Sanity for translators

- Generated lang entries of re-used scenes now refer to the same set of keys
- Scenes for Chain Drive and Chain Gearshift
This commit is contained in:
simibubi 2021-03-06 18:08:03 +01:00
parent aa0a58b0da
commit 3bc2a9e30f
33 changed files with 1613 additions and 2090 deletions

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@ -337,7 +337,7 @@ e8b0a401c10d1ba67ed71ba31bd5f9bc28571b65 assets/create/blockstates/powered_toggl
d06cd9a1101b18d306a786320aab12018b1325d6 assets/create/blockstates/purple_sail.json d06cd9a1101b18d306a786320aab12018b1325d6 assets/create/blockstates/purple_sail.json
92957119abd5fbcca36a113b2a80255fd70fc303 assets/create/blockstates/purple_seat.json 92957119abd5fbcca36a113b2a80255fd70fc303 assets/create/blockstates/purple_seat.json
61035f8afe75ff7bbd291da5d8690bcbebe679eb assets/create/blockstates/purple_valve_handle.json 61035f8afe75ff7bbd291da5d8690bcbebe679eb assets/create/blockstates/purple_valve_handle.json
6fa36883e76e9e403bb429c8f86b8c0d3bba0cff assets/create/blockstates/radial_chassis.json d2e6f19325be65457e94bea44fd52863c0f66be7 assets/create/blockstates/radial_chassis.json
45877c4d90a7185c2f304edbd67379d800920439 assets/create/blockstates/red_sail.json 45877c4d90a7185c2f304edbd67379d800920439 assets/create/blockstates/red_sail.json
da1b08387af7afa0855ee8d040f620c01f20660a assets/create/blockstates/red_seat.json da1b08387af7afa0855ee8d040f620c01f20660a assets/create/blockstates/red_seat.json
722fc77bbf387af8a4016e42cbf9501d2b968881 assets/create/blockstates/red_valve_handle.json 722fc77bbf387af8a4016e42cbf9501d2b968881 assets/create/blockstates/red_valve_handle.json
@ -401,19 +401,19 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json 7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json 2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json
6fecfcf70c69f6bcd2b022ccb937d08f6d30e7a4 assets/create/lang/en_us.json 1c808ec167a735945a60fdef344aaec7a1fd68d0 assets/create/lang/en_us.json
0aa63a461f5c0d1e1727e6541d4afcd88ced88d5 assets/create/lang/unfinished/de_de.json ae1ea7ce8b825405e38ed0d87b26bbcf46de3742 assets/create/lang/unfinished/de_de.json
0a9a823d56111c8dd65b4399b93c09debbde0663 assets/create/lang/unfinished/es_es.json 8522f80887d94e89a87d20188a3658342de7c757 assets/create/lang/unfinished/es_es.json
d4e527b487903069ac9c6757a94e26d25b7e8291 assets/create/lang/unfinished/es_mx.json e7476bbfef6254a143d999f7f1220af80ce39c8b assets/create/lang/unfinished/es_mx.json
d5c2910d54ebfd1bac8eb3ea3c96f1667c53c7d1 assets/create/lang/unfinished/fr_fr.json a6516993be60550fd45e55583e6040733f70dcef assets/create/lang/unfinished/fr_fr.json
86d8897c3cf17559ce9de35ae76f872f9ba3e377 assets/create/lang/unfinished/it_it.json d5b30386a7a0fdbf8bcd951baa4f6000d9c1501e assets/create/lang/unfinished/it_it.json
341be60e0484e9969ed44353f182e6f7a9c50a69 assets/create/lang/unfinished/ja_jp.json 4e5101741f7565c4450f36a37da4b3ad92af4076 assets/create/lang/unfinished/ja_jp.json
f16072a1a02e4a1d360cd9997cf7684afe6d9212 assets/create/lang/unfinished/ko_kr.json d526a4dd43baefa89c7a42b2e236ccc7b9cdf678 assets/create/lang/unfinished/ko_kr.json
055e490a9fc8c56fc6f4fad1c10e64fafb894ee8 assets/create/lang/unfinished/nl_nl.json 6dcd80f25ecdc7ead62f1f48a6162575e2a93257 assets/create/lang/unfinished/nl_nl.json
395131eab03df87203d2bd4e25bb5f3a212c2edd assets/create/lang/unfinished/pt_br.json 43ff570e703a25847830e99c12722bbc4a9fb2ab assets/create/lang/unfinished/pt_br.json
9661c315bba7bef0c9f93594fa997728b1ae1434 assets/create/lang/unfinished/ru_ru.json 3312f083a22112e786726047129476710cec0242 assets/create/lang/unfinished/ru_ru.json
e0f3db89425ec11186c95ad2829327bd48b90c51 assets/create/lang/unfinished/zh_cn.json 25b50c546bb8b40bb8c85e8b4914fbe1bca6bdce assets/create/lang/unfinished/zh_cn.json
80104284eee5640e9e5027311010b9cf659bb93d assets/create/lang/unfinished/zh_tw.json bddbc961a8bd12e08a8aa2b0b2329568da1b27ef assets/create/lang/unfinished/zh_tw.json
846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json 846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json 1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json 1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
@ -1579,7 +1579,7 @@ d080b1b25e5bc8baf5aee68691b08c7f12ece3b0 assets/create/models/item/windmill_bear
9f9455ccb5fc9e3cbfce73862b46078346a522a5 assets/create/models/item/zinc_nugget.json 9f9455ccb5fc9e3cbfce73862b46078346a522a5 assets/create/models/item/zinc_nugget.json
b1689617190c05ef34bd18456b0c7ae09bb3210f assets/create/models/item/zinc_ore.json b1689617190c05ef34bd18456b0c7ae09bb3210f assets/create/models/item/zinc_ore.json
e76041b7ae829fdd7dc0524f6ca4d2f89fca51bb assets/create/sounds.json e76041b7ae829fdd7dc0524f6ca4d2f89fca51bb assets/create/sounds.json
0f1b4b980afba9bf2caf583b88e261bba8b10313 data/create/advancements/aesthetics.json 5d0cc4c0255dc241e61c173b31ddca70c88d08e4 data/create/advancements/aesthetics.json
187921fa131b06721bfaf63f2623a28c141aae9a data/create/advancements/andesite_alloy.json 187921fa131b06721bfaf63f2623a28c141aae9a data/create/advancements/andesite_alloy.json
0ea2db7173b5be28b289ea7c9a6a0cf5805c60c7 data/create/advancements/andesite_casing.json 0ea2db7173b5be28b289ea7c9a6a0cf5805c60c7 data/create/advancements/andesite_casing.json
356f4855a2a6c65be3fb51d7d1aabf2ca6034d42 data/create/advancements/arm_blaze_burner.json 356f4855a2a6c65be3fb51d7d1aabf2ca6034d42 data/create/advancements/arm_blaze_burner.json

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@ -149,8 +149,8 @@
}, },
{ {
"when": { "when": {
"sticky_north": "true", "axis": "x",
"axis": "x" "sticky_north": "true"
}, },
"apply": { "apply": {
"model": "create:block/radial_chassis_side_x_sticky" "model": "create:block/radial_chassis_side_x_sticky"
@ -158,8 +158,8 @@
}, },
{ {
"when": { "when": {
"sticky_north": "true", "axis": "y",
"axis": "y" "sticky_north": "true"
}, },
"apply": { "apply": {
"model": "create:block/radial_chassis_side_y_sticky", "model": "create:block/radial_chassis_side_y_sticky",
@ -168,8 +168,8 @@
}, },
{ {
"when": { "when": {
"sticky_north": "true", "axis": "z",
"axis": "z" "sticky_north": "true"
}, },
"apply": { "apply": {
"model": "create:block/radial_chassis_side_x_sticky", "model": "create:block/radial_chassis_side_x_sticky",
@ -178,8 +178,8 @@
}, },
{ {
"when": { "when": {
"sticky_north": "false", "axis": "x",
"axis": "x" "sticky_north": "false"
}, },
"apply": { "apply": {
"model": "create:block/radial_chassis_side_x" "model": "create:block/radial_chassis_side_x"
@ -187,8 +187,8 @@
}, },
{ {
"when": { "when": {
"sticky_north": "false", "axis": "y",
"axis": "y" "sticky_north": "false"
}, },
"apply": { "apply": {
"model": "create:block/radial_chassis_side_y", "model": "create:block/radial_chassis_side_y",
@ -197,8 +197,8 @@
}, },
{ {
"when": { "when": {
"sticky_north": "false", "axis": "z",
"axis": "z" "sticky_north": "false"
}, },
"apply": { "apply": {
"model": "create:block/radial_chassis_side_x", "model": "create:block/radial_chassis_side_x",

View file

@ -1813,6 +1813,7 @@
"create.ponder.shared.sneak_and": "Sneak +", "create.ponder.shared.sneak_and": "Sneak +",
"create.ponder.shared.rpm8": "8 RPM", "create.ponder.shared.rpm8": "8 RPM",
"create.ponder.shared.ctrl_and": "Ctrl +", "create.ponder.shared.ctrl_and": "Ctrl +",
"create.ponder.shared.rpm16_source": "Source: 16 RPM",
"create.ponder.shared.rpm16": "16 RPM", "create.ponder.shared.rpm16": "16 RPM",
"create.ponder.tag.kinetic_sources": "Kinetic Sources", "create.ponder.tag.kinetic_sources": "Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force",
@ -1837,180 +1838,121 @@
"create.ponder.tag.fluids": "Fluid Manipulators", "create.ponder.tag.fluids": "Fluid Manipulators",
"create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "Encasing Shafts", "create.ponder.belt_casing.header": "Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "Gearshifting with Cogs", "create.ponder.chain_drive.header": "Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "12 RPM",
"create.ponder.brass_funnel.scene_0.header": "The Brass Funnel", "create.ponder.clutch.header": "Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "Using funnels", "create.ponder.cog_speedup.header": "Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "Direction of Transfer", "create.ponder.cogwheel.header": "Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "Funnel compatibility", "create.ponder.funnel_compat.header": "Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "Vertical Saws", "create.ponder.funnel_compat.text_2": "Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "Depots", "create.ponder.funnel_compat.text_3": "Depots",
"create.ponder.brass_funnel.scene_3.text_4": "Item Drains", "create.ponder.funnel_compat.text_4": "Item Drains",
"create.ponder.brass_funnel.scene_4.header": "Redstone control", "create.ponder.funnel_direction.header": "Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "Direct transfer", "create.ponder.funnel_intro.header": "Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "Redstone control",
"create.ponder.shaft.scene_0.text_1": "Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "Encasing Shafts", "create.ponder.funnel_transfer.header": "Direct transfer",
"create.ponder.shaft.scene_1.text_1": "Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "Encasing Shafts", "create.ponder.gantry_carriage.header": "Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "Redstone Control", "create.ponder.gantry_direction.header": "Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "Gearshifting with Cogs", "create.ponder.gearbox.header": "Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "Encasing Shafts", "create.ponder.gearshift.header": "Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "Encasing Belts", "create.ponder.large_cogwheel.header": "Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "Redstone Control",
"create.ponder.clutch.scene_0.text_1": "Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "Using Gantry Shafts", "create.ponder.shaft.header": "Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "Gantry Power Propagation", "create.ponder.shaft_casing.header": "Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1140", "_": "Missing Localizations: 1096",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 183", "_": "Missing Localizations: 139",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1070", "_": "Missing Localizations: 1026",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 852", "_": "Missing Localizations: 808",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 188", "_": "Missing Localizations: 144",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 195", "_": "Missing Localizations: 151",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 241", "_": "Missing Localizations: 197",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1339", "_": "Missing Localizations: 1295",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1405", "_": "Missing Localizations: 1361",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 191", "_": "Missing Localizations: 147",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 189", "_": "Missing Localizations: 145",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 194", "_": "Missing Localizations: 150",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -1814,6 +1814,7 @@
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM", "create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM", "create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources", "create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force", "create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
@ -1838,180 +1839,121 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators", "create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids", "create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.andesite_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.vertical_gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.vertical_gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.vertical_gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.vertical_gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.vertical_gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.large_cogwheel.scene_0.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.large_cogwheel.scene_0.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.large_cogwheel.scene_0.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.large_cogwheel.scene_0.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.large_cogwheel.scene_1.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels", "create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.large_cogwheel.scene_1.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles", "create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.large_cogwheel.scene_1.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation", "create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel", "create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.", "create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.", "create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels", "create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.", "create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer", "create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.", "create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.", "create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility", "create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws", "create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots", "create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains", "create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control", "create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.", "create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer", "create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.", "create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_encased_shaft.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.brass_encased_shaft.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.portable_storage_interface.scene_0.header": "UNLOCALIZED: Contraption Storage Exchange", "create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.portable_storage_interface.scene_0.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.", "create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.portable_storage_interface.scene_0.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.", "create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.portable_storage_interface.scene_0.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.portable_storage_interface.scene_0.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.scene_0.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.scene_0.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.scene_0.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.scene_0.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface.scene_1.header": "UNLOCALIZED: Redstone Control", "create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.portable_storage_interface.scene_1.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging", "create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gearshift.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Gearshift", "create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gearshift.scene_0.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line", "create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gearshift.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission", "create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.cogwheel.scene_0.header": "UNLOCALIZED: Relaying rotational force using Cogwheels", "create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.cogwheel.scene_0.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.cogwheel.scene_0.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.cogwheel.scene_1.header": "UNLOCALIZED: Gearshifting with Cogs", "create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.cogwheel.scene_1.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally", "create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.cogwheel.scene_1.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.cogwheel.scene_1.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved", "create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.brass_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts", "create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.brass_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.brass_casing.scene_1.header": "UNLOCALIZED: Encasing Belts", "create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.brass_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.brass_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again", "create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.gearbox.scene_0.header": "UNLOCALIZED: Relaying rotational force using Gearboxes", "create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.gearbox.scene_0.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly", "create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.gearbox.scene_0.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup", "create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.gearbox.scene_0.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions", "create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.gearbox.scene_0.text_4": "UNLOCALIZED: Straight connections will be reversed", "create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.clutch.scene_0.header": "UNLOCALIZED: Controlling rotational force using a Clutch", "create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.clutch.scene_0.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line", "create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.clutch.scene_0.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts", "create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation", "create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages", "create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.andesite_casing.scene_0.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.andesite_casing.scene_0.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.andesite_casing.scene_1.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.andesite_casing.scene_1.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.andesite_casing.scene_1.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -28,8 +28,8 @@
"trigger": "create:bracket_apply", "trigger": "create:bracket_apply",
"conditions": { "conditions": {
"accepted_entries": [ "accepted_entries": [
"create:cogwheel", "create:large_cogwheel",
"create:large_cogwheel" "create:cogwheel"
] ]
} }
}, },

View file

@ -49,6 +49,8 @@ public class AdjustablePulleyTileEntity extends KineticTileEntity {
@Override @Override
public void tick() { public void tick() {
super.tick(); super.tick();
if (world.isRemote)
return;
if (signalChanged) { if (signalChanged) {
signalChanged = false; signalChanged = false;
analogSignalChanged(world.getRedstonePowerFromNeighbors(pos)); analogSignalChanged(world.getRedstonePowerFromNeighbors(pos));

View file

@ -59,7 +59,7 @@ public class LangMerger implements IDataProvider {
private void populateLangIgnore() { private void populateLangIgnore() {
// Key prefixes added here will NOT be transferred to lang templates // Key prefixes added here will NOT be transferred to lang templates
langIgnore.add("create.ponder.brass_hand."); // Ponder debug scene text langIgnore.add("create.ponder.debug_"); // Ponder debug scene text
} }
private boolean shouldIgnore(String key) { private boolean shouldIgnore(String key) {

View file

@ -11,13 +11,11 @@ import com.simibubi.create.foundation.ponder.content.PonderTagScreen;
import com.simibubi.create.foundation.utility.Couple; import com.simibubi.create.foundation.utility.Couple;
import com.simibubi.create.foundation.utility.Lang; import com.simibubi.create.foundation.utility.Lang;
import net.minecraft.util.ResourceLocation;
public class PonderLocalization { public class PonderLocalization {
static Map<String, String> shared = new HashMap<>(); static Map<String, String> shared = new HashMap<>();
static Map<String, Couple<String>> tag = new HashMap<>(); static Map<String, Couple<String>> tag = new HashMap<>();
static Map<ResourceLocation, Map<Integer, Map<String, String>>> specific = new HashMap<>(); static Map<String, Map<String, String>> specific = new HashMap<>();
// //
@ -29,9 +27,8 @@ public class PonderLocalization {
shared.put(key, enUS); shared.put(key, enUS);
} }
public static void registerSpecific(ResourceLocation component, int scene, String key, String enUS) { public static void registerSpecific(String sceneId, String key, String enUS) {
specific.computeIfAbsent(component, $ -> new HashMap<>()) specific.computeIfAbsent(sceneId, $ -> new HashMap<>())
.computeIfAbsent(scene, $ -> new HashMap<>())
.put(key, enUS); .put(key, enUS);
} }
@ -43,12 +40,11 @@ public class PonderLocalization {
return Lang.translate(langKeyForShared(key)); return Lang.translate(langKeyForShared(key));
} }
public static String getSpecific(ResourceLocation component, int scene, String k) { public static String getSpecific(String sceneId, String k) {
if (PonderIndex.EDITOR_MODE) if (PonderIndex.EDITOR_MODE)
return specific.get(component) return specific.get(sceneId)
.get(scene)
.get(k); .get(k);
return Lang.translate(langKeyForSpecific(component.getPath(), scene, k)); return Lang.translate(langKeyForSpecific(sceneId, k));
} }
public static String getTag(String key) { public static String getTag(String key) {
@ -84,17 +80,16 @@ public class PonderLocalization {
object.addProperty(Create.ID + "." + langKeyForTagDescription(k), v.getSecond()); object.addProperty(Create.ID + "." + langKeyForTagDescription(k), v.getSecond());
}); });
specific.forEach((rl, map) -> { specific.entrySet()
String component = rl.getPath();
for (int i = 0; i < map.size(); i++) {
final int scene = i;
Map<String, String> sceneMap = map.get(i);
sceneMap.entrySet()
.stream() .stream()
.sorted(Map.Entry.comparingByKey()) .sorted(Map.Entry.comparingByKey())
.forEach(e -> object.addProperty(Create.ID + "." + langKeyForSpecific(component, scene, e.getKey()), .forEach(entry -> {
e.getValue())); entry.getValue()
} .entrySet()
.stream()
.sorted(Map.Entry.comparingByKey())
.forEach(subEntry -> object.addProperty(Create.ID + "." + langKeyForSpecific(entry.getKey(), subEntry.getKey()),
subEntry.getValue()));
}); });
return object; return object;
} }
@ -103,8 +98,8 @@ public class PonderLocalization {
json.addProperty(Create.ID + "." + key, enUS); json.addProperty(Create.ID + "." + key, enUS);
} }
protected static String langKeyForSpecific(String component, int scene, String k) { protected static String langKeyForSpecific(String sceneId, String k) {
return LANG_PREFIX + component + ".scene_" + scene + "." + k; return LANG_PREFIX + sceneId + "." + k;
} }
protected static String langKeyForShared(String k) { protected static String langKeyForShared(String k) {

View file

@ -92,7 +92,7 @@ public class PonderRegistry {
} }
public static PonderScene compileScene(int i, PonderStoryBoardEntry sb, PonderWorld world) { public static PonderScene compileScene(int i, PonderStoryBoardEntry sb, PonderWorld world) {
PonderScene scene = new PonderScene(world, sb.getComponent(), i, sb.getTags()); PonderScene scene = new PonderScene(world, sb.getComponent(), sb.getTags());
SceneBuilder builder = scene.builder(); SceneBuilder builder = scene.builder();
sb.getBoard().program(builder, scene.getSceneBuildingUtil()); sb.getBoard().program(builder, scene.getSceneBuildingUtil());
return scene; return scene;

View file

@ -1,5 +1,21 @@
package com.simibubi.create.foundation.ponder; package com.simibubi.create.foundation.ponder;
import java.util.ArrayList;
import java.util.Collection;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.UUID;
import java.util.function.Consumer;
import java.util.function.Function;
import java.util.function.Supplier;
import org.apache.commons.lang3.mutable.MutableDouble;
import org.apache.commons.lang3.mutable.MutableObject;
import com.mojang.blaze3d.matrix.MatrixStack; import com.mojang.blaze3d.matrix.MatrixStack;
import com.simibubi.create.foundation.ponder.content.PonderIndex; import com.simibubi.create.foundation.ponder.content.PonderIndex;
import com.simibubi.create.foundation.ponder.content.PonderTag; import com.simibubi.create.foundation.ponder.content.PonderTag;
@ -8,8 +24,13 @@ import com.simibubi.create.foundation.ponder.elements.PonderSceneElement;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement; import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.ponder.instructions.HideAllInstruction; import com.simibubi.create.foundation.ponder.instructions.HideAllInstruction;
import com.simibubi.create.foundation.renderState.SuperRenderTypeBuffer; import com.simibubi.create.foundation.renderState.SuperRenderTypeBuffer;
import com.simibubi.create.foundation.utility.*; import com.simibubi.create.foundation.utility.AnimationTickHolder;
import com.simibubi.create.foundation.utility.LerpedFloat;
import com.simibubi.create.foundation.utility.MatrixStacker;
import com.simibubi.create.foundation.utility.Pair;
import com.simibubi.create.foundation.utility.VecHelper;
import com.simibubi.create.foundation.utility.outliner.Outliner; import com.simibubi.create.foundation.utility.outliner.Outliner;
import net.minecraft.block.BlockState; import net.minecraft.block.BlockState;
import net.minecraft.client.Minecraft; import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.ActiveRenderInfo; import net.minecraft.client.renderer.ActiveRenderInfo;
@ -22,14 +43,12 @@ import net.minecraft.item.ItemStack;
import net.minecraft.util.Direction; import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis; import net.minecraft.util.Direction.Axis;
import net.minecraft.util.ResourceLocation; import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.*; import net.minecraft.util.math.BlockPos;
import org.apache.commons.lang3.mutable.MutableDouble; import net.minecraft.util.math.BlockRayTraceResult;
import org.apache.commons.lang3.mutable.MutableObject; import net.minecraft.util.math.MutableBoundingBox;
import net.minecraft.util.math.Vec2f;
import java.util.*; import net.minecraft.util.math.Vec3d;
import java.util.function.Consumer; import net.minecraft.util.math.Vec3i;
import java.util.function.Function;
import java.util.function.Supplier;
public class PonderScene { public class PonderScene {
@ -38,6 +57,7 @@ public class PonderScene {
boolean finished; boolean finished;
int sceneIndex; int sceneIndex;
int textIndex; int textIndex;
String sceneId;
List<PonderInstruction> schedule, activeSchedule; List<PonderInstruction> schedule, activeSchedule;
Map<UUID, PonderElement> linkedElements; Map<UUID, PonderElement> linkedElements;
@ -63,13 +83,12 @@ public class PonderScene {
int totalTime; int totalTime;
int currentTime; int currentTime;
public PonderScene(PonderWorld world, ResourceLocation component, int sceneIndex, Collection<PonderTag> tags) { public PonderScene(PonderWorld world, ResourceLocation component, Collection<PonderTag> tags) {
pointOfInterest = Vec3d.ZERO; pointOfInterest = Vec3d.ZERO;
textIndex = 1; textIndex = 1;
this.world = world; this.world = world;
this.component = component; this.component = component;
this.sceneIndex = sceneIndex;
outliner = new Outliner(); outliner = new Outliner();
elements = new HashSet<>(); elements = new HashSet<>();
@ -83,7 +102,6 @@ public class PonderScene {
baseWorldSection = new WorldSectionElement(); baseWorldSection = new WorldSectionElement();
renderViewEntity = new ArmorStandEntity(world, 0, 0, 0); renderViewEntity = new ArmorStandEntity(world, 0, 0, 0);
PonderLocalization.registerSpecific(component, sceneIndex, TITLE_KEY, "Untitled Scene");
setPointOfInterest(new Vec3d(0, 4, 0)); setPointOfInterest(new Vec3d(0, 4, 0));
} }
@ -145,7 +163,7 @@ public class PonderScene {
} }
public String getString(String key) { public String getString(String key) {
return PonderLocalization.getSpecific(component, sceneIndex, key); return PonderLocalization.getSpecific(sceneId, key);
} }
public void reset() { public void reset() {
@ -311,8 +329,8 @@ public class PonderScene {
public Supplier<String> registerText(String defaultText) { public Supplier<String> registerText(String defaultText) {
final String key = "text_" + textIndex; final String key = "text_" + textIndex;
PonderLocalization.registerSpecific(component, sceneIndex, key, defaultText); PonderLocalization.registerSpecific(sceneId, key, defaultText);
Supplier<String> supplier = () -> PonderLocalization.getSpecific(component, sceneIndex, key); Supplier<String> supplier = () -> PonderLocalization.getSpecific(sceneId, key);
textIndex++; textIndex++;
return supplier; return supplier;
} }

View file

@ -108,13 +108,16 @@ public class SceneBuilder {
// General // General
/** /**
* Assign the standard english translation for this scene's title using this * Assign a unique translation key, as well as the standard english translation
* method, anywhere inside the program function. * for this scene's title using this method, anywhere inside the program
* function.
* *
* @param sceneId
* @param title * @param title
*/ */
public void title(String title) { public void title(String sceneId, String title) {
PonderLocalization.registerSpecific(scene.component, scene.sceneIndex, PonderScene.TITLE_KEY, title); scene.sceneId = sceneId;
PonderLocalization.registerSpecific(sceneId, PonderScene.TITLE_KEY, title);
} }
/** /**

View file

@ -20,7 +20,7 @@ import net.minecraft.util.math.BlockPos;
public class BeltScenes { public class BeltScenes {
public static void beltsCanBeEncased(SceneBuilder scene, SceneBuildingUtil util) { public static void beltsCanBeEncased(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Encasing Belts"); scene.title("belt_casing", "Encasing Belts");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.showBasePlate(); scene.showBasePlate();
scene.idle(5); scene.idle(5);

View file

@ -0,0 +1,259 @@
package com.simibubi.create.foundation.ponder.content;
import com.simibubi.create.content.contraptions.relays.encased.EncasedBeltBlock;
import com.simibubi.create.content.logistics.block.redstone.AnalogLeverTileEntity;
import com.simibubi.create.foundation.ponder.ElementLink;
import com.simibubi.create.foundation.ponder.SceneBuilder;
import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
import com.simibubi.create.foundation.ponder.Selection;
import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
import com.simibubi.create.foundation.ponder.elements.TextWindowElement.Builder;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.utility.Pointing;
import net.minecraft.block.RedstoneWireBlock;
import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
public class ChainDriveScenes {
public static void chainDriveAsRelay(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("chain_drive", "Relaying rotational force with Chain Drives");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos gaugePos = util.grid.at(0, 1, 3);
Selection gauge = util.select.position(gaugePos);
scene.world.showSection(gauge, Direction.UP);
scene.world.setKineticSpeed(gauge, 0);
scene.idle(5);
scene.world.showSection(util.select.fromTo(5, 1, 2, 4, 1, 2), Direction.DOWN);
scene.idle(10);
for (int i = 0; i < 3; i++) {
scene.idle(5);
scene.world.showSection(util.select.position(3, 1, 2 - i), Direction.DOWN);
if (i != 0)
scene.world.showSection(util.select.position(3, 1, 2 + i), Direction.DOWN);
}
scene.idle(10);
scene.world.showSection(util.select.position(gaugePos.east(2)), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(gaugePos.east()), Direction.DOWN);
scene.idle(5);
scene.world.setKineticSpeed(gauge, 64);
scene.effects.indicateSuccess(gaugePos);
scene.idle(20);
scene.overlay.showText(60)
.text("Chain Drives relay rotation to each other in a row")
.placeNearTarget()
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 4), Direction.WEST));
scene.idle(60);
Selection shafts = util.select.fromTo(2, 1, 0, 2, 1, 1);
BlockPos rotatedECD = util.grid.at(3, 1, 0);
Selection verticalShaft = util.select.fromTo(rotatedECD.up(), rotatedECD.up(2));
scene.world.showSection(shafts, Direction.EAST);
scene.idle(10);
scene.effects.rotationDirectionIndicator(util.grid.at(2, 1, 0));
scene.effects.rotationDirectionIndicator(util.grid.at(2, 1, 1));
scene.idle(20);
scene.overlay.showText(60)
.text("All shafts connected like this will rotate in the same direction")
.placeNearTarget()
.pointAt(util.vector.blockSurface(util.grid.at(2, 1, 1), Direction.WEST));
scene.idle(50);
scene.world.hideSection(shafts, Direction.WEST);
scene.idle(25);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(rotatedECD), Pointing.DOWN).rightClick()
.withWrench(), 30);
scene.idle(7);
scene.world.modifyBlock(rotatedECD, s -> s.with(EncasedBeltBlock.AXIS, Axis.Y), true);
scene.idle(40);
scene.world.showSection(verticalShaft, Direction.DOWN);
scene.idle(10);
scene.effects.rotationDirectionIndicator(util.grid.at(3, 3, 0));
scene.idle(10);
scene.overlay.showText(60)
.text("Any part of the row can be rotated by 90 degrees")
.placeNearTarget()
.pointAt(util.vector.centerOf(3, 2, 0));
scene.markAsFinished();
}
public static void adjustableChainGearshift(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("chain_gearshift", "Controlling rotational speed with Chain Gearshifts");
scene.configureBasePlate(0, 0, 7);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos leverPos = util.grid.at(3, 1, 0);
BlockPos eastDrive = util.grid.at(3, 1, 2);
BlockPos eastGauge = eastDrive.up(3);
BlockPos middleGauge = eastGauge.west()
.down();
BlockPos westGauge = eastGauge.west(2)
.down(2);
ElementLink<WorldSectionElement> lever =
scene.world.showIndependentSection(util.select.fromTo(leverPos, leverPos.south()), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 2, 3), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.fromTo(eastDrive, eastDrive.west(2))
.add(util.select.position(eastDrive.up())), Direction.DOWN);
scene.idle(10);
scene.overlay.showText(60)
.text("Unpowered Chain Gearshifts behave exacly like Chain Drives")
.placeNearTarget()
.pointAt(util.vector.blockSurface(eastDrive, Direction.NORTH));
scene.idle(60);
scene.world.showSection(util.select.fromTo(eastGauge, eastGauge.down()), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(middleGauge, middleGauge.down()), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(westGauge), Direction.DOWN);
scene.idle(5);
for (BlockPos gauge : new BlockPos[] { eastGauge, middleGauge, westGauge }) {
scene.idle(5);
scene.overlay.showText(50)
.sharedText(gauge == eastGauge ? "rpm16_source" : "rpm16")
.colored(PonderPalette.MEDIUM)
.placeNearTarget()
.pointAt(util.vector.blockSurface(gauge, Direction.NORTH));
}
scene.idle(60);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.south(2)));
scene.effects.indicateRedstone(leverPos);
scene.world.modifyKineticSpeed(util.select.fromTo(westGauge.down(), middleGauge), f -> 2 * f);
scene.idle(10);
AxisAlignedBB bb = new AxisAlignedBB(eastDrive);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.MEDIUM, eastDrive, bb, 160);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.FAST, eastDrive.west(), bb.offset(-2, 0, 0)
.expand(15 / 16f, 0, 0), 160);
scene.idle(20);
scene.overlay.showText(80)
.text("When Powered, the speed transmitted to other Chain Drives in the row is doubled")
.placeNearTarget()
.colored(PonderPalette.FAST)
.pointAt(util.vector.blockSurface(eastDrive.west(2), Direction.WEST));
scene.idle(80);
for (BlockPos gauge : new BlockPos[] { eastGauge, middleGauge, westGauge }) {
scene.idle(5);
scene.overlay.showText(70)
.sharedText(gauge == eastGauge ? "rpm16_source" : "rpm32")
.colored(gauge == eastGauge ? PonderPalette.MEDIUM : PonderPalette.FAST)
.placeNearTarget()
.pointAt(util.vector.blockSurface(gauge, Direction.NORTH));
}
scene.idle(80);
scene.world.hideSection(util.select.fromTo(eastDrive, eastDrive.west(2)), Direction.SOUTH);
scene.idle(15);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.south(2)));
Selection newDriveSelect = util.select.fromTo(eastDrive.south(2), eastDrive.south(2)
.west(2));
ElementLink<WorldSectionElement> drives = scene.world.showIndependentSection(newDriveSelect, Direction.NORTH);
scene.world.modifyKineticSpeed(util.select.fromTo(westGauge.down(), middleGauge), f -> .5f * f);
scene.world.setKineticSpeed(newDriveSelect, -32);
scene.world.moveSection(drives, util.vector.of(0, 0, -2), 0);
scene.world.moveSection(lever, util.vector.of(-2, 0, 0), 10);
scene.idle(40);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.south(1)));
scene.world.toggleRedstonePower(util.select.position(1, 1, 4));
BlockPos analogPos = leverPos.west(2);
scene.effects.indicateRedstone(analogPos);
scene.world.modifyKineticSpeed(util.select.position(westGauge), f -> .5f * f);
scene.idle(10);
bb = new AxisAlignedBB(eastDrive);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.MEDIUM, eastDrive, bb.expand(-15 / 16f, 0, 0), 160);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.SLOW, eastDrive.west(), bb.offset(-2, 0, 0), 160);
scene.idle(20);
scene.overlay.showText(80)
.text("Whenever the Powered Gearshift is not at the source, its speed will be halved instead")
.placeNearTarget()
.colored(PonderPalette.SLOW)
.pointAt(util.vector.blockSurface(eastDrive.west(2), Direction.WEST));
scene.idle(80);
for (BlockPos gauge : new BlockPos[] { eastGauge, middleGauge, westGauge }) {
scene.idle(5);
scene.overlay.showText(180)
.sharedText(gauge == westGauge ? "rpm8" : gauge == eastGauge ? "rpm16_source" : "rpm16")
.colored(gauge == westGauge ? PonderPalette.SLOW : PonderPalette.MEDIUM)
.placeNearTarget()
.pointAt(util.vector.blockSurface(gauge, Direction.NORTH));
}
scene.idle(80);
scene.overlay.showText(100)
.text("In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift")
.placeNearTarget()
.pointAt(util.vector.blockSurface(eastDrive.west(2), Direction.WEST));
scene.idle(100);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.south(2)));
scene.world.toggleRedstonePower(util.select.position(1, 1, 4));
scene.world.modifyKineticSpeed(util.select.position(westGauge), f -> 2f * f);
scene.world.hideIndependentSection(lever, Direction.UP);
scene.idle(15);
scene.world.showSection(util.select.fromTo(analogPos, analogPos.south()), Direction.DOWN);
scene.idle(15);
scene.world.modifyTileNBT(util.select.position(analogPos), AnalogLeverTileEntity.class, nbt -> {
nbt.putInt("State", 8);
});
scene.world.modifyBlock(analogPos.south(), s -> s.with(RedstoneWireBlock.POWER, 8), false);
scene.world.toggleRedstonePower(util.select.position(1, 1, 4));
scene.world.modifyKineticSpeed(util.select.position(westGauge), f -> .75f * f);
scene.effects.indicateRedstone(analogPos);
scene.idle(20);
scene.overlay.showText(100)
.text("Using analog signals, the ratio can be adjusted more precisely between 1 and 2")
.placeNearTarget()
.pointAt(util.vector.blockSurface(eastDrive.west(2), Direction.WEST));
scene.idle(40);
for (BlockPos gauge : new BlockPos[] { eastGauge, middleGauge, westGauge }) {
scene.idle(5);
Builder builder = scene.overlay.showText(180)
.colored(gauge == westGauge ? PonderPalette.SLOW : PonderPalette.MEDIUM)
.placeNearTarget()
.pointAt(util.vector.blockSurface(gauge, Direction.NORTH));
if (gauge == westGauge)
builder.text("12 RPM");
else
builder.sharedText(gauge == eastGauge ? "rpm16_source" : "rpm16");
}
}
}

View file

@ -55,13 +55,13 @@ public class DebugScenes {
} }
public static void empty(SceneBuilder scene, SceneBuildingUtil util) { public static void empty(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Missing Content"); scene.title("debug_empty", "Missing Content");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(5); scene.idle(5);
} }
public static void coordinateScene(SceneBuilder scene, SceneBuildingUtil util) { public static void coordinateScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Coordinate Space"); scene.title("debug_coords", "Coordinate Space");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
@ -86,7 +86,7 @@ public class DebugScenes {
} }
public static void blocksScene(SceneBuilder scene, SceneBuildingUtil util) { public static void blocksScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Changing Blocks"); scene.title("debug_blocks", "Changing Blocks");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
@ -104,7 +104,7 @@ public class DebugScenes {
} }
public static void fluidsScene(SceneBuilder scene, SceneBuildingUtil util) { public static void fluidsScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Showing Fluids"); scene.title("debug_fluids", "Showing Fluids");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
Vec3d parrotPos = util.vector.topOf(1, 0, 1); Vec3d parrotPos = util.vector.topOf(1, 0, 1);
@ -144,7 +144,7 @@ public class DebugScenes {
} }
public static void offScreenScene(SceneBuilder scene, SceneBuildingUtil util) { public static void offScreenScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Out of bounds / configureBasePlate"); scene.title("debug_baseplate", "Out of bounds / configureBasePlate");
scene.configureBasePlate(1, 0, 6); scene.configureBasePlate(1, 0, 6);
scene.showBasePlate(); scene.showBasePlate();
@ -168,7 +168,7 @@ public class DebugScenes {
} }
public static void particleScene(SceneBuilder scene, SceneBuildingUtil util) { public static void particleScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Emitting particles"); scene.title("debug_particles", "Emitting particles");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
@ -191,7 +191,7 @@ public class DebugScenes {
} }
public static void controlsScene(SceneBuilder scene, SceneBuildingUtil util) { public static void controlsScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Basic player interaction"); scene.title("debug_controls", "Basic player interaction");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layer(1), Direction.DOWN); scene.world.showSection(util.select.layer(1), Direction.DOWN);
@ -276,7 +276,7 @@ public class DebugScenes {
} }
public static void birbScene(SceneBuilder scene, SceneBuildingUtil util) { public static void birbScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Birbs"); scene.title("debug_birbs", "Birbs");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
@ -320,7 +320,7 @@ public class DebugScenes {
} }
public static void sectionsScene(SceneBuilder scene, SceneBuildingUtil util) { public static void sectionsScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Sections"); scene.title("debug_sections", "Sections");
scene.showBasePlate(); scene.showBasePlate();
scene.idle(10); scene.idle(10);
scene.rotateCameraY(95); scene.rotateCameraY(95);
@ -387,8 +387,8 @@ public class DebugScenes {
} }
public static void itemScene(SceneBuilder scene, SceneBuildingUtil util) { public static void itemScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("debug_items", "Manipulating Items");
scene.configureBasePlate(0, 0, 6); scene.configureBasePlate(0, 0, 6);
scene.title("Manipulating Items");
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);

View file

@ -31,7 +31,7 @@ import net.minecraftforge.items.ItemHandlerHelper;
public class FunnelScenes { public class FunnelScenes {
public static void intro(SceneBuilder scene, SceneBuildingUtil util) { public static void intro(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Using funnels"); scene.title("funnel_intro", "Using funnels");
scene.configureBasePlate(0, 1, 5); scene.configureBasePlate(0, 1, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f); scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f);
@ -106,7 +106,7 @@ public class FunnelScenes {
} }
public static void directionality(SceneBuilder scene, SceneBuildingUtil util) { public static void directionality(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Direction of Transfer"); scene.title("funnel_direction", "Direction of Transfer");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f); scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f);
@ -245,7 +245,7 @@ public class FunnelScenes {
} }
public static void compat(SceneBuilder scene, SceneBuildingUtil util) { public static void compat(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Funnel compatibility"); scene.title("funnel_compat", "Funnel compatibility");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
BlockPos sawFunnel = util.grid.at(4, 2, 1); BlockPos sawFunnel = util.grid.at(4, 2, 1);
@ -301,7 +301,7 @@ public class FunnelScenes {
} }
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) { public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Redstone control"); scene.title("funnel_redstone", "Redstone control");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5); scene.idle(5);
@ -343,7 +343,7 @@ public class FunnelScenes {
} }
public static void brass(SceneBuilder scene, SceneBuildingUtil util) { public static void brass(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("The Brass Funnel"); scene.title("brass_funnel", "The Brass Funnel");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5); scene.idle(5);
@ -449,7 +449,7 @@ public class FunnelScenes {
} }
public static void transposer(SceneBuilder scene, SceneBuildingUtil util) { public static void transposer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Direct transfer"); scene.title("funnel_transfer", "Direct transfer");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5); scene.idle(5);

View file

@ -24,7 +24,10 @@ public class GantryScenes {
} }
private static void intro(SceneBuilder scene, SceneBuildingUtil util, boolean pinion) { private static void intro(SceneBuilder scene, SceneBuildingUtil util, boolean pinion) {
scene.title("Using Gantry " + (pinion ? "Carriages" : "Shafts")); String id = "gantry_" + (pinion ? "carriage" : "shaft");
String title = "Using Gantry " + (pinion ? "Carriages" : "Shafts");
scene.title(id, title);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f); scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
@ -83,7 +86,7 @@ public class GantryScenes {
} }
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) { public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Gantry Power Propagation"); scene.title("gantry_redstone", "Gantry Power Propagation");
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f); scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
Selection leverRedstone = util.select.fromTo(3, 1, 0, 3, 1, 1); Selection leverRedstone = util.select.fromTo(3, 1, 0, 3, 1, 1);
@ -136,7 +139,7 @@ public class GantryScenes {
} }
public static void direction(SceneBuilder scene, SceneBuildingUtil util) { public static void direction(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Gantry Movement Direction"); scene.title("gantry_direction", "Gantry Movement Direction");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f); scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
@ -236,7 +239,7 @@ public class GantryScenes {
} }
public static void subgantry(SceneBuilder scene, SceneBuildingUtil util) { public static void subgantry(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Cascaded Gantries"); scene.title("gantry_cascaded", "Cascaded Gantries");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f); scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.world.showSection(util.select.layer(0) scene.world.showSection(util.select.layer(0)

View file

@ -22,17 +22,8 @@ import net.minecraft.util.math.Vec3i;
public class KineticsScenes { public class KineticsScenes {
public static void template(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("This is a template");
scene.showBasePlate();
scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
}
//
public static void shaftAsRelay(SceneBuilder scene, SceneBuildingUtil util) { public static void shaftAsRelay(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Relaying rotational force using Shafts"); scene.title("shaft", "Relaying rotational force using Shafts");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
@ -64,7 +55,7 @@ public class KineticsScenes {
} }
public static void shaftsCanBeEncased(SceneBuilder scene, SceneBuildingUtil util) { public static void shaftsCanBeEncased(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Encasing Shafts"); scene.title("shaft_casing", "Encasing Shafts");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.showBasePlate(); scene.showBasePlate();
@ -103,7 +94,7 @@ public class KineticsScenes {
} }
public static void cogAsRelay(SceneBuilder scene, SceneBuildingUtil util) { public static void cogAsRelay(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Relaying rotational force using Cogwheels"); scene.title("cogwheel", "Relaying rotational force using Cogwheels");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
BlockPos gauge = util.grid.at(4, 1, 1); BlockPos gauge = util.grid.at(4, 1, 1);
Selection gaugeSelect = util.select.position(gauge); Selection gaugeSelect = util.select.position(gauge);
@ -142,7 +133,7 @@ public class KineticsScenes {
} }
public static void largeCogAsRelay(SceneBuilder scene, SceneBuildingUtil util) { public static void largeCogAsRelay(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Relaying rotational force using Large Cogwheels"); scene.title("large_cogwheel", "Relaying rotational force using Large Cogwheels");
scene.configureBasePlate(1, 1, 5); scene.configureBasePlate(1, 1, 5);
scene.world.setBlock(util.grid.at(4, 2, 3), AllBlocks.LARGE_COGWHEEL.getDefaultState() scene.world.setBlock(util.grid.at(4, 2, 3), AllBlocks.LARGE_COGWHEEL.getDefaultState()
.with(CogWheelBlock.AXIS, Axis.X), false); .with(CogWheelBlock.AXIS, Axis.X), false);
@ -190,7 +181,7 @@ public class KineticsScenes {
} }
public static void cogsSpeedUp(SceneBuilder scene, SceneBuildingUtil util) { public static void cogsSpeedUp(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Gearshifting with Cogs"); scene.title("cog_speedup", "Gearshifting with Cogs");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5); scene.idle(5);
@ -281,7 +272,7 @@ public class KineticsScenes {
} }
public static void gearbox(SceneBuilder scene, SceneBuildingUtil util) { public static void gearbox(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Relaying rotational force using Gearboxes"); scene.title("gearbox", "Relaying rotational force using Gearboxes");
scene.configureBasePlate(1, 1, 5); scene.configureBasePlate(1, 1, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.showSection(util.select.fromTo(4, 1, 6, 3, 2, 5), Direction.UP); scene.world.showSection(util.select.fromTo(4, 1, 6, 3, 2, 5), Direction.UP);
@ -360,7 +351,7 @@ public class KineticsScenes {
} }
public static void clutch(SceneBuilder scene, SceneBuildingUtil util) { public static void clutch(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Controlling rotational force using a Clutch"); scene.title("clutch", "Controlling rotational force using a Clutch");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos leverPos = util.grid.at(3, 1, 0); BlockPos leverPos = util.grid.at(3, 1, 0);
@ -411,7 +402,7 @@ public class KineticsScenes {
} }
public static void gearshift(SceneBuilder scene, SceneBuildingUtil util) { public static void gearshift(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Controlling rotational force using a Gearshift"); scene.title("gearshift", "Controlling rotational force using a Gearshift");
scene.configureBasePlate(0, 0, 5); scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos leverPos = util.grid.at(3, 1, 0); BlockPos leverPos = util.grid.at(3, 1, 0);

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@ -21,7 +21,7 @@ import net.minecraft.util.math.Vec3d;
public class MovementActorScenes { public class MovementActorScenes {
public static void psiTransfer(SceneBuilder scene, SceneBuildingUtil util) { public static void psiTransfer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Contraption Storage Exchange"); scene.title("portable_storage_interface", "Contraption Storage Exchange");
scene.configureBasePlate(0, 0, 8); scene.configureBasePlate(0, 0, 8);
scene.world.showSection(util.select.layer(0), Direction.UP); scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5); scene.idle(5);
@ -147,7 +147,7 @@ public class MovementActorScenes {
} }
public static void psiRedstone(SceneBuilder scene, SceneBuildingUtil util) { public static void psiRedstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Redstone Control"); scene.title("portable_storage_interface_redstone", "Redstone Control");
scene.configureBasePlate(0, 0, 6); scene.configureBasePlate(0, 0, 6);
Class<PortableItemInterfaceTileEntity> psiClass = PortableItemInterfaceTileEntity.class; Class<PortableItemInterfaceTileEntity> psiClass = PortableItemInterfaceTileEntity.class;

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@ -36,6 +36,11 @@ public class PonderIndex {
PonderRegistry.addStoryBoard(AllBlocks.CLUTCH, "clutch", KineticsScenes::clutch); PonderRegistry.addStoryBoard(AllBlocks.CLUTCH, "clutch", KineticsScenes::clutch);
PonderRegistry.addStoryBoard(AllBlocks.GEARSHIFT, "gearshift", KineticsScenes::gearshift); PonderRegistry.addStoryBoard(AllBlocks.GEARSHIFT, "gearshift", KineticsScenes::gearshift);
PonderRegistry.addStoryBoard(AllBlocks.ENCASED_CHAIN_DRIVE, "chain_drive/relay",
ChainDriveScenes::chainDriveAsRelay);
PonderRegistry.forComponents(AllBlocks.ENCASED_CHAIN_DRIVE, AllBlocks.ADJUSTABLE_CHAIN_GEARSHIFT)
.addStoryBoard("chain_drive/gearshift", ChainDriveScenes::adjustableChainGearshift);
// Funnels // Funnels
PonderRegistry.addStoryBoard(AllBlocks.BRASS_FUNNEL, "funnels/brass", FunnelScenes::brass); PonderRegistry.addStoryBoard(AllBlocks.BRASS_FUNNEL, "funnels/brass", FunnelScenes::brass);
PonderRegistry.forComponents(AllBlocks.ANDESITE_FUNNEL, AllBlocks.BRASS_FUNNEL) PonderRegistry.forComponents(AllBlocks.ANDESITE_FUNNEL, AllBlocks.BRASS_FUNNEL)

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@ -12,6 +12,7 @@ public class SharedText {
add("rpm8", "8 RPM"); add("rpm8", "8 RPM");
add("rpm16", "16 RPM"); add("rpm16", "16 RPM");
add("rpm16_source", "Source: 16 RPM");
add("rpm32", "32 RPM"); add("rpm32", "32 RPM");
add("movement_anchors", "With the help of Chassis or Super Glue, larger structures can be moved."); add("movement_anchors", "With the help of Chassis or Super Glue, larger structures can be moved.");

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