contraptions.movement_mode": "运动模式", "create.contraptions.movement_mode.move_place": "停止时总是将装置方块化", "create.contraptions.movement_mode.move_place_returned": "停止时只在初始位置才将装置方块化", @@ -851,37 +820,33 @@ "create.contraptions.movement_mode.rotate_place_returned": "停止时只在接近初始角度才将装置方块化", "create.contraptions.movement_mode.rotate_never_place": "只有在旋转轴摧毁后才将装置方块化", "create.contraptions.cart_movement_mode": "矿车运动模式", - "create.contraptions.cart_movement_mode.rotate": "装置与矿车保持相同方向", + "create.contraptions.cart_movement_mode.rotate": "始终面朝前进方向", "create.contraptions.cart_movement_mode.rotate_paused": "矿车转向时机器停止工作", - "create.contraptions.cart_movement_mode.rotation_locked": "装置方向保持不变", + "create.contraptions.cart_movement_mode.rotation_locked": "旋转锁定", "create.contraptions.windmill.rotation_direction": "旋转方向", "create.contraptions.clockwork.clock_hands": "钟表指针", "create.contraptions.clockwork.hour_first": "时针优先", "create.contraptions.clockwork.minute_first": "分针优先", - "create.contraptions.clockwork.hour_first_24": "24小时制优先", - + "create.contraptions.clockwork.hour_first_24": "24 小时制优先", "create.logistics.filter": "过滤器", "create.logistics.recipe_filter": "配方过滤器", "create.logistics.fluid_filter": "流体过滤器", - "create.logistics.firstFrequency": "频道. #1", - "create.logistics.secondFrequency": "频道. #2", "create.logistics.filter.apply": "已将过滤应用于%1$s。", "create.logistics.filter.apply_click_again": "已将过滤应用于%1$s,再次点击可将手持物品数量复制到过滤器上。", "create.logistics.filter.apply_count": "已将提取数量应用至过滤器。", - "create.gui.goggles.generator_stats": "应力发生器状态:", "create.gui.goggles.kinetic_stats": "动力学状态:", "create.gui.goggles.at_current_speed": "当前速度应力值", "create.gui.goggles.pole_length": "活塞杆长度:", "create.gui.goggles.fluid_container": "流体容器信息:", "create.gui.goggles.fluid_container.capacity": "容量:", - "create.gui.assembly.exception": "无法组装该结构:", + "create.gui.assembly.exception": "无法组装该装置:", "create.gui.assembly.exception.unmovableBlock": "无法移动的方块:(%4$s)位于 [%1$s,%2$s,%3$s]", - "create.gui.assembly.exception.chunkNotLoaded": "位于 [%1$s,%2$s,%3$s] 的方块未处于加载区块", - "create.gui.assembly.exception.structureTooLarge": "结构中的方块数量过多。\n配置中的最大数量限制为:%1$s", - "create.gui.assembly.exception.tooManyPistonPoles": "活塞加装的活塞杆数量过多。\n配置中的最大数量限制为:%1$s", + "create.gui.assembly.exception.chunkNotLoaded": "位于 [%1$s,%2$s,%3$s] 的方块未处于加载区块", + "create.gui.assembly.exception.structureTooLarge": "装置中的方块数量过多。", + "create.gui.assembly.exception.tooManyPistonPoles": "活塞加装的活塞杆数量过多。", "create.gui.assembly.exception.noPistonPoles": "活塞缺失部分活塞杆", - "create.gui.assembly.exception.not_enough_sails": "相接的结构所包含的类风帆方块的数量不足。%1$s\n最低需要 %2$s 个方块", + "create.gui.assembly.exception.not_enough_sails": "相接的结构所包含的类风帆方块的数量不足。%1$s", "create.gui.gauge.info_header": "仪表信息:", "create.gui.speedometer.title": "旋转速度", "create.gui.stressometer.title": "网络应力", @@ -916,17 +881,15 @@ "create.gui.sequenced_gearshift.speed.forward_fast": "两倍速,正向", "create.gui.sequenced_gearshift.speed.back": "一倍速,反向", "create.gui.sequenced_gearshift.speed.back_fast": "两倍速,反向", - "create.schematicAndQuill.dimensions": "蓝图尺寸:%1$sx%2$sx%3$s", "create.schematicAndQuill.firstPos": "第一个位置。", "create.schematicAndQuill.secondPos": "第二个位置。", - "create.schematicAndQuill.noTarget": "按住Ctrl选择空气方块。", + "create.schematicAndQuill.noTarget": "按住 Ctrl 选择空气方块。", "create.schematicAndQuill.abort": "删除选择。", "create.schematicAndQuill.title": "蓝图名:", "create.schematicAndQuill.convert": "立即保存并部署", "create.schematicAndQuill.fallbackName": "我的蓝图", "create.schematicAndQuill.saved": "另存为%1$s", - "create.schematic.invalid": "[!] 无效的项目", "create.schematic.position": "位置", "create.schematic.rotation": "旋转", @@ -946,18 +909,18 @@ "create.schematic.tool.flip": "翻转", "create.schematic.tool.deploy.description.0": "将结构移到某个位置。", "create.schematic.tool.deploy.description.1": "在地面上单击鼠标右击以放置。", - "create.schematic.tool.deploy.description.2": "按住Ctrl以固定距离选择。", - "create.schematic.tool.deploy.description.3": "按住Ctrl鼠标滚动更改距离。", + "create.schematic.tool.deploy.description.2": "按住 Ctrl 以固定距离选择。", + "create.schematic.tool.deploy.description.3": "按住 Ctrl 鼠标滚动更改距离。", "create.schematic.tool.move.description.0": "水平移动蓝图", - "create.schematic.tool.move.description.1": "选定蓝图,然后按住Ctrl鼠标滚动移动。", + "create.schematic.tool.move.description.1": "选定蓝图,然后按住 Ctrl 鼠标滚动移动。", "create.schematic.tool.move.description.2": "", "create.schematic.tool.move.description.3": "", "create.schematic.tool.movey.description.0": "垂直移动蓝图", - "create.schematic.tool.movey.description.1": "按住Ctrl鼠标滚动上下移动", + "create.schematic.tool.movey.description.1": "按住 Ctrl 鼠标滚动上下移动", "create.schematic.tool.movey.description.2": "", "create.schematic.tool.movey.description.3": "", "create.schematic.tool.rotate.description.0": "围绕蓝图中心旋转蓝图。", - "create.schematic.tool.rotate.description.1": "按住Ctrl鼠标滚动旋转90度", + "create.schematic.tool.rotate.description.1": "按住 Ctrl 鼠标滚动旋转90度", "create.schematic.tool.rotate.description.2": "", "create.schematic.tool.rotate.description.3": "", "create.schematic.tool.print.description.0": "立即将结构放置在世界上", @@ -965,14 +928,12 @@ "create.schematic.tool.print.description.2": "该工具仅适用于创造模式。", "create.schematic.tool.print.description.3": "", "create.schematic.tool.flip.description.0": "沿你选择的面翻转蓝图。", - "create.schematic.tool.flip.description.1": "指向蓝图,然后按住Ctrl鼠标滚动将其翻转。", + "create.schematic.tool.flip.description.1": "指向蓝图,然后按住 Ctrl 鼠标滚动将其翻转。", "create.schematic.tool.flip.description.2": "", "create.schematic.tool.flip.description.3": "", - "create.schematics.synchronizing": "正在同步..", "create.schematics.uploadTooLarge": "你的蓝图太大", "create.schematics.maxAllowedSize": "允许的最大蓝图文件大小为:", - "create.gui.schematicTable.refresh": "刷新文件", "create.gui.schematicTable.open_folder": "打开文件夹", "create.gui.schematicTable.title": "蓝图桌", @@ -992,7 +953,7 @@ "create.gui.schematicannon.option.replaceWithSolid": "用固体方块替换工作区域内的方块", "create.gui.schematicannon.option.replaceWithAny": "用任何方块替换工作区域内的方块", "create.gui.schematicannon.option.replaceWithEmpty": "用空气替换工作区域内的方块", - "create.gui.schematicannon.option.skipMissing": "绕过缺少的方块", + "create.gui.schematicannon.option.skipMissing": "跳过缺少的方块", "create.gui.schematicannon.option.skipTileEntities": "保护存储方块", "create.gui.schematicannon.slot.gunpowder": "向蓝图加农炮添加火药以提供动力", "create.gui.schematicannon.slot.listPrinter": "在此处放置书以打印蓝图所需的材料清单", @@ -1003,28 +964,25 @@ "create.gui.schematicannon.option.replaceWithSolid.description": "蓝图加农炮会使用所提供的固体方块来替换工作区域内的其他固体方块", "create.gui.schematicannon.option.replaceWithAny.description": "蓝图加农炮会使用任何所提供的方块来替换工作区域内的固体方块", "create.gui.schematicannon.option.replaceWithEmpty.description": "蓝图加农炮将清理和替换工作区域内所有原本的方块。", - - "create.schematicannon.status.idle": "闲置", - "create.schematicannon.status.ready": "准备", - "create.schematicannon.status.running": "运行", - "create.schematicannon.status.finished": "完成", + "create.schematicannon.status.idle": "闲置中", + "create.schematicannon.status.ready": "准备中", + "create.schematicannon.status.running": "运行中", + "create.schematicannon.status.finished": "已完成", "create.schematicannon.status.paused": "已暂停", - "create.schematicannon.status.stopped": "停止", - "create.schematicannon.status.noGunpowder": "火药消耗完毕", - "create.schematicannon.status.targetNotLoaded": "方块未加载", - "create.schematicannon.status.targetOutsideRange": "定位目标太远", - "create.schematicannon.status.searching": "搜索", - "create.schematicannon.status.skipping": "跳过", + "create.schematicannon.status.stopped": "已停止", + "create.schematicannon.status.noGunpowder": "火药已耗尽", + "create.schematicannon.status.targetNotLoaded": "目标未被加载", + "create.schematicannon.status.targetOutsideRange": "目标太远", + "create.schematicannon.status.searching": "正在搜索", + "create.schematicannon.status.skipping": "正在跳过", "create.schematicannon.status.missingBlock": "缺少方块:", "create.schematicannon.status.placing": "建筑中", "create.schematicannon.status.clearing": "清除方块中", "create.schematicannon.status.schematicInvalid": "蓝图无效", "create.schematicannon.status.schematicNotPlaced": "蓝图未部署", "create.schematicannon.status.schematicExpired": "蓝图文件已过期", - "create.materialChecklist": "材料清单", - "create.materialChecklist.blocksNotLoaded": "*免责声明* \n\n由于未加载相关区块,材料清单可能不正确。", - + "create.materialChecklist.blocksNotLoaded": "*免责声明* ", "create.gui.filter.deny_list": "黑名单", "create.gui.filter.deny_list.description": "只通过不在黑名单中的物品,如果黑名单为空,所有物品都可以通过", "create.gui.filter.allow_list": "白名单", @@ -1033,7 +991,6 @@ "create.gui.filter.respect_data.description": "只有物品的耐久、附魔等其他属性相同时才可以匹配", "create.gui.filter.ignore_data": "忽视物品属性", "create.gui.filter.ignore_data.description": "匹配时忽视物品的耐久、附魔等其他属性", - "create.item_attributes.placeable": "可放置", "create.item_attributes.placeable.inverted": "不可放置", "create.item_attributes.consumable": "可食用", @@ -1065,20 +1022,20 @@ "create.item_attributes.in_item_group": "属于%1$s", "create.item_attributes.in_item_group.inverted": "不属于%1$s", "create.item_attributes.added_by": "由%1$s添加", - "create.item_attributes.added_by.inverted": "不是由%1$s添加", + "create.item_attributes.added_by.inverted": "不由%1$s添加", "create.item_attributes.shulker_level": "潜影盒是%1$s的", "create.item_attributes.shulker_level.inverted": "潜影盒不是%1$s的", "create.item_attributes.shulker_level.full": "满", "create.item_attributes.shulker_level.empty": "空", - "create.item_attributes.shulker_level.partial": "半满", + "create.item_attributes.shulker_level.partial": "部分填充", "create.item_attributes.has_enchant": "有附魔效果%1$s", "create.item_attributes.has_enchant.inverted": "没有附魔效果%1$s", "create.item_attributes.color": "染色为%1$s", "create.item_attributes.color.inverted": "未被染成%1$s", - "create.item_attributes.max_enchanted": "已达到最高附魔等", + "create.item_attributes.max_enchanted": "已达到最高附魔等级", "create.item_attributes.max_enchanted.inverted": "并未达到最高附魔等级", - "create.item_attributes.has_fluid": "包含%1$s", - "create.item_attributes.has_fluid.inverted": "不包含%1$s", + "create.item_attributes.has_fluid": "含有%1$s", + "create.item_attributes.has_fluid.inverted": "不含有%1$s", "create.item_attributes.has_name": "有自定义名称%1$s", "create.item_attributes.has_name.inverted": "没有自定义名称%1$s", "create.item_attributes.book_author": "由%1$s编写", @@ -1099,9 +1056,8 @@ "create.item_attributes.astralsorcery_perk_gem.inverted": "不带有星能力属性%1$s", "create.item_attributes.astralsorcery_amulet": "璀璨棱镜增强%1$s", "create.item_attributes.astralsorcery_amulet.inverted": "璀璨棱镜未增强%1$s", - - "create.gui.attribute_filter.no_selected_attributes": "没有标记任何属性", - "create.gui.attribute_filter.selected_attributes": "已选择的属性:", + "create.gui.attribute_filter.no_selected_attributes": "未选择任何属性", + "create.gui.attribute_filter.selected_attributes": "已选择的属性:", "create.gui.attribute_filter.add_attribute": "向列表中添加属性", "create.gui.attribute_filter.add_inverted_attribute": "向列表中添加相反属性", "create.gui.attribute_filter.allow_list_disjunctive": "任意匹配白名单(任何)", @@ -1111,7 +1067,6 @@ "create.gui.attribute_filter.deny_list": "黑名单", "create.gui.attribute_filter.deny_list.description": "只要没有上述属性,就可以通过", "create.gui.attribute_filter.add_reference_item": "添加参考物品", - "create.tooltip.holdForDescription": "按住 [%1$s] 可查看概要", "create.tooltip.holdForControls": "按住 [%1$s] 可查看控制方法", "create.tooltip.keyShift": "Shift", @@ -1131,24 +1086,19 @@ "create.tooltip.capacityProvided.high": "大", "create.tooltip.generationSpeed": "产生于%1$s %2$s", "create.tooltip.analogStrength": "模拟信号强度:%1$s/15", - "create.mechanical_arm.extract_from": "从%1$s中拿取物品", - "create.mechanical_arm.deposit_to": "向%1$s存储物品", - "create.mechanical_arm.summary": "动力臂当前有%1$s个输入,%2$s个输出。", + "create.mechanical_arm.deposit_to": "将物品存储至%1$s", + "create.mechanical_arm.summary": "动力臂当前有 %1$s 个输入,%2$s 个输出。", "create.mechanical_arm.points_outside_range": "由于距离限制,选定的交互点%1$s已被移除。", - "create.weighted_ejector.target_set": "目标已选取", "create.weighted_ejector.target_not_valid": "弹射至临近方块(目标无效)", "create.weighted_ejector.no_target": "弹射至临近方块(未选择目标)", - "create.weighted_ejector.targeting": "弹射至[%1$s,%2$s,%3$s]", + "create.weighted_ejector.targeting": "弹射至 [%1$s,%2$s,%3$s]", "create.weighted_ejector.stack_size": "弹射物品堆数量", - "create.logistics.when_multiple_outputs_available": "当多个输出可用时", - "create.mechanical_arm.selection_mode.round_robin": "轮询调度", "create.mechanical_arm.selection_mode.forced_round_robin": "强制轮询调度", "create.mechanical_arm.selection_mode.prefer_first": "第一目标优先", - "create.tunnel.selection_mode.split": "分流", "create.tunnel.selection_mode.forced_split": "强制分流", "create.tunnel.selection_mode.round_robin": "轮询调度", @@ -1156,7 +1106,6 @@ "create.tunnel.selection_mode.prefer_nearest": "最近优先", "create.tunnel.selection_mode.randomize": "随机", "create.tunnel.selection_mode.synchronize": "同步输入", - "create.tooltip.chute.header": "溜槽信息", "create.tooltip.chute.items_move_down": "物品下行", "create.tooltip.chute.items_move_up": "物品上行", @@ -1166,37 +1115,30 @@ "create.tooltip.chute.fans_pull_up": "鼓风机从上方进行吸引", "create.tooltip.chute.fans_pull_down": "鼓风机从下方进行吸引", "create.tooltip.chute.contains": "内含物品:%1$s x%2$s", - "create.tooltip.brass_tunnel.contains": "等待分配的物品:", - "create.tooltip.brass_tunnel.contains_entry": "> %2$s个%1$s", + "create.tooltip.brass_tunnel.contains": "目前分配:", + "create.tooltip.brass_tunnel.contains_entry": "> %1$s x%2$s", "create.tooltip.brass_tunnel.retrieve": "鼠标右击取出", - "create.linked_controller.bind_mode": "绑定模式激活", - "create.linked_controller.press_keybind": "按%1$s,%2$s,%3$s,%4$s,%5$s或%6$s选择要将该频率绑定到哪个按键。", + "create.linked_controller.press_keybind": "按下%1$s、%2$s、%3$s、%4$s、%5$s或%6$s,可以将该频率绑定到按下的按键上。", "create.linked_controller.key_bound": "该频率已绑定到%1$s", - "create.linked_controller.frequency_slot_1": "按键:%1$s,频道 #1", - "create.linked_controller.frequency_slot_2": "按键:%1$s,频道 #2", - - "create.crafting_blueprint.crafting_slot": "合成材料格", + "create.crafting_blueprint.crafting_slot": "原料槽", "create.crafting_blueprint.filter_items_viable": "可以使用过滤器", - "create.crafting_blueprint.display_slot": "展示的图标", + "create.crafting_blueprint.display_slot": "展示槽", "create.crafting_blueprint.inferred": "已根据合成配方自动设定", "create.crafting_blueprint.manually_assigned": "手动设定", - "create.crafting_blueprint.secondary_display_slot": "展示的图标角标", + "create.crafting_blueprint.secondary_display_slot": "次要展示槽", "create.crafting_blueprint.optional": "可选", - "create.potato_cannon.ammo.attack_damage": "%1$s 攻击伤害", "create.potato_cannon.ammo.reload_ticks": "%1$s 装弹时间(Ticks)", "create.potato_cannon.ammo.knockback": "%1$s 击退", - "create.hint.hose_pulley.title": "无限供应", "create.hint.hose_pulley": "目标液体对象被视为无限量的。", "create.hint.mechanical_arm_no_targets.title": "没有目标", "create.hint.mechanical_arm_no_targets": "看起来这个_动力臂_没有被分配给任何_目标_。在手持机械臂的同时,右击选取传送带、置物台、漏斗或其他设备来设置目标。", "create.hint.empty_bearing.title": "更新轴承", - "create.hint.empty_bearing": "_空手右击_轴承来_激活_你新建造的结构。", + "create.hint.empty_bearing": "_空手右击_轴承,可以将你新建造的结构_接到_轴承上。", "create.hint.full_deployer.title": "机械手物品溢出", "create.hint.full_deployer": "_机械手_包含_过剩的物品,_需要被_提取。你需要_使用_料斗,__漏斗_或其他方法将溢出释放出来。", - "create.gui.config.overlay1": "Hi :)", "create.gui.config.overlay2": "这是一个实例层", "create.gui.config.overlay3": "点击拖拽你的鼠标", @@ -1205,21 +1147,15 @@ "create.gui.config.overlay6": "并保存新的位置", "create.gui.config.overlay7": "输入/create overlay reset", "create.gui.config.overlay8": "重置到默认位置", - "create.command.killTPSCommand": "killtps", - "create.command.killTPSCommand.status.slowed_by.0": "[Create]: 服务器每秒tick速被降低为 %s ms :o", - "create.command.killTPSCommand.status.slowed_by.1": "[Create]: 服务器现在每秒tick速被降低为 >:)", - "create.command.killTPSCommand.status.slowed_by.2": "[Create]: 服务器恢复到正常速度 :D", - "create.command.killTPSCommand.status.usage.0": "[Create]: 用 /killtps stop 来让服务器的TPS速度变回正常", - "create.command.killTPSCommand.status.usage.1": "[Create]: 用 /killtps start 来手动降低服务器TPS速度", + "create.command.killTPSCommand.status.slowed_by.0": "[Create]: 服务器现在的 TPS 速度被降低为 %s ms :o", + "create.command.killTPSCommand.status.slowed_by.1": "[Create]: 服务器现在的 TPS 速度被降低为 >:)", + "create.command.killTPSCommand.status.slowed_by.2": "[Create]: 服务器恢复到正常的 TPS 速度 :D", + "create.command.killTPSCommand.status.usage.0": "[Create]: 用 /killtps stop 来让服务器的 TPS 速度变回正常", + "create.command.killTPSCommand.status.usage.1": "[Create]: 用 /killtps start 来手动降低服务器 TPS 速度", "create.command.killTPSCommand.argument.tickTime": "tickTime", - "create.contraption.minecart_contraption_too_big": "这一矿车装置似乎太大了,无法变为拾捡状态", - "create.contraption.minecart_contraption_illegal_pickup": "神秘的力量阻止你拾取这个矿车装置。", - - - "_": "->------------------------] Subtitles [------------------------<-", - + "create.contraption.minecart_contraption_illegal_pickup": "一股神秘的力量将这一装置与世界牢牢绑定在了一起。", "create.subtitle.contraption_disassemble": "结构:停止移动", "create.subtitle.peculiar_bell_use": "奇异钟:鸣响", "create.subtitle.mixing": "搅拌器:搅拌声", @@ -1232,12 +1168,12 @@ "create.subtitle.blaze_munch": "烈焰人:咀嚼", "create.subtitle.funnel_flap": "漏斗:垂帘碰撞", "create.subtitle.schematicannon_finish": "蓝图加农炮:叮", - "create.subtitle.haunted_bell_use": "怪异钟:鸣响", + "create.subtitle.haunted_bell_use": "森魂钟:鸣响", "create.subtitle.scroll_value": "拨码输入:咔哒", "create.subtitle.crafter_craft": "动力合成器:合成中", "create.subtitle.controller_put": "遥控器:放进讲台", "create.subtitle.cranking": "手摇曲柄:转动", - "create.subtitle.wrench_remove": "部件:被破坏", + "create.subtitle.wrench_remove": "组件:被破坏", "create.subtitle.cogs": "齿轮:嘎吱作响", "create.subtitle.slime_added": "粘液:挤碎声", "create.subtitle.wrench_rotate": "扳手:拧动", @@ -1255,10 +1191,6 @@ "create.subtitle.crafter_click": "动力合成器:咔哒声", "create.subtitle.depot_plop": "物品:着地", "create.subtitle.confirm": "提示声:接受", - - - "_": "->------------------------] Item Descriptions [------------------------<-", - "item.create.example_item.tooltip": "EXAMPLE ITEM (just a marker that this tooltip exists)", "item.create.example_item.tooltip.summary": "A brief description of the item._Underscores_highlight a term.", "item.create.example_item.tooltip.condition1": "When this", @@ -1267,21 +1199,16 @@ "item.create.example_item.tooltip.behaviour2": "You can add as many behaviours as you like", "item.create.example_item.tooltip.control1": "When Ctrl pressed", "item.create.example_item.tooltip.action1": "These controls are displayed.", - "block.create.wooden_bracket.tooltip": "木质支架", "block.create.wooden_bracket.tooltip.summary": "用这种给人温馨感的木质支架_装饰_你的_传动杆_,_齿轮_和_管道_吧。", - "block.create.metal_bracket.tooltip": "金属支架", "block.create.metal_bracket.tooltip.summary": "用这种工业风格的金属支架_装饰_你的_传动杆_,_齿轮_和_管道_吧。", - "block.create.seat.tooltip": "坐垫", "block.create.seat.tooltip.summary": "坐下来享受旅程吧!坐垫将会把玩家固定在一个移动装置上。也可以用来作为居家装饰,毕竟他有许多颜色。", "block.create.seat.tooltip.condition1": "右击坐垫", - "block.create.seat.tooltip.behaviour1": "会使得玩家坐在_坐垫_上,L-Shift可离开_坐垫_。", - + "block.create.seat.tooltip.behaviour1": "会使得玩家坐在_坐垫_上,按下左 Shift 可离开_坐垫_。", "item.create.blaze_cake.tooltip": "烈焰蛋糕", "item.create.blaze_cake.tooltip.summary": "为辛勤劳作的_烈焰人_精心准备的美味。让他们兴奋起来吧!", - "item.create.wand_of_symmetry.tooltip": "对称之杖", "item.create.wand_of_symmetry.tooltip.summary": "完美地镜面复制工作区域内的方块到另一边", "item.create.wand_of_symmetry.tooltip.condition1": "当在快捷栏时", @@ -1292,7 +1219,6 @@ "item.create.wand_of_symmetry.tooltip.action2": "_删除_镜面。", "item.create.wand_of_symmetry.tooltip.control3": "当潜行右击时", "item.create.wand_of_symmetry.tooltip.action3": "打开_配置界面_。", - "item.create.handheld_worldshaper.tooltip": "手持式环境塑形器", "item.create.handheld_worldshaper.tooltip.summary": "_创造_大陆和山脉的手持工具", "item.create.handheld_worldshaper.tooltip.control1": "当左击方块时", @@ -1301,50 +1227,42 @@ "item.create.handheld_worldshaper.tooltip.action2": "_放置_或_替换_目标方块。", "item.create.handheld_worldshaper.tooltip.control3": "当潜行右击时", "item.create.handheld_worldshaper.tooltip.action3": "打开工具的_配置界面_。", - "item.create.tree_fertilizer.tooltip": "树木肥料", "item.create.tree_fertilizer.tooltip.summary": "由多种矿物质复合而成的强大生长剂,能够加速普通树种的生长速度。", "item.create.tree_fertilizer.tooltip.condition1": "在树苗上使用时", "item.create.tree_fertilizer.tooltip.behaviour1": "使得该树_无视_它的_生长空间条件_,立刻长大。", - "item.create.extendo_grip.tooltip": "伸缩机械手", "item.create.extendo_grip.tooltip.summary": "biubiubiu! 大幅度_增加了_使用者的_触碰距离_。", "item.create.extendo_grip.tooltip.condition1": "放置于副手栏时", "item.create.extendo_grip.tooltip.behaviour1": "增加_主手_所使用物品的_接触距离_。", "item.create.extendo_grip.tooltip.condition2": "当装备铜制背罐时", "item.create.extendo_grip.tooltip.behaviour2": "使用罐中_气压_来_抵消_伸缩机械手的_耐久_损耗。", - "item.create.potato_cannon.tooltip": "土豆加农炮", "item.create.potato_cannon.tooltip.summary": "噗!把你亲手栽培的蔬菜砸向你的敌人。可以使用_铜制背罐_供能。", "item.create.potato_cannon.tooltip.condition1": "当右击时", - "item.create.potato_cannon.tooltip.behaviour1": "_发射_你_物品栏_中任一可做弹药的物品。", + "item.create.potato_cannon.tooltip.behaviour1": "_发射_你_物品栏_中任一可作为弹药的物品。", "item.create.potato_cannon.tooltip.condition2": "当装备铜制背罐时", "item.create.potato_cannon.tooltip.behaviour2": "使用罐中_气压_来_抵消_土豆加农炮的_耐久_损耗。", - "item.create.filter.tooltip": "过滤器", "item.create.filter.tooltip.summary": "可用于_精确_控制物流设备的_输出_以及_输入_,使得通过的物品流与_一组_物品或者数个_相嵌套的过滤器_相匹配。", "item.create.filter.tooltip.condition1": "放置于过滤插槽中时", "item.create.filter.tooltip.behaviour1": "根据_过滤器_的配置,来_决定_物品流是否能够通过。", "item.create.filter.tooltip.condition2": "当右击时", "item.create.filter.tooltip.behaviour2": "打开_配置面板_。", - "item.create.attribute_filter.tooltip": "属性过滤器", "item.create.attribute_filter.tooltip.summary": "可用于_精确_控制物流设备的_输出_以及_输入_,使得通过的物品流与_一组_物品_属性_以及_分类_相匹配。", "item.create.attribute_filter.tooltip.condition1": "放置于过滤插槽中时", "item.create.attribute_filter.tooltip.behaviour1": "根据_过滤器_的配置,来_决定_物品流是否能够通过。", "item.create.attribute_filter.tooltip.condition2": "当右击时", "item.create.attribute_filter.tooltip.behaviour2": "打开_配置面板_。", - "item.create.empty_schematic.tooltip": "空白蓝图", "item.create.empty_schematic.tooltip.summary": "可作为合成材料或在_蓝图桌_使用", - "item.create.schematic.tooltip": "蓝图", "item.create.schematic.tooltip.summary": "可将结构部署并放置到世界中,将蓝图全息影像部署完毕后,使用_蓝图加农炮_进行结构建造。", "item.create.schematic.tooltip.condition1": "当手持蓝图时", "item.create.schematic.tooltip.behaviour1": "可以使用屏幕上的工具调整位置", "item.create.schematic.tooltip.control1": "当潜行右击时", "item.create.schematic.tooltip.action1": "打开一个用于输入_精确坐标_的界面。", - "item.create.schematic_and_quill.tooltip": "蓝图与笔", "item.create.schematic_and_quill.tooltip.summary": "用于将世界中的结构保存到 .nbt 文件。", "item.create.schematic_and_quill.tooltip.condition1": "第一步", @@ -1357,17 +1275,14 @@ "item.create.schematic_and_quill.tooltip.action2": "可在_空中_选择点,_滑动滚轮_可调整距离。", "item.create.schematic_and_quill.tooltip.control3": "当潜行右击时", "item.create.schematic_and_quill.tooltip.action3": "_重置_并删除选区。", - "block.create.schematicannon.tooltip": "蓝图加农炮", "block.create.schematicannon.tooltip.summary": "发射方块,重新构建已在世界中部署的_蓝图_,会使用相邻箱子中的物品进行填充,_火药_作为燃料。", - "block.create.schematicannon.tooltip.condition1": "当右击时", - "block.create.schematicannon.tooltip.behaviour1": "打开_配置面板_。", - + "block.create.schematicannon.tooltip.condition1": "When R-Clicked", + "block.create.schematicannon.tooltip.behaviour1": "Opens the _Interface_", "block.create.schematic_table.tooltip": "蓝图桌", "block.create.schematic_table.tooltip.summary": "将保存的蓝图图写入_空白蓝图_", "block.create.schematic_table.tooltip.condition1": "放入空白蓝图时", "block.create.schematic_table.tooltip.behaviour1": "可从 Schematics 文件夹中上传所选文件。", - "item.create.goggles.tooltip": "工程师护目镜", "item.create.goggles.tooltip.summary": "一副可以扩增显示_动力学信息_的实用眼镜。", "item.create.goggles.tooltip.condition1": "当装备时", @@ -1376,122 +1291,96 @@ "item.create.goggles.tooltip.behaviour2": "将会显示与仪表相连的网络的_转速_、_应力_等详细信息。", "item.create.goggles.tooltip.condition3": "当看向流体容器时", "item.create.goggles.tooltip.behaviour3": "显示出方块的_容量_细节,以及其中包含的所有_流体_。", - "item.create.wrench.tooltip": "扳手", "item.create.wrench.tooltip.summary": "操控动力组件的使用工具。可用于_旋转_,_拆除_以及_配置_组件。", "item.create.wrench.tooltip.control1": "当右击_动力方块_时", "item.create.wrench.tooltip.action1": "以点击的面为轴心_旋转_点击的方块", "item.create.wrench.tooltip.control2": "当潜行右击时", "item.create.wrench.tooltip.action2": "会_拆除动力组件_并将其移动到你的背包中。", - "block.create.nozzle.tooltip": "分散网", "block.create.nozzle.tooltip.summary": "依附在鼓风机上,能够将鼓风机的效果分散到_各个方向_。", - "block.create.cuckoo_clock.tooltip": "布谷鸟闹钟", "block.create.cuckoo_clock.tooltip.summary": "精致的工艺品,能够记录时间", "block.create.cuckoo_clock.tooltip.condition1": "接入动力时", "block.create.cuckoo_clock.tooltip.behaviour1": "显示_当前时间_并且一天会咕咕两次。_中午_咕咕一次,_黄昏可以睡觉_的时候咕咕一次 ", - "block.create.turntable.tooltip": "转盘", "block.create.turntable.tooltip.summary": "让旋转力给你带来一场刺激的旋转风车体验。", - "block.create.stockpile_switch.tooltip": "存量转换器", "block.create.stockpile_switch.tooltip.summary": "根据连接的容器中_储存物品_的数量切换红石信号强度。自带有过滤槽,与_比较器_不同的是,你可以配置_存量转换器_信号反转的_阈值_。", "block.create.stockpile_switch.tooltip.condition1": "当右击时", "block.create.stockpile_switch.tooltip.behaviour1": "打开_配置界面_。", - "block.create.content_observer.tooltip": "物品侦测器", "block.create.content_observer.tooltip.summary": "检测_容器_和_传送带_中过滤器匹配的物品。当在_物品栏_,_传送带_或者_溜槽所容物_中侦测到匹配的物品时,此组件将发出_红石信号_。当观察到的漏斗_转移匹配的物品_时,此组件将发出_红石脉冲_。", - "block.create.adjustable_crate.tooltip": "可调节板条箱", "block.create.adjustable_crate.tooltip.summary": "该箱子支持玩家对其容量进行调整,最大可以容纳_16组_物品。支持_红石比较器_。", "block.create.adjustable_crate.tooltip.condition1": "当右击时", "block.create.adjustable_crate.tooltip.behaviour1": "打开_配置面板_。", - "block.create.creative_crate.tooltip": "创造板条箱", "block.create.creative_crate.tooltip.summary": "这种_储存容器_可以无限地复制任何物品。它还可以移除附近的_蓝图加农炮_的材料需求。", "block.create.creative_crate.tooltip.condition1": "当标记了物品时", "block.create.creative_crate.tooltip.behaviour1": "任何从容器中_提取_的物品都是_无限量的_,而任何_放置_到容器中的物品都会被_送入虚空_", - - "item.create.creative_cake.tooltip": "创造烈焰蛋糕", - "item.create.creative_cake.tooltip.summary": "为辛勤劳作的_烈焰人_精心准备的特别的美味。烈焰人吃了这个以后将_再也不需要燃料_。", - "item.create.creative_cake.tooltip.condition1": "对烈焰人燃烧室右击使用时", - "item.create.creative_cake.tooltip.behaviour1": "_固定_烈焰人燃烧室当前的燃料量。再次右击可以在不同燃料量之间_切换_。", - + "item.create.creative_blaze_cake.tooltip": "创造蛋糕", + "item.create.creative_blaze_cake.tooltip.summary": "为_烈焰人燃烧室_特制的小食,可以让你_控制燃烧室的热量等级_。吃下这个蛋糕之后,烈焰人燃烧室将_不再耗尽燃料_。", + "item.create.creative_blaze_cake.tooltip.condition1": "对着烈焰人燃烧室使用", + "item.create.creative_blaze_cake.tooltip.behaviour1": "_锁定_烈焰人燃烧室的热量等级。如果再次使用,会使得燃烧室的热量等级开始_循环_变化。", "block.create.controller_rail.tooltip": "控制铁轨", "block.create.controller_rail.tooltip.summary": "一种_汇流的,受红石信号影响的_铁轨,可以_较好地控制_经过矿车的_移动速度_。", "block.create.controller_rail.tooltip.condition1": "通入红石信号时时", "block.create.controller_rail.tooltip.behaviour1": "根据信号强度_加速_或_减速_经过的矿车。还会将红石信号传递到相邻的控制铁轨。向两个控制铁轨通入不同等级的红石信号,两者中间的轨道会受到以此为区间的连续等级的红石信号的激活。", - "item.create.sand_paper.tooltip": "砂纸", "item.create.sand_paper.tooltip.summary": "用来_打磨_物品的砂纸,可以用_机械手_来实现自动化。", "item.create.sand_paper.tooltip.condition1": "使用时", "item.create.sand_paper.tooltip.behaviour1": "打磨_副手_上或者_准心所指_的物品。", - "item.create.builders_tea.tooltip": "建造工茶饮", - "item.create.builders_tea.tooltip.summary": "饮下这杯完美茶饮,开启神清气爽的一天。可以回复_饥饿值_并获得_急迫_效果。", - + "item.create.builders_tea.tooltip.summary": "饮下这杯完美茶饮,开启神清气爽的一天。可以恢复_饥饿值_并获得_急迫_效果。", "item.create.refined_radiance.tooltip": "光辉石", "item.create.refined_radiance.tooltip.summary": "一种用_光辉_锻造的化合物材料。", "item.create.refined_radiance.tooltip.condition1": "尚未完工", "item.create.refined_radiance.tooltip.behaviour1": "该材料在未来可能会有更多的用途。", - "item.create.shadow_steel.tooltip": "暗影钢", "item.create.shadow_steel.tooltip.summary": "一种用_虚空_锻造的化合物材料。", "item.create.shadow_steel.tooltip.condition1": "尚未完工", "item.create.shadow_steel.tooltip.behaviour1": "该材料在未来可能会有更多的用途。", - "item.create.linked_controller.tooltip": "无线红石遥控器", "item.create.linked_controller.tooltip.summary": "提供_六个_可以绑定_无线红石_频道的按钮,用于_遥控_附近的_无线红石信号终端_。", "item.create.linked_controller.tooltip.condition1": "右击时", - "item.create.linked_controller.tooltip.behaviour1": "_拿起_或_放下_遥控器。拿起遥控器时,_移动_按键将被用来_操作遥控器_而不是移动玩家。", + "item.create.linked_controller.tooltip.behaviour1": "_拿起_或_放下_遥控器。拿起遥控器时,_控制移动_将被用来_操作遥控器_,而不是移动玩家。", "item.create.linked_controller.tooltip.condition2": "潜行右击时", "item.create.linked_controller.tooltip.behaviour2": "打开手动_配置界面_。", "item.create.linked_controller.tooltip.condition3": "右击无线红石信号终端时", - "item.create.linked_controller.tooltip.behaviour3": "启用_配对模式_,按_六个按键_中的一个来配对_无线红石信号终端_的_频率_。", + "item.create.linked_controller.tooltip.behaviour3": "启用_绑定模式_,按下_六个按键_中的一个,即可将此按键与_无线红石信号终端的频率_绑定。", "item.create.linked_controller.tooltip.condition4": "右击讲台时", - "item.create.linked_controller.tooltip.behaviour4": "将遥控器放在讲台上以便使用。(潜行右击来取回遥控器。)", - + "item.create.linked_controller.tooltip.behaviour4": "将遥控器放在讲台上以便使用(潜行右击来取回遥控器)。", "item.create.diving_helmet.tooltip": "潜水头盔", "item.create.diving_helmet.tooltip.summary": "与_铜制背罐_配合使用,为穿戴者提供在_水下_行动一段时间所需的_空气_。", "item.create.diving_helmet.tooltip.condition1": "戴在头上时", "item.create.diving_helmet.tooltip.behaviour1": "提供_水下呼吸_效果。缓慢消耗背罐中的_压缩空气_。", - "item.create.copper_backtank.tooltip": "铜制背罐", "item.create.copper_backtank.tooltip.summary": "一个可以_背在背上_的_铜罐_,用于携带一定量的压缩空气。", "item.create.copper_backtank.tooltip.condition1": "背在背上时", "item.create.copper_backtank.tooltip.behaviour1": "为其他需要_压缩空气_的装备提供所需的空气。", "item.create.copper_backtank.tooltip.condition2": "当放下并接入动力时", "item.create.copper_backtank.tooltip.behaviour2": "基于转速从周围环境中_收集_并_加压空气_。", - "item.create.diving_boots.tooltip": "潜水靴", "item.create.diving_boots.tooltip.summary": "一双_沉重的靴子_,让穿戴者可以更方便的探索海底。", "item.create.diving_boots.tooltip.condition1": "穿在脚上时", "item.create.diving_boots.tooltip.behaviour1": "穿戴者_下沉更快_并_无法游泳_。穿戴者可以在水下_行走_和_跳跃_。穿戴者不会被_传送带_移走。", - "item.create.crafting_blueprint.tooltip": "合成蓝图", - "item.create.crafting_blueprint.tooltip.summary": "_放在_墙上。设置特定的_原料排布_以便更快地手搓物品。每个格子都可以设定一个配方。", + "item.create.crafting_blueprint.tooltip.summary": "_放在_墙上,便可用它来设置特定的_原料排布_,以便更快地制作物品。每个格子都可以设定一个配方。", "item.create.crafting_blueprint.condition1": "当右击空的格子时", - "item.create.crafting_blueprint.behaviour1": "打开一个_配方设置界面_,用于_设置_一个_合成配方_以及设置显示的图标。", + "item.create.crafting_blueprint.behaviour1": "打开一个_配方设置界面_,用于_设置_一个_合成配方_以及展示的物品。", "item.create.crafting_blueprint.condition2": "当右击设置好的格子时", - "item.create.crafting_blueprint.behaviour2": "使用_物品栏_中的物品制作_设置的配方_。_潜行_以一次合成_一组_。", - + "item.create.crafting_blueprint.behaviour2": "使用_物品栏_中的物品制作_设置的配方_。_潜行_可以一次合成_一组_。", "item.create.minecart_coupling.tooltip": "矿车连轴器", - "item.create.minecart_coupling.tooltip.summary": "将多个_矿车_或运输结构链接在一起,构成雄伟的火车。", + "item.create.minecart_coupling.tooltip.summary": "将多个_矿车_或_连接运输装置_链接在一起,构成雄伟的火车。", "item.create.minecart_coupling.tooltip.condition1": "作用与矿车时", "item.create.minecart_coupling.tooltip.behaviour1": "将两个矿车耦合在一起,在移动时将它们保持_恒定的距离_。", - "block.create.peculiar_bell.tooltip": "奇异钟", - "block.create.peculiar_bell.tooltip.summary": "装饰用的_黄铜质钟_。放在_灵魂火_的正上方可能会产生意料之外的后果……", - - "block.create.haunted_bell.tooltip": "怪异钟", - "block.create.haunted_bell.tooltip.summary": "_被诅咒_的钟,其中充满了来自下界的迷失的灵魂。", + "block.create.peculiar_bell.tooltip.summary": "装饰用的_黄铜质钟_。放在_灵魂火_的正上方可能会产生意料之外的后果......", + "block.create.haunted_bell.tooltip": "森魂钟", + "block.create.haunted_bell.tooltip.summary": "_被诅咒_的钟,来自下界的迷失的灵魂缠绕于其上。", "block.create.haunted_bell.tooltip.condition1": "当手持或鸣响时", - "block.create.haunted_bell.tooltip.behaviour1": "标识出附近可能生成_敌对生物_的_黑暗_的地方。", - - - "_": "->------------------------] Ponder Content [------------------------<-", - + "block.create.haunted_bell.tooltip.behaviour1": "标识出附近可能生成_敌对生物_的_亮度不足_之处。", "create.ponder.hold_to_ponder": "按住 [%1$s] 开始思索", "create.ponder.subject": "情景主题", "create.ponder.pondering": "思索...", @@ -1505,10 +1394,10 @@ "create.ponder.think_back": "回想", "create.ponder.slow_text": "舒适阅读", "create.ponder.exit": "退出", - "create.ponder.welcome": "欢迎来到思索项目列表", + "create.ponder.welcome": "欢迎来到思索界面", "create.ponder.categories": "机械动力中包含的条目", "create.ponder.index_description": "点击一个图标来查看相关的物品和方块。", - "create.ponder.index_title": "思索项目列表", + "create.ponder.index_title": "思索索引", "create.ponder.shared.rpm16": "16 RPM", "create.ponder.shared.behaviour_modify_wrench": "可以用扳手调整它的行为。", "create.ponder.shared.storage_on_contraption": "与装置相接的存储空间,会自动将装置遇到的掉落物拾取到空间内。", @@ -1516,12 +1405,12 @@ "create.ponder.shared.rpm8": "8 RPM", "create.ponder.shared.ctrl_and": "Ctrl +", "create.ponder.shared.rpm32": "32 RPM", - "create.ponder.shared.rpm16_source": "动力源:16 R", + "create.ponder.shared.rpm16_source": "动力源:16 RPM", "create.ponder.shared.movement_anchors": "有了底盘和强力胶,移动起大型结构轻轻松松。", "create.ponder.tag.redstone": "逻辑组件", "create.ponder.tag.redstone.description": "这些组件会在红石工程中发挥大用处。", - "create.ponder.tag.contraption_assembly": "方块连接物件", - "create.ponder.tag.contraption_assembly.description": "将各个组件连接以便同时运动的物件", + "create.ponder.tag.contraption_assembly": "方块连接功能", + "create.ponder.tag.contraption_assembly.description": "将各个组件连接以便同时运动的工具以及组件", "create.ponder.tag.fluids": "流体操纵器械", "create.ponder.tag.fluids.description": "这些组件可以用于传递流体,以及利用流体进行工作。", "create.ponder.tag.decoration": "装饰", @@ -1544,30 +1433,25 @@ "create.ponder.tag.creative.description": "总有些东西是生存模式得不到的。", "create.ponder.tag.logistics": "物品运输", "create.ponder.tag.logistics.description": "该组件可以协助物品运输", - "create.ponder.adjustable_pulse_repeater.header": "使用可调节脉冲中继器控制信号发送", "create.ponder.adjustable_pulse_repeater.text_1": "可调节脉冲中继器在一段延时之后会发出一道短时脉冲", "create.ponder.adjustable_pulse_repeater.text_2": "滑动滚轮即可更改延时时间", "create.ponder.adjustable_pulse_repeater.text_3": "延时配置范围的上限为 30 分钟", - "create.ponder.adjustable_repeater.header": "使用可调节中继器控制信号发送", "create.ponder.adjustable_repeater.text_1": "可调节中继器与常规的中继器的行为较为相似", "create.ponder.adjustable_repeater.text_2": "它们会进行一段时间的充能,时长为设定的时间...", "create.ponder.adjustable_repeater.text_3": "...然后以同样的时长逐渐退出充能状态", "create.ponder.adjustable_repeater.text_4": "滑动滚轮即可更改充能时间", "create.ponder.adjustable_repeater.text_5": "延时配置范围的上限为 30 分钟", - "create.ponder.analog_lever.header": "使用模拟拉杆控制信号发送", "create.ponder.analog_lever.text_1": "要想使得红石信号源信号强度精确且占地面积小,模拟拉杆不可少。", "create.ponder.analog_lever.text_2": "右击可以提升输出模拟信号的强度", "create.ponder.analog_lever.text_3": "潜行右击将会减少输出模拟信号的强度", - "create.ponder.andesite_tunnel.header": "安山隧道用法", "create.ponder.andesite_tunnel.text_1": "安山隧道可用于遮掩传送带", "create.ponder.andesite_tunnel.text_2": "只要在漏斗的侧边加装上安山隧道...", "create.ponder.andesite_tunnel.text_3": "...路过的所有物品堆都会被精准地拣出一个物品", "create.ponder.andesite_tunnel.text_4": "剩下的物品则不受影响,继续前进", - "create.ponder.basin.header": "工作盆内物品处理", "create.ponder.basin.text_1": "一个可以对放入的物品以及流体进行处理的盆", "create.ponder.basin.text_2": "处理完毕后,工作盆会尝试从它的底面进行产物输出", @@ -1578,15 +1462,12 @@ "create.ponder.basin.text_7": "这在产物需要作为新一轮处理的原料时相当有用", "create.ponder.basin.text_8": "需要输出的产物仍需从盆内取出", "create.ponder.basin.text_9": "若是加装过滤,那么你便无需担心会将未被处理的物品抽取出来了", - "create.ponder.bearing_modes.header": "动力轴承的运动模式", - "create.ponder.bearing_modes.text_1": "当结构停止时,轴承会控制结构以特定的角度停在最近的与格相对齐之处", + "create.ponder.bearing_modes.text_1": "停止时,轴承会控制结构以特定的角度停在最近的与格相对齐之处", "create.ponder.bearing_modes.text_2": "你可以调整整个结构永不方块化,或者仅在结构的起始位置方块化", - "create.ponder.belt_casing.header": "带机壳的传送带", "create.ponder.belt_casing.text_1": "你可以用黄铜或者安山机壳装饰你的传送带", "create.ponder.belt_casing.text_2": "使用扳手即可移除机壳", - "create.ponder.belt_connector.header": "传送带用法", "create.ponder.belt_connector.text_1": "手持传送带右击两根传动杆,可以将两根杆连接起来。", "create.ponder.belt_connector.text_2": "如果不小心选错了,潜行右击即可取消选择", @@ -1594,7 +1475,6 @@ "create.ponder.belt_connector.text_4": "通过传送带相连的传动杆,会以相同的转速以及方向进行旋转", "create.ponder.belt_connector.text_5": "加装的传动杆可以用扳手拆下来", "create.ponder.belt_connector.text_6": "传送带亦可染色", - "create.ponder.belt_directions.header": "传送带的有效连接方向", "create.ponder.belt_directions.text_1": "传送带的连接方向并不是任意的", "create.ponder.belt_directions.text_2": "1. 可以水平连接", @@ -1602,23 +1482,19 @@ "create.ponder.belt_directions.text_4": "3. 可以垂直连接", "create.ponder.belt_directions.text_5": "4. 还可以水平连接竖直放置的传动杆", "create.ponder.belt_directions.text_6": "以上为所有可能的连接方向。传送带的连接范围为 2 到 20 格", - "create.ponder.belt_transport.header": "在物流中使用传送带", "create.ponder.belt_transport.text_1": "运动的传送带可以运输物品以及其他实体", "create.ponder.belt_transport.text_2": "空手右击传送带,即可将其上的物品拿下来。", - "create.ponder.blaze_burner.header": "烈焰人燃烧室补喂", "create.ponder.blaze_burner.text_1": "烈焰人燃烧室可以为工作盆的物品处理提供热量", "create.ponder.blaze_burner.text_2": "因而,你需要喂给室内的烈焰人一些可燃物品", "create.ponder.blaze_burner.text_3": "如果喂给了它烈焰蛋糕,它还能达到更强的热力等级", "create.ponder.blaze_burner.text_4": "你可以用机械手或者机械臂进行自动化补喂", - "create.ponder.brass_funnel.header": "黄铜漏斗", "create.ponder.brass_funnel.text_1": "安山岩漏斗一次只能提取出一个物品。", "create.ponder.brass_funnel.text_2": "黄铜漏斗可以一次提取一组物品。", "create.ponder.brass_funnel.text_3": "对着过滤槽滑动滚轮,还可以精确调节黄铜漏斗的提取数量。", "create.ponder.brass_funnel.text_4": "对着过滤槽使用某个物品,可以限制漏斗的行为,使其只传输匹配的物品。", - "create.ponder.brass_tunnel.header": "黄铜隧道用法", "create.ponder.brass_tunnel.text_1": "黄铜隧道可以遮掩住你的传送带", "create.ponder.brass_tunnel.text_2": "隧道的每一个开口面都有过滤槽", @@ -1628,7 +1504,6 @@ "create.ponder.brass_tunnel.text_6": "连接了平行传送带的黄铜隧道,会将隧道、传送带组成一个组", "create.ponder.brass_tunnel.text_7": "输入组内的物品会被分配到所有组内连接的对象中", "create.ponder.brass_tunnel.text_8": "在这一情况下,你仍可以将物品直接输入到隧道方块中", - "create.ponder.brass_tunnel_modes.header": "黄铜隧道的分配模式", "create.ponder.brass_tunnel_modes.text_1": "使用扳手即可调节隧道的分配模式", "create.ponder.brass_tunnel_modes.text_10": "“同步输入”是黄铜隧道的一种特殊设定", @@ -1642,33 +1517,27 @@ "create.ponder.brass_tunnel_modes.text_7": "“强制轮询调度”不会跳过输出口", "create.ponder.brass_tunnel_modes.text_8": "“最近优先”会将物品优先送入距离输入口更近的输出口", "create.ponder.brass_tunnel_modes.text_9": "“随机”会随机选择一个输出口,一次性送入所有物品", - - "create.ponder.cart_assembler.header": "使用矿车装配站组装运动结构", + "create.ponder.cart_assembler.header": "使用矿车装配站控制结构移动", "create.ponder.cart_assembler.text_1": "矿车装配站会将它所连接的结构安装到矿车上", "create.ponder.cart_assembler.text_2": "若没有通入红石信号,它会将矿车装置解散为方块的形式", "create.ponder.cart_assembler.text_3": "对着矿车使用你的扳手,装置会变为可搬运的形式", - - "create.ponder.cart_assembler_dual.header": "组装连接结构", + "create.ponder.cart_assembler_dual.header": "组装连接运输装置", "create.ponder.cart_assembler_dual.text_1": "若两个装配矿车分享了同一个结构", - "create.ponder.cart_assembler_dual.text_2": "给其中的任意一方的矿车装配站通入红石信号,都会创建出连接装置", + "create.ponder.cart_assembler_dual.text_2": "给其中的任意一方的矿车装配站通入红石信号,都会创建出连接运输装置", "create.ponder.cart_assembler_dual.text_3": "两辆矿车的此时行为与用矿车连轴器连接在一起时十分相似", - "create.ponder.cart_assembler_modes.header": "矿车装置的方向设定", "create.ponder.cart_assembler_modes.text_1": "矿车装置会随着矿车的运动而发生转向", "create.ponder.cart_assembler_modes.text_2": "矿车装置上的箭头表明了哪一侧是“前面”", - "create.ponder.cart_assembler_modes.text_3": "如果装配结构的方向锁定了,那么结构的方向将不再改变", - + "create.ponder.cart_assembler_modes.text_3": "如果装配站的配置为“旋转锁定”,那么装置的方向将不会改变", "create.ponder.cart_assembler_rails.header": "另外几种矿车以及铁轨", "create.ponder.cart_assembler_rails.text_1": "放置在普通轨道上的矿车装配站并不会影响路过矿车装置的运动", "create.ponder.cart_assembler_rails.text_2": "如果放置在充能或控制铁轨上且没有通入红石信号,那么路过的矿车将会停在此处", "create.ponder.cart_assembler_rails.text_3": "另外的几种矿车可以当作锚来使用", "create.ponder.cart_assembler_rails.text_4": "熔炉矿车会试图始终保持燃烧状态,并试图从路过的存储空间内抽取燃料", - "create.ponder.chain_drive.header": "使用链式传动箱传动旋转力", "create.ponder.chain_drive.text_1": "同一行上的链式传动箱会相互间传递旋转", "create.ponder.chain_drive.text_2": "所有以此种方式连接的传动杆都会以相同的方向进行旋转", "create.ponder.chain_drive.text_3": "同一行的传动箱内的任意一个传动箱,旋转 90 度之后仍可以正常工作", - "create.ponder.chain_gearshift.header": "利用可调节链式传动箱进行转速调节", "create.ponder.chain_gearshift.text_1": "未充能的可调节链式传动箱与普通链式传动箱无异", "create.ponder.chain_gearshift.text_2": "当被充能时,它将会把旋转力以双倍转速传动至其他链式传动箱", @@ -1676,56 +1545,46 @@ "create.ponder.chain_gearshift.text_4": "在这两种情况中,同一组的其他链式传动箱的转速都为被充能的可调节链式传动箱的两倍", "create.ponder.chain_gearshift.text_5": "转速的倍率可在 x1 和 x2 间根据红石信号的强弱来精确调整", "create.ponder.chain_gearshift.text_6": "12 RPM", - "create.ponder.chute.header": "使用溜槽向下运输物品", "create.ponder.chute.text_1": "溜槽可在两个存储空间之间垂直传送物品", "create.ponder.chute.text_2": "使用扳手右击可以在溜槽上设置观察窗", "create.ponder.chute.text_3": "对着另一个溜槽的侧面放置另一个溜槽,将会放置下一个呈对角状的溜槽", - "create.ponder.chute_upward.header": "使用溜槽向上运输物品", "create.ponder.chute_upward.text_1": "在溜槽上或下方使用鼓风机时,物品会根据风的方向向上或下移动", "create.ponder.chute_upward.text_2": "佩戴工程师护目镜时,你可以看见物品的移动方向", "create.ponder.chute_upward.text_3": "在溜槽“被挡住的”底端,物品只能从侧边进行提取或输入", - - "create.ponder.clockwork_bearing.header": "使用时钟轴承来移动结构", - "create.ponder.clockwork_bearing.text_1": "时钟轴承黏附其正前方的方块", + "create.ponder.clockwork_bearing.header": "使用发条轴承来使结构运动", + "create.ponder.clockwork_bearing.text_1": "发条轴承黏附其正前方的方块", "create.ponder.clockwork_bearing.text_2": "当接受旋转力时,其附着结构会根据游戏内时间来进行旋转", "create.ponder.clockwork_bearing.text_3": "3:00", "create.ponder.clockwork_bearing.text_4": "4:00", - "create.ponder.clockwork_bearing.text_5": "右击可以来激活/停止结构运动", + "create.ponder.clockwork_bearing.text_5": "右击可以激活/停止结构运动", "create.ponder.clockwork_bearing.text_6": "在时针前方可添加第二个结构", "create.ponder.clockwork_bearing.text_7": "请确保这两个结构没有互相被例如强力胶等方式黏附", "create.ponder.clockwork_bearing.text_8": "第二个结构将会作为分针进行旋转", - "create.ponder.clutch.header": "使用离合器控制旋转力", "create.ponder.clutch.text_1": "离合器能将旋转力直线传递", "create.ponder.clutch.text_2": "当被红石充能,离合器会断开动力传递", - "create.ponder.cog_speedup.header": "使用齿轮来换挡变速", "create.ponder.cog_speedup.text_1": "大齿轮与小齿轮可以斜向传递动力", "create.ponder.cog_speedup.text_2": "从大齿轮传递动力至小齿轮时,转速翻倍", "create.ponder.cog_speedup.text_3": "从小齿轮传递动力至大齿轮时,转速减半", - "create.ponder.cogwheel.header": "使用齿轮来传递旋转力", "create.ponder.cogwheel.text_1": "齿轮会将动力传递至临近的齿轮", "create.ponder.cogwheel.text_2": "以此方式连接的齿轮,旋转方向相反", - "create.ponder.creative_fluid_tank.header": "创造流体储罐", - "create.ponder.creative_fluid_tank.text_1": "创造流体储罐可以提供无限数量的流体", - "create.ponder.creative_fluid_tank.text_2": "使用一个含有流体的容器右击它来设置它提供的流体", - "create.ponder.creative_fluid_tank.text_3": "流体管道可以从中无限提取设置的流体", + "create.ponder.creative_fluid_tank.text_1": "创造流体储罐可以提供无限量的流体", + "create.ponder.creative_fluid_tank.text_2": "使用一个含有流体的容器右击它,即可指定它提供特定的流体", + "create.ponder.creative_fluid_tank.text_3": "流体管道可以从中无限提取指定的流体", "create.ponder.creative_fluid_tank.text_4": "任何被输入创造流体储罐的液体都将被销毁", - "create.ponder.creative_motor.header": "使用创造马达发生旋转", "create.ponder.creative_motor.text_1": "创造马达不仅能够手动调配输出旋转力,而且体积相当小巧", "create.ponder.creative_motor.text_2": "对其背侧面板滚动滑轮,可以改变马达的输出旋转转速", - "create.ponder.crushing_wheels.header": "使用粉碎轮处理物品", "create.ponder.crushing_wheels.text_1": "一对粉碎轮,磨物快又准", "create.ponder.crushing_wheels.text_2": "接入的旋转必须使得这两个轮子从上到下啮合转动", "create.ponder.crushing_wheels.text_3": "扔入或者放入的物品都会被粉碎处理", "create.ponder.crushing_wheels.text_4": "你也可以使用自动化方案进行物品的输入以及拾取", - "create.ponder.deployer.header": "使用机械手", "create.ponder.deployer.text_1": "接入旋转力,机械手便可以模仿玩家的交互行为", "create.ponder.deployer.text_10": "对着机械手的前部右击,即可将手上的物品给予它使用", @@ -1742,50 +1601,41 @@ "create.ponder.deployer.text_7": "激活方块", "create.ponder.deployer.text_8": "采收方块", "create.ponder.deployer.text_9": "以及攻击生物", - "create.ponder.deployer_contraption.header": "在装置上使用机械手", - "create.ponder.deployer_contraption.text_1": "当机械手在移动的结构上时...", + "create.ponder.deployer_contraption.text_1": "当机械手在移动的装置上时...", "create.ponder.deployer_contraption.text_2": "机械手会对每一个经过的方块使用装置中任意容器内的物品", "create.ponder.deployer_contraption.text_3": "可以通过过滤槽来指定其从存储空间中抽取的物品", - "create.ponder.deployer_modes.header": "机械手的模式", "create.ponder.deployer_modes.text_1": "在默认情况下,机械手模仿玩家的右击交互", "create.ponder.deployer_modes.text_2": "使用扳手可以将模式调整为模仿玩家的左击交互", - "create.ponder.deployer_processing.header": "使用机械手处理物品", "create.ponder.deployer_processing.text_1": "当机械手持有合适的物品时,它可以自动处理下方的物品", "create.ponder.deployer_processing.text_2": "物品可以被丢在机械手下方,或放在置物台上", "create.ponder.deployer_processing.text_3": "当传送带上的物品经过机械手下方时...", "create.ponder.deployer_processing.text_4": "...机械手会使物品停下,然后处理这个物品", - "create.ponder.deployer_redstone.header": "使用红石控制机械手", "create.ponder.deployer_redstone.text_1": "当被红石充能时,机械手会停止工作", "create.ponder.deployer_redstone.text_2": "在停止工作前,机械手会完成当前正在进行的工作周期", "create.ponder.deployer_redstone.text_3": "因此,通入单次负红石脉冲可以精确控制机械手,使其每次只进行单个周期的工作", - "create.ponder.depot.header": "使用置物台", "create.ponder.depot.text_1": "置物台可以被当成一个“静止的”传送带原件使用", "create.ponder.depot.text_2": "右击可以手动放置或取下物品", "create.ponder.depot.text_3": "与传送带一样,它也可以将其内的物品转送到其他设备中进行加工...", "create.ponder.depot.text_4": "...同时物品也可以被机械手存取", - "create.ponder.empty_blaze_burner.header": "使用空的烈焰人燃烧室", "create.ponder.empty_blaze_burner.text_1": "手持空的烈焰人燃烧室右击烈焰人来抓取烈焰人", "create.ponder.empty_blaze_burner.text_2": "或者,也可以通过右击烈焰人刷怪笼来填充激活烈焰人燃烧室", "create.ponder.empty_blaze_burner.text_3": "这样,你便有了一个可供部分机器加工的热源", "create.ponder.empty_blaze_burner.text_4": "如果是为了美观,空的烈焰人燃烧室也可以被打火石点燃", - "create.ponder.empty_blaze_burner.text_5": "使用包含灵魂的物品可以将火焰变为灵魂火", - "create.ponder.empty_blaze_burner.text_6": "但是,这样的热源不足以给机器提加工供足够的热量", - - "create.ponder.encased_fluid_pipe.header": "遮掩流体管道", + "create.ponder.empty_blaze_burner.text_5": "你可以使用注入了灵魂的物品转化这种火焰", + "create.ponder.empty_blaze_burner.text_6": "但是,没有烈焰人,这样的火焰并不足以用于工业级加热工作", + "create.ponder.encased_fluid_pipe.header": "流体管道箱", "create.ponder.encased_fluid_pipe.text_1": "铜机壳可以用于装饰流体管道", - "create.ponder.encased_fluid_pipe.text_2": "除了遮掩流体管道之外,装有铜机壳的流体管道将不会改变其连接状态", + "create.ponder.encased_fluid_pipe.text_2": "除了遮掩流体管道之外,装箱的流体管道将不会改变其连接状态", "create.ponder.encased_fluid_pipe.text_3": "它将不会对旁边新增加或移除的管道做出反应", - "create.ponder.fan_direction.header": "鼓风机的气流", "create.ponder.fan_direction.text_1": "鼓风机使用旋转力来制造气流", "create.ponder.fan_direction.text_2": "流速以及方向由所接收旋转力的强弱以及方向而定", - "create.ponder.fan_processing.header": "使用鼓风机加工物品", "create.ponder.fan_processing.text_1": "当气流吹过熔岩时,气流会被加热", "create.ponder.fan_processing.text_2": "热气流中的物品会被冶炼", @@ -1795,145 +1645,119 @@ "create.ponder.fan_processing.text_6": "这种加工方法可以做到不少有趣的事情", "create.ponder.fan_processing.text_7": "鼓风机的转速对加工的速度没有影响,只影响气流的吹拂距离", "create.ponder.fan_processing.text_8": "而那些放置在置物台或者传送带上的物品,鼓风机也是可以处理的", - "create.ponder.fan_source.header": "使用鼓风机来产生旋转力", "create.ponder.fan_source.text_1": "如鼓风机的扇叶向下朝着热源放置,鼓风机可以借此产生旋转力", "create.ponder.fan_source.text_2": "当鼓风机接受红石信号后,它便会向外供给旋转力", - "create.ponder.fluid_pipe_flow.header": "使用管道运输流体", "create.ponder.fluid_pipe_flow.text_1": "流体管道可以用于连接两个或多个流体容器", - "create.ponder.fluid_pipe_flow.text_2": "使用扳手为直的管道增加观察窗", - "create.ponder.fluid_pipe_flow.text_3": "带有观察窗的管道不会建立侧向连接", - "create.ponder.fluid_pipe_flow.text_4": "通过使用动力泵,流体管道可以传输流体", - "create.ponder.fluid_pipe_flow.text_5": "一开始,流体不会真正被消耗", - "create.ponder.fluid_pipe_flow.text_6": "当管道内的液体流彻底联通之后,流体才会开始逐渐从一个容器中转移到另一个", + "create.ponder.fluid_pipe_flow.text_2": "使用扳手,可以为直管道安装观察窗", + "create.ponder.fluid_pipe_flow.text_3": "带有观察窗的管道不会建立侧向管道连接", + "create.ponder.fluid_pipe_flow.text_4": "使用动力泵,流体管道可以传输流体", + "create.ponder.fluid_pipe_flow.text_5": "一开始,流体不会真正地被抽出", + "create.ponder.fluid_pipe_flow.text_6": "只有当管道内的液体流彻底连通之后,流体才会开始逐渐从一个容器中转移到另一个", "create.ponder.fluid_pipe_flow.text_7": "这意味着流体管道本身并不真正存储任何流体", - "create.ponder.fluid_pipe_interaction.header": "抽取和填充流体容器", "create.ponder.fluid_pipe_interaction.text_1": "流体管道的末端可以与许多种容器连接", "create.ponder.fluid_pipe_interaction.text_2": "任何可以容纳流体的容器都可以被填充或从中抽取", - "create.ponder.fluid_pipe_interaction.text_3": "开放的管道口可以吸走流体源块...", + "create.ponder.fluid_pipe_interaction.text_3": "开放的管道口可以吸走流体源方块...", "create.ponder.fluid_pipe_interaction.text_4": "...或者将流体源排放出来", - "create.ponder.fluid_pipe_interaction.text_5": "管道也可以从许多其他方块中直接抽取流体", - + "create.ponder.fluid_pipe_interaction.text_5": "管道也可以从许多种其他方块中直接抽取流体", "create.ponder.fluid_tank_sizes.header": "流体储罐的大小", - "create.ponder.fluid_tank_sizes.text_1": "多格流体储罐可以被放置在一起来提供更大的容量", - "create.ponder.fluid_tank_sizes.text_2": "流体储罐最大可以有3x3的横截面...", - "create.ponder.fluid_tank_sizes.text_3": "...并且可以有超过30格高", + "create.ponder.fluid_tank_sizes.text_1": "流体储罐可以多格连接,提供更大的存储量", + "create.ponder.fluid_tank_sizes.text_2": "流体储罐最大横截面为 3x3...", + "create.ponder.fluid_tank_sizes.text_3": "...并且可以超过 30 格高", "create.ponder.fluid_tank_sizes.text_4": "使用扳手可以打开或关闭观察窗", - "create.ponder.fluid_tank_storage.header": "使用流体储罐存储流体", "create.ponder.fluid_tank_storage.text_1": "流体储罐可以存储大量的流体", - "create.ponder.fluid_tank_storage.text_2": "流体管道可以从任何一面将流体输入/输出流体储罐", + "create.ponder.fluid_tank_storage.text_2": "流体管道可以在流体储罐的任何一面将流体输入/输出", "create.ponder.fluid_tank_storage.text_3": "使用比较器可以检测储罐中的流体储量", - "create.ponder.fluid_tank_storage.text_4": "在生存模式中,无法直接用容器将流体装入或取出储罐", + "create.ponder.fluid_tank_storage.text_4": "在生存模式中,无法直接用容器向储罐中存入流体,或是取出流体", "create.ponder.fluid_tank_storage.text_5": "要装满/倒空流体容器,可以使用工作盆,分液池或注液器。", - "create.ponder.flywheel.header": "使用飞轮来产生旋转力", "create.ponder.flywheel.text_1": "飞轮和熔炉引擎必须配套使用,方可产生旋转力", "create.ponder.flywheel.text_2": "如此产生的旋转力具有非常大的应力值", "create.ponder.flywheel.text_3": "使用高炉会使得引擎的效率翻倍", - "create.ponder.funnel_compat.header": "漏斗的兼容性", "create.ponder.funnel_compat.text_1": "漏斗可以与一些其他组件互动", "create.ponder.funnel_compat.text_2": "动力锯", "create.ponder.funnel_compat.text_3": "置物台", "create.ponder.funnel_compat.text_4": "分液池", - "create.ponder.funnel_direction.header": "物流方向", "create.ponder.funnel_direction.text_1": "直接放置时,漏斗会将物品从容器中取出", "create.ponder.funnel_direction.text_2": "潜行时放置时,漏斗会将物品置入容器中", "create.ponder.funnel_direction.text_3": "使用扳手可以改变漏斗的存/取模式", "create.ponder.funnel_direction.text_4": "对大多数朝向放置的漏斗都具有此特性", "create.ponder.funnel_direction.text_5": "在传送带末端放置的漏斗会根据传送带的传动方向存/取物品", - "create.ponder.funnel_intro.header": "使用漏斗", "create.ponder.funnel_intro.text_1": "用漏斗来存取物品栏内的物品,可谓又快又好", - "create.ponder.funnel_redstone.header": "红石信号控制", "create.ponder.funnel_redstone.text_1": "红石信号会使漏斗停止工作", - "create.ponder.funnel_transfer.header": "直接运输", "create.ponder.funnel_transfer.text_1": "漏斗无法将物品传输到非开放式的物品栏中", "create.ponder.funnel_transfer.text_2": "溜槽和智能溜槽更适用于这样的场景", "create.ponder.funnel_transfer.text_3": "水平传输也是如此,也许传送带更方便快捷", - "create.ponder.furnace_engine.header": "使用熔炉引擎生产旋转力", "create.ponder.furnace_engine.text_1": "熔炉引擎会在与其相连熔炉工作时生产旋转力", "create.ponder.furnace_engine.text_2": "如此产生的旋转力具有非常大的应力值", "create.ponder.furnace_engine.text_3": "使用高炉会使得引擎的效率翻倍", - "create.ponder.gantry_carriage.header": "使用起重机取物器", "create.ponder.gantry_carriage.text_1": "起重机取物器可以被放置在起重机杆上,并且可以沿着起重机杆运动", "create.ponder.gantry_carriage.text_2": "起重机可以移动其黏附的方块", - "create.ponder.gantry_cascaded.header": "串联起重机", "create.ponder.gantry_cascaded.text_1": "无需强力胶,取物器便可与起重机杆相连", "create.ponder.gantry_cascaded.text_2": "即使是在移动的起重机杆上也是如此", "create.ponder.gantry_cascaded.text_3": "因此,起重机系统可以串联起来,如此可以影响到多轴向的运动", - "create.ponder.gantry_direction.header": "起重机移动方向", "create.ponder.gantry_direction.text_1": "起重机杆可以有相反的方向", "create.ponder.gantry_direction.text_2": "取物器的移动方向取决于起重机杆的方向", "create.ponder.gantry_direction.text_3": "......以及起重机杆的旋转方向", "create.ponder.gantry_direction.text_4": "在旋转传递中,此规则同样适用", - "create.ponder.gantry_redstone.header": "起重机的力传递", "create.ponder.gantry_redstone.text_1": "被红石信号激活的起重机,将不会移动其上的取物器", "create.ponder.gantry_redstone.text_2": "作为替代,杆上的旋转力会传递到取物器的输出杆上", - "create.ponder.gantry_shaft.header": "使用起重机杆", - "create.ponder.gantry_shaft.text_1": "起重机杆组成了起重机结构的基础。与其相接的载物器可以沿着杆进行移动。", - "create.ponder.gantry_shaft.text_2": "起重机结构可以移动与其相接的方块。", - + "create.ponder.gantry_shaft.text_1": "起重机杆组成了起重机系统的基础。与其相接的载物器可以沿着杆进行移动。", + "create.ponder.gantry_shaft.text_2": "起重机系统可以移动与其相接的方块。", "create.ponder.gearbox.header": "使用十字齿轮箱传递旋转力", "create.ponder.gearbox.text_1": "更改旋转轴,很容易使得整个旋转体系变得臃肿不堪", "create.ponder.gearbox.text_2": "十字齿轮箱则是替代方案,它的体积更为小巧紧", "create.ponder.gearbox.text_3": "侧边连接的传动杆,旋转方向与输入端一致", "create.ponder.gearbox.text_4": "直线连接的传动杆,旋转方向会被反转", - "create.ponder.gearshift.header": "使用反转齿轮箱控制旋转力", "create.ponder.gearshift.text_1": "反转齿轮箱可以直线传输旋转", "create.ponder.gearshift.text_2": "通入红石信号后,输出端的旋转方向会被反转", - "create.ponder.hand_crank.header": "使用手摇曲柄产生旋转力", "create.ponder.hand_crank.text_1": "玩家可以使用手摇曲柄来手动产生旋转力", "create.ponder.hand_crank.text_2": "按住右键可以逆时针旋转它", "create.ponder.hand_crank.text_3": "它产生的转速相对较高", "create.ponder.hand_crank.text_4": "潜行长按右键可以顺时针旋转它", - "create.ponder.hose_pulley.header": "使用软管滑轮抽取或排放流体", - "create.ponder.hose_pulley.text_1": "软管滑轮可以用于方便的抽取或填满一个较大区域中的流体", + "create.ponder.hose_pulley.text_1": "软管滑轮可以用于方便地对一个较大区域进行抽取液体或填满液体的操作", "create.ponder.hose_pulley.text_2": "通过输入动力可以调节软管末端的高度", "create.ponder.hose_pulley.text_3": "翻转动力输入的方向可以收起软管", "create.ponder.hose_pulley.text_4": "管道可以连接在另一侧", - "create.ponder.hose_pulley.text_5": "连接的管道可以将流体输入软管滑轮以在下方放置流体源...", + "create.ponder.hose_pulley.text_5": "连接的管道可以将流体输入到软管滑轮中,软管会在下方排出口处放置流体源...", "create.ponder.hose_pulley.text_6": "...或者提供吸力来抽取世界中的流体", "create.ponder.hose_pulley.text_7": "软管滑轮的抽取/排放速度取决于连接管道中流体的流速", - - "create.ponder.hose_pulley_infinite.header": "从大型水体中抽取或向其排放", - "create.ponder.hose_pulley_infinite.text_1": "当软管被放进足够大的水体中时...", + "create.ponder.hose_pulley_infinite.header": "被动抽取或排放从大体量流体中", + "create.ponder.hose_pulley_infinite.text_1": "当软管被放进足够大的流体中时...", "create.ponder.hose_pulley_infinite.text_2": "...它在抽取或排放液体时将不会影响流体源", - "create.ponder.hose_pulley_infinite.text_3": "可以从这些软管滑轮中无限的抽取或向其排放流体", - + "create.ponder.hose_pulley_infinite.text_3": "可以从这些软管滑轮中无限量地抽取或向其排放流体", "create.ponder.hose_pulley_level.header": "软管滑轮的排水/抽水机制", "create.ponder.hose_pulley_level.text_1": "当软管彻底收回时,软管滑轮无法工作。", - "create.ponder.hose_pulley_level.text_2": "流体会由上至下被抽取", + "create.ponder.hose_pulley_level.text_2": "抽取流体的顺序为从上到下", "create.ponder.hose_pulley_level.text_3": "流体表面最终将会被抽取到刚好低于软管开口", - "create.ponder.hose_pulley_level.text_4": "流体将会由下至上被填充", + "create.ponder.hose_pulley_level.text_4": "填充流体的顺序为从下到上", "create.ponder.hose_pulley_level.text_5": "流体最多只能被填充至软管开口所在的高度", - "create.ponder.item_drain.header": "使用分液池提取物品中的流体", - "create.ponder.item_drain.text_1": "分液池可以提取容器中的流体", - "create.ponder.item_drain.text_2": "右键点击可以将手持的容器中的流体倒入分液池", + "create.ponder.item_drain.text_1": "分液池可以提取物品中的流体", + "create.ponder.item_drain.text_2": "右击可以将手持物品中的流体倒入分液池中", "create.ponder.item_drain.text_3": "当物品从侧面输入时...", - "create.ponder.item_drain.text_4": "...物品将会经过分液池顶部,并在过程中将其包含的液体排入分液池", - "create.ponder.item_drain.text_5": "流体管到可以从分液池中抽取液体", - + "create.ponder.item_drain.text_4": "...物品将会经过分液池顶部,并在此过程中将其包含的液体排入分液池内", + "create.ponder.item_drain.text_5": "流体管道可以从分液池中抽取液体", "create.ponder.large_cogwheel.header": "使用大齿轮传递旋转力", "create.ponder.large_cogwheel.text_1": "大齿轮可以以特定的角度相互连接", "create.ponder.large_cogwheel.text_2": "可以利用大齿轮变更旋转轴向", - "create.ponder.linear_chassis_attachment.header": "使用机壳底盘黏合方块", "create.ponder.linear_chassis_attachment.text_1": "它的开放面可以变为黏性面", "create.ponder.linear_chassis_attachment.text_2": "再次点击黏性面,可以将它的相反面也变得具有黏性", @@ -1943,12 +1767,10 @@ "create.ponder.linear_chassis_attachment.text_6": "按住 Ctrl 滑动滚轮,你可以一次性调节所有底盘的影响范围", "create.ponder.linear_chassis_attachment.text_7": "若想让底盘的其他面也能粘方块,你需要用到强力胶", "create.ponder.linear_chassis_attachment.text_8": "利用这些机制,任何形状的机制都可以像装置那样移动", - "create.ponder.linear_chassis_group.header": "成组移动机壳底盘", "create.ponder.linear_chassis_group.text_1": "相邻的机壳底盘可以相互连接在一起", "create.ponder.linear_chassis_group.text_2": "其中的一个底盘若被移动,其余的底盘也会跟着移动", "create.ponder.linear_chassis_group.text_3": "不同种类的底盘,或者是朝向不一致的底盘,将不会相连", - "create.ponder.mechanical_arm.header": "配置动力臂", "create.ponder.mechanical_arm.text_1": "你得在放置动力臂之前就配置好它的输入以及输出端", "create.ponder.mechanical_arm.text_2": "手持动力臂右击某个存储空间,可以将其指定为目标", @@ -1958,7 +1780,6 @@ "create.ponder.mechanical_arm.text_6": "在有效范围内,机械臂可以有任意数量的输出以及输入端", "create.ponder.mechanical_arm.text_7": "然而,并不是所有的存储空间可以被直接交互", "create.ponder.mechanical_arm.text_8": "在此情况下,漏斗和置物台可以解决此问题", - "create.ponder.mechanical_arm_filtering.header": "过滤动力臂的输出端", "create.ponder.mechanical_arm_filtering.text_1": "输入", "create.ponder.mechanical_arm_filtering.text_2": "输出", @@ -1966,7 +1787,6 @@ "create.ponder.mechanical_arm_filtering.text_4": "动力臂自身并不提供任何过滤选项", "create.ponder.mechanical_arm_filtering.text_5": "然而,若将黄铜漏斗作为目标,则漏斗的过滤槽则可以应用至动力臂上", "create.ponder.mechanical_arm_filtering.text_6": "动力臂足够智能,它不会去拿取那些它无法分配的物品", - "create.ponder.mechanical_arm_modes.header": "动力臂的分配模式", "create.ponder.mechanical_arm_modes.text_1": "输入", "create.ponder.mechanical_arm_modes.text_2": "输出", @@ -1977,16 +1797,13 @@ "create.ponder.mechanical_arm_modes.text_7": "如果某个输出端无法容纳更多物品,则它会被跳过", "create.ponder.mechanical_arm_modes.text_8": "强制轮询调度不会跳过任何输出端,动力臂会一直等待,直到输出端有空位容纳物品输入", "create.ponder.mechanical_arm_modes.text_9": "最近优先模式会使得动力臂先将物品输出至更早被选择的输出端", - "create.ponder.mechanical_arm_redstone.header": "利用红石信号控制动力臂", "create.ponder.mechanical_arm_redstone.text_1": "通入红石信号后,动力臂会停止工作", "create.ponder.mechanical_arm_redstone.text_2": "在停止工作前,它会完成当前正在进行的工作周期", "create.ponder.mechanical_arm_redstone.text_3": "因此,通入单次负红石脉冲可以精确控制动力臂,使其每次只进行单个周期的工作", - "create.ponder.mechanical_bearing.header": "使用动力轴承移动结构", "create.ponder.mechanical_bearing.text_1": "动力轴承会与其前方的方块黏合在一起", "create.ponder.mechanical_bearing.text_2": "接收到旋转力后,它会将这一黏合结构组装为旋转装置", - "create.ponder.mechanical_crafter.header": "设置动力合成器", "create.ponder.mechanical_crafter.text_1": "动力合成器阵列可用于自动化任何合成配方的制作", "create.ponder.mechanical_crafter.text_2": "使用扳手可以调控合成器的合成通路", @@ -1996,108 +1813,88 @@ "create.ponder.mechanical_crafter.text_6": "右击合成器正面,可以手动放入物品", "create.ponder.mechanical_crafter.text_7": "一旦合成通路上的所有合成槽位都有了物品,合成就会开始", "create.ponder.mechanical_crafter.text_8": "而对于那些没有完全占满所有合成器槽位的配方,你可以通入红石信号强制开启合成", - "create.ponder.mechanical_crafter_connect.header": "为合成器连接物品栏", "create.ponder.mechanical_crafter_connect.text_1": "合成器可以自动接受向其输入的物品", "create.ponder.mechanical_crafter_connect.text_2": "对其背面使用扳手,可以连接合成器", "create.ponder.mechanical_crafter_connect.text_3": "所有相连的合成器可以访问同一个位置的输入", - "create.ponder.mechanical_crafter_covers.header": "盖住动力合成器的合成槽", "create.ponder.mechanical_crafter_covers.text_1": "有些配方需要额外的合成器,来补足合成通路上的间隙", "create.ponder.mechanical_crafter_covers.text_2": "使用合成槽盖板,合成器会在合成进行时的行为就如同一个空的合成槽位", "create.ponder.mechanical_crafter_covers.text_3": "被盖住的合成器并不会阻断共享输入端的影响", - "create.ponder.mechanical_drill.header": "使用动力钻头破坏方块", "create.ponder.mechanical_drill.text_1": "当向其通入旋转力后,动力钻头会破坏它面前的方块", "create.ponder.mechanical_drill.text_2": "它的挖掘速度取决于通入的旋转力转速", - "create.ponder.mechanical_drill_contraption.header": "在装置中使用动力钻头", "create.ponder.mechanical_drill_contraption.text_1": "在运动装置中使用动力钻头时...", "create.ponder.mechanical_drill_contraption.text_2": "...它会破坏掉它撞上的方块", - "create.ponder.mechanical_harvester.header": "在装置中使用动力收割机", "create.ponder.mechanical_harvester.text_1": "在运动装置中使用动力收割机时...", "create.ponder.mechanical_harvester.text_2": "它会采收其路径上的作物,并重置这些作物的生长进度", - "create.ponder.mechanical_mixer.header": "使用动力搅拌器处理物品", "create.ponder.mechanical_mixer.text_1": "使用搅拌器和工作盆,你可以自动化某些合成配方", "create.ponder.mechanical_mixer.text_2": "有效配方包括各种无序合成配方,以及一些额外的配方", "create.ponder.mechanical_mixer.text_3": "一些配方可能需要使用烈焰人燃烧室提供热量", "create.ponder.mechanical_mixer.text_4": "过滤槽可用于解决两个配方相互冲突的情况", - "create.ponder.mechanical_piston.header": "使用动力活塞移动结构", "create.ponder.mechanical_piston.text_1": "动力活塞可以移动它前方的方块", "create.ponder.mechanical_piston.text_2": "移动速度和方向取决于通入活塞的旋转力", "create.ponder.mechanical_piston.text_3": "黏性动力活塞可以将相接的方块拉回来", - "create.ponder.mechanical_piston_modes.header": "动力活塞的移动模式", "create.ponder.mechanical_piston_modes.text_1": "一旦活塞停下,被移动的结构就会回退到方块状态", "create.ponder.mechanical_piston_modes.text_2": "你也可以将其配置为从不方块化,或者只在起始位置方块化", - "create.ponder.mechanical_plough.header": "在装置中使用动力犁", "create.ponder.mechanical_plough.text_1": "在运动装置中使用动力犁时...", "create.ponder.mechanical_plough.text_2": "...它会破坏掉那些不具有固体碰撞箱的方块", "create.ponder.mechanical_plough.text_3": "此外,动力犁可以耕地", "create.ponder.mechanical_plough.text_4": "...它也可以在不伤害实体的情况下推动它们", - "create.ponder.mechanical_press.header": "使用动力辊压机处理物品", "create.ponder.mechanical_press.text_1": "动力辊压机可以处理位于其下方的物品", "create.ponder.mechanical_press.text_2": "在其下方丢入物品,或者将物品放在置物台上,都算作有效的物品输入", - "create.ponder.mechanical_press.text_3": "当传送带上的物品经过辊压机下方时....", + "create.ponder.mechanical_press.text_3": "若物品位于传送带上...", "create.ponder.mechanical_press.text_4": "辊压机会使物品停下,然后自动处理这一物品", - "create.ponder.mechanical_press_compacting.header": "使用动力辊压机压缩物品", - "create.ponder.mechanical_press_compacting.text_1": "对放置于工作盆内的物品进行辊轧,可以将这些物品压缩在一起", + "create.ponder.mechanical_press_compacting.text_1": "对放置于工作盆内的物品进行辊压,可以将这些物品压缩在一起", "create.ponder.mechanical_press_compacting.text_2": "压缩意指任何同种物品填满了 2x2 或者 3x3 网格的配方,以及一些额外的配方", "create.ponder.mechanical_press_compacting.text_3": "一些配方可能需要烈焰人燃烧室提供热量", "create.ponder.mechanical_press_compacting.text_4": "过滤槽可用于解决两个配方相互冲突的情况", - "create.ponder.mechanical_pump_flow.header": "使用动力泵传输流体", - "create.ponder.mechanical_pump_flow.text_1": "动力泵可以控制管道中的液体流向", - "create.ponder.mechanical_pump_flow.text_2": "当接入动力时,其上的箭头指示液体流向", - "create.ponder.mechanical_pump_flow.text_3": "后方的管道中将会产生吸力...", - "create.ponder.mechanical_pump_flow.text_4": "...而液体将被输入前方的管道", - "create.ponder.mechanical_pump_flow.text_5": "反转动力方向将会改变液体流向", + "create.ponder.mechanical_pump_flow.text_1": "动力泵可以控制管道网络中的流体", + "create.ponder.mechanical_pump_flow.text_2": "当接入动力时,其上的箭头指示流体流向", + "create.ponder.mechanical_pump_flow.text_3": "泵后的管道网络正在抽取流体...", + "create.ponder.mechanical_pump_flow.text_4": "...而泵前的网络则把这些液体排到世界当中", + "create.ponder.mechanical_pump_flow.text_5": "反转动力方向将会改变流体流向", "create.ponder.mechanical_pump_flow.text_6": "使用扳手可以手动改变动力泵的朝向", - "create.ponder.mechanical_pump_speed.header": "动力泵的传输机制", - "create.ponder.mechanical_pump_speed.text_1": "动力泵的压力最多沿管线传递16格,与输入动力无关", - "create.ponder.mechanical_pump_speed.text_2": "输入动力将会影响压力改变速度...", + "create.ponder.mechanical_pump_speed.text_1": "动力泵的压力最多沿管线传递 16 格,与输入动力无关", + "create.ponder.mechanical_pump_speed.text_2": "提高输入动力,可以加快流的蔓延速度...", "create.ponder.mechanical_pump_speed.text_3": "...以及流体的传输速度", - "create.ponder.mechanical_pump_speed.text_4": "多个并联动力泵的传输量可以叠加", - "create.ponder.mechanical_pump_speed.text_5": "交替摆放动力泵可以方便的控制液体流动", - + "create.ponder.mechanical_pump_speed.text_4": "同一管道网络中的多个并联动力泵,它们的传输量可以叠加", + "create.ponder.mechanical_pump_speed.text_5": "使泵的传输方向相互交替,可以方便地控制流体流向", "create.ponder.mechanical_saw_breaker.header": "使用动力锯伐木", "create.ponder.mechanical_saw_breaker.text_1": "向其通入旋转力后,动力锯可以直接砍伐掉它面前的树木", "create.ponder.mechanical_saw_breaker.text_2": "想要一次性砍掉整棵树,锯子必须破坏掉树与地面连接的最后一个方块", - "create.ponder.mechanical_saw_contraption.header": "在装置中使用动力锯", "create.ponder.mechanical_saw_contraption.text_1": "若在运动装置中使用动力锯...", "create.ponder.mechanical_saw_contraption.text_2": "...它会将撞到它的树木破坏掉", - "create.ponder.mechanical_saw_processing.header": "使用动力锯处理物品", "create.ponder.mechanical_saw_processing.text_1": "面向朝上的动力锯可以将物品处理为其变种", "create.ponder.mechanical_saw_processing.text_2": "处理过后的物品的弹出方向始终与通入锯中的旋转转向相反", - "create.ponder.mechanical_saw_processing.text_3": "锯子可以配合其两侧的传送带输入输出", + "create.ponder.mechanical_saw_processing.text_3": "锯子可以与传送带放置在一条直线上,相互配合工作", "create.ponder.mechanical_saw_processing.text_4": "若输入原料有多种可能产物,你可以用动力锯上的过滤槽指定只产出某种产物", "create.ponder.mechanical_saw_processing.text_5": "若没有使用过滤槽,动力锯会在各产物中按顺序循环输出", - "create.ponder.millstone.header": "使用石磨处理物品", "create.ponder.millstone.text_1": "石磨会对输入的物品进行磨制", "create.ponder.millstone.text_2": "在其侧边使用齿轮与其相耦合,方可为其通入动力", "create.ponder.millstone.text_3": "顶部可以丢入或者塞入物品", "create.ponder.millstone.text_4": "一段时间过后,右击石磨可以拿出其中的产物", "create.ponder.millstone.text_5": "产物的提取也是可以自动化的", - "create.ponder.nixie_tube.header": "使用辉光管", "create.ponder.nixie_tube.text_1": "通入红石信号后,辉光管会显示出红石信号的强度", - "create.ponder.nixie_tube.text_2": "在其上右键使用更改过名称的命名牌,可以自定义它的显示文本", - "create.ponder.nixie_tube.text_3": "使用染料右键以更改辉光管的显示颜色", - + "create.ponder.nixie_tube.text_2": "在着它使用更改过名称的命名牌,可以自定义它的显示文本", + "create.ponder.nixie_tube.text_3": "使用染料右击,便可更改辉光管的显示颜色", "create.ponder.piston_pole.header": "活塞延长杆", "create.ponder.piston_pole.text_1": "若无相接的延长杆,动力活塞无法移动其他方块", "create.ponder.piston_pole.text_2": "在其背面安装的延长杆长度,决定了活塞的推动范围", - "create.ponder.portable_fluid_interface.header": "装置流体交换", "create.ponder.portable_fluid_interface.text_1": "管道无法与运动装置内的流体储罐直接交互", "create.ponder.portable_fluid_interface.text_2": "这一组件可以在不停止装置的情况下与装置内的流体存储进行交互", @@ -2107,7 +1904,6 @@ "create.ponder.portable_fluid_interface.text_6": "流体可被泵入到装置内....", "create.ponder.portable_fluid_interface.text_7": "...或是从装置中抽取出来", "create.ponder.portable_fluid_interface.text_8": "如果一小段时间内没有流体交换,接口将会断开连接,然后装置重新开始运动", - "create.ponder.portable_storage_interface.header": "装置存储交换", "create.ponder.portable_storage_interface.text_1": "玩家无法与运动装置内的存储空间进行交互", "create.ponder.portable_storage_interface.text_2": "这一组件可以在不停止装置的情况下与装置内的存储空间进行交互", @@ -2117,25 +1913,20 @@ "create.ponder.portable_storage_interface.text_6": "物品可被输入到装置内...", "create.ponder.portable_storage_interface.text_7": "...或是从装置中提取出来", "create.ponder.portable_storage_interface.text_8": "如果一小段时间内没有物品交换,接口将会断开连接,然后装置重新开始运动", - "create.ponder.portable_storage_interface_redstone.header": "红石控制", "create.ponder.portable_storage_interface_redstone.text_1": "通入红石信号可以阻止固定侧接口的连接行为", - "create.ponder.powered_latch.header": "使用锁存器控制信号", "create.ponder.powered_latch.text_1": "锁存器是一种可以用红石信号控制的拉杆", "create.ponder.powered_latch.text_2": "后方输入的信号会将其设为开启状态", "create.ponder.powered_latch.text_3": "侧边输入的信号会将其设为关闭状态", "create.ponder.powered_latch.text_4": "你也可以手动切换其状态", - "create.ponder.powered_toggle_latch.header": "使用转换锁存器控制信号", "create.ponder.powered_toggle_latch.text_1": "转换锁存器是一种可以用红石信号控制的拉杆", "create.ponder.powered_toggle_latch.text_2": "后方信号输入可以改变它的状态", "create.ponder.powered_toggle_latch.text_3": "...开启或者是关闭", "create.ponder.powered_toggle_latch.text_4": "你也可以手动切换其状态", - "create.ponder.pulse_repeater.header": "使用脉冲中继器控制信号", "create.ponder.pulse_repeater.text_1": "脉冲中继器会将所有通入的红石信号缩减为一次脉冲", - "create.ponder.radial_chassis.header": "使用旋转底盘黏着方块", "create.ponder.radial_chassis.text_1": "同一行上的旋转底盘会相互连接在一起", "create.ponder.radial_chassis.text_2": "当其中的一个底盘被装置带动时,其余的底盘也会被带动", @@ -2146,11 +1937,9 @@ "create.ponder.radial_chassis.text_7": "...底盘便会与同层且位于半径内的所有可及方块黏着在一起", "create.ponder.radial_chassis.text_8": "使用扳手可以精确指定底盘的影响范围", "create.ponder.radial_chassis.text_9": "黏性面一侧的不可及方块不会被黏着", - "create.ponder.redstone_contact.header": "接触式红石信号发生器", "create.ponder.redstone_contact.text_1": "当两个接触式红石信号发生器面对面时,它们会发出红石信号", "create.ponder.redstone_contact.text_2": "并且,若有一方位于运动装置上,此特性也能正常生效", - "create.ponder.redstone_link.header": "使用无线红石信号终端", "create.ponder.redstone_link.text_1": "无线红石信号终端可以无线传输红石信号", "create.ponder.redstone_link.text_2": "潜行右击可以改变其接收模式", @@ -2158,115 +1947,94 @@ "create.ponder.redstone_link.text_4": "接收端会发出由传输端发来的信号,有效距离为 128 格", "create.ponder.redstone_link.text_5": "在它们所带的槽位中放上物品,可以为它们指定频道", "create.ponder.redstone_link.text_6": "只有频道相互匹配的终端方可互通", - "create.ponder.rope_pulley.header": "使用绳索滑轮移动结构", "create.ponder.rope_pulley.text_1": "绳索滑轮在接受旋转力时可以垂直移动方块结构", "create.ponder.rope_pulley.text_2": "移动的方向及速度取决于提供的转速", - "create.ponder.rope_pulley_attachment.header": "绳索滑轮与装置一同运动", "create.ponder.rope_pulley_attachment.text_1": "当绳索滑轮本身在装置中被带动时...", "create.ponder.rope_pulley_attachment.text_2": "...它附着在滑轮上的结构会被滑轮拉着一同移动", "create.ponder.rope_pulley_attachment.text_3": "注意,只有绳索滑轮停止工作时才能被移动", - "create.ponder.rope_pulley_modes.header": "绳索滑轮的运动模式", "create.ponder.rope_pulley_modes.text_1": "当绳索滑轮停止运动时,它所附属的移动结构便会方块化", "create.ponder.rope_pulley_modes.text_2": "你可以调整整个结构永不方块化,或者仅在结构的初始位置方块化", - "create.ponder.rotation_speed_controller.header": "使用转速控制器", "create.ponder.rotation_speed_controller.text_1": "转速控制器将旋转力从其转轴传递至它上方的大齿轮", "create.ponder.rotation_speed_controller.text_2": "在其侧面滚动鼠标滚轮,可以调节输出转速", - "create.ponder.sail.header": "使用风帆来组装风车", "create.ponder.sail.text_1": "风帆是制作风车的趁手材料", "create.ponder.sail.text_2": "无需强力胶等黏附手段,它们便可自行互相连结", "create.ponder.sail.text_3": "手持染料右击可对其染色", "create.ponder.sail.text_4": "手持剪刀右击可剪除帆布,使其变回风帆框架", - "create.ponder.sail_frame.header": "使用风帆框架来组装风车", "create.ponder.sail_frame.text_1": "风帆框架是制作风车的趁手材料", "create.ponder.sail_frame.text_2": "无需强力胶等黏附手段,它们便可自行互相连结", - "create.ponder.sequenced_gearshift.header": "使用可编程齿轮箱来控制转速", "create.ponder.sequenced_gearshift.text_1": "可编程齿轮箱能够根据玩家设置的预设时序表来传递旋转", "create.ponder.sequenced_gearshift.text_2": "对其右击可以打开设置面板", "create.ponder.sequenced_gearshift.text_3": "接受红石信号时,它会开始执行其内部已配置好的时序指令表", "create.ponder.sequenced_gearshift.text_4": "当完成时序指令表后,它会进入待机状态,再次接受红石信号后,它才会再次执行时序指令表内容", "create.ponder.sequenced_gearshift.text_5": "红石比较器可以读取当前时序指令表完成进度", - "create.ponder.shaft.header": "使用传动杆传递旋转力", "create.ponder.shaft.text_1": "传动杆能直线传递旋转力", - "create.ponder.shaft_casing.header": "传动杆箱", "create.ponder.shaft_casing.text_1": "安山或黄铜机壳,装饰传动杆的好伙伴", - "create.ponder.smart_chute.header": "使用智能溜槽过滤物品", "create.ponder.smart_chute.text_1": "智能溜槽是垂直溜槽的升级控制版", "create.ponder.smart_chute.text_2": "当在其过滤槽内指定了物品后,溜槽只会传输这一指定标记的物品", "create.ponder.smart_chute.text_3": "使用鼠标滚轮可以指定被过滤的物品数量", "create.ponder.smart_chute.text_4": "通入红石信号,智能溜槽将会完全暂停工作", - - "create.ponder.smart_pipe.header": "使用智能流体管道控制液体流动", + "create.ponder.smart_pipe.header": "使用智能流体管道控制流体流动", "create.ponder.smart_pipe.text_1": "智能流体管道可以限制通过它的流体种类", "create.ponder.smart_pipe.text_2": "当紧邻流体源放置时,管道只会抽取设置的流体种类", - "create.ponder.smart_pipe.text_3": "使用任何包含流体的容器右键过滤槽来标记过滤的流体", - "create.ponder.smart_pipe.text_4": "当放在管线中时,只有匹配过滤器的流体才能流入它后方的管道", - + "create.ponder.smart_pipe.text_3": "使用任何包含流体的容器右击过滤槽,可以标记过滤的流体", + "create.ponder.smart_pipe.text_4": "当放在管道网络中时,只有匹配过滤器的流体才能通过此管道", "create.ponder.speedometer.header": "使用速度表来监测转速", "create.ponder.speedometer.text_1": "速度表能显示相接组件的转速", "create.ponder.speedometer.text_2": "当佩戴工程师护目镜时,可以看到仪表所显示的更详细的数据", "create.ponder.speedometer.text_3": "红石比较器可以根据速度表的数值输出不同强弱的红石信号", - "create.ponder.spout_filling.header": "使用注液器填充物品", - "create.ponder.spout_filling.text_1": "注液器可以将流体装入下方经过的,可以接受该流体的物品", + "create.ponder.spout_filling.text_1": "注液器可以将流体装入下方经过且可以接受该流体的物品", "create.ponder.spout_filling.text_2": "注液器的流体存储无法直接手动交互", - "create.ponder.spout_filling.text_3": "使用管线可以将流体输入注液器", - "create.ponder.spout_filling.text_4": "要被处理的物品可以被放置在其下方的置物台上", + "create.ponder.spout_filling.text_3": "使用管道可以将流体输入到注液器内", + "create.ponder.spout_filling.text_4": "输入的物品可以被放置在其下方的置物台上", "create.ponder.spout_filling.text_5": "当传送带上的物品经过注液器下方时...", "create.ponder.spout_filling.text_6": "注液器会使物品停下,然后自动处理这一物品", - "create.ponder.stabilized_bearings.header": "装置固定朝向", "create.ponder.stabilized_bearings.text_1": "当动力轴承在结构被带动时...", "create.ponder.stabilized_bearings.text_2": "...它会确保它转盘的垂直朝向不变", "create.ponder.stabilized_bearings.text_3": "跟默认的一样,动力轴承会黏着它前方的方块", - "create.ponder.stabilized_bearings.text_4": "这种情况下,它所黏着的子结构的垂直朝向也不会改变", - + "create.ponder.stabilized_bearings.text_4": "这种情况下,它所黏着的子装置的垂直朝向也不会改变", "create.ponder.sticker.header": "使用黏着器来黏附方块", "create.ponder.sticker.text_1": "你可以用红石信号来控制黏着器的行为", "create.ponder.sticker.text_2": "当接受红石信号时,黏着器会黏着前方的方块", "create.ponder.sticker.text_3": "如果黏着器以装置的形式移动,那么被黏着的方块也会一同移动", "create.ponder.sticker.text_4": "再次接受红石信号时,它会断开与方块的黏连", - "create.ponder.stressometer.header": "使用应力表来监测应力", "create.ponder.stressometer.text_1": "应力表能显示当前动能网络内的应力信息", "create.ponder.stressometer.text_2": "当佩戴工程师护目镜时,可以看到仪表所显示的更详细的数据", "create.ponder.stressometer.text_3": "红石比较器可以根据应力表的数值输出不同强弱的红石信号", - "create.ponder.super_glue.header": "使用强力胶来黏附方块", "create.ponder.super_glue.text_1": "强力胶可以在任意两个方块间使用", "create.ponder.super_glue.text_2": "当被粘合的方块被组装为装置时,他们会一起运动", "create.ponder.super_glue.text_3": "当强力胶在副手时...", "create.ponder.super_glue.text_4": "...新放置的方块会自动被黏附在所放置方块的面上", "create.ponder.super_glue.text_5": "左击可以清除强力胶", - "create.ponder.valve_handle.header": "使用阀门手轮产生旋转力", "create.ponder.valve_handle.text_1": "玩家可以手动使用阀门手轮来产生旋转力", "create.ponder.valve_handle.text_2": "右击可使它逆时针旋转", "create.ponder.valve_handle.text_3": "它的转速慢而精确", "create.ponder.valve_handle.text_4": "潜行右击可使它顺时针旋转", "create.ponder.valve_handle.text_5": "可以通过染色来美化阀门手轮", - "create.ponder.valve_pipe.header": "使用阀门管道控制液体流", - "create.ponder.valve_pipe.text_1": "阀门管道可以控制管道网中液体的去处", + "create.ponder.valve_pipe.text_1": "阀门管道可以控制管道网络中流体的蔓延", "create.ponder.valve_pipe.text_2": "通过其上的传动杆输入动力可以控制它的开关", - "create.ponder.valve_pipe.text_3": "提供旋转向‘打开’方向的力会打开阀门,使得流体可以通过", + "create.ponder.valve_pipe.text_3": "提供向“打开”方向的旋转力会打开阀门,使得流体可以通过", "create.ponder.valve_pipe.text_4": "提供另一方向的旋转力可以关闭阀门,阻止流体通过", - "create.ponder.water_wheel.header": "使用水车产生旋转力", "create.ponder.water_wheel.text_1": "水车利用临近的水流来进行应力发生", "create.ponder.water_wheel.text_2": "水车接触水流的面越多,它的转速越高", "create.ponder.water_wheel.text_3": "水车叶片应逆着水流方向摆放", "create.ponder.water_wheel.text_4": "如果顺着水流摆放,它的效率则会降低", - "create.ponder.weighted_ejector.header": "使用弹射置物台", "create.ponder.weighted_ejector.text_1": "手持弹射置物台时,潜行时右击可以设置弹射目标位置", "create.ponder.weighted_ejector.text_10": "现在,只有等被放置的物品数量等于所设定数量时,弹射置物台才会弹射物品", @@ -2279,18 +2047,15 @@ "create.ponder.weighted_ejector.text_7": "蓄力完毕后,放置在它上方的物品会被立刻弹射出去", "create.ponder.weighted_ejector.text_8": "如果目标为容器,则弹射置物台会等待容器有位置后再弹射物品", "create.ponder.weighted_ejector.text_9": "使用扳手可以调整弹射所要求的物品数量", - "create.ponder.weighted_ejector_redstone.header": "使用红石控制弹射置物台", "create.ponder.weighted_ejector_redstone.text_1": "当被红石充能时,弹射置物台停止工作", "create.ponder.weighted_ejector_redstone.text_2": "此外,置物台弹射的瞬间可以被侦测器侦测", - "create.ponder.weighted_ejector_tunnel.header": "使用弹射置物台来分流物品", "create.ponder.weighted_ejector_tunnel.text_1": "与黄铜隧道搭配使用时,弹射置物台可以将物品以特定数量进行分流", "create.ponder.weighted_ejector_tunnel.text_2": "首先,将黄铜隧道调整为“最近优先”模式,从而让它优先侧面输出", "create.ponder.weighted_ejector_tunnel.text_3": "置物台上所设置的物品数量则为被分流出去的物品数量", "create.ponder.weighted_ejector_tunnel.text_4": "当所设置的物品数量被分流出去后...", "create.ponder.weighted_ejector_tunnel.text_5": "...剩余的物品则会继续前进", - "create.ponder.windmill_source.header": "使用风车轴承产生旋转力", "create.ponder.windmill_source.text_1": "在风车轴承会黏附它前方的方块", "create.ponder.windmill_source.text_2": "如果有足够多的风帆方块黏附于其上,那么整体结构便可被视为风车", @@ -2298,10 +2063,6 @@ "create.ponder.windmill_source.text_4": "产生的转速取决于风帆方块的数量", "create.ponder.windmill_source.text_5": "使用扳手可以调整风车的旋转方向", "create.ponder.windmill_source.text_6": "任何时候右击轴承,都可以将其停止,这样方便于你修改风车的结构", - "create.ponder.windmill_structure.header": "风车装置", - "create.ponder.windmill_structure.text_1": "任何有至少 8 个风帆方块的结构,都被视为一个有效的风车", - - "_": "Thank you for translating Create!" - -} + "create.ponder.windmill_structure.text_1": "任何有至少 8 个风帆方块的结构,都被视为一个有效的风车" + } \ No newline at end of file