mirror of
https://github.com/Creators-of-Create/Create.git
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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:
parent
aa0a58b0da
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33 changed files with 1613 additions and 2090 deletions
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@ -337,7 +337,7 @@ e8b0a401c10d1ba67ed71ba31bd5f9bc28571b65 assets/create/blockstates/powered_toggl
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d06cd9a1101b18d306a786320aab12018b1325d6 assets/create/blockstates/purple_sail.json
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d06cd9a1101b18d306a786320aab12018b1325d6 assets/create/blockstates/purple_sail.json
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92957119abd5fbcca36a113b2a80255fd70fc303 assets/create/blockstates/purple_seat.json
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92957119abd5fbcca36a113b2a80255fd70fc303 assets/create/blockstates/purple_seat.json
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61035f8afe75ff7bbd291da5d8690bcbebe679eb assets/create/blockstates/purple_valve_handle.json
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61035f8afe75ff7bbd291da5d8690bcbebe679eb assets/create/blockstates/purple_valve_handle.json
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6fa36883e76e9e403bb429c8f86b8c0d3bba0cff assets/create/blockstates/radial_chassis.json
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d2e6f19325be65457e94bea44fd52863c0f66be7 assets/create/blockstates/radial_chassis.json
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45877c4d90a7185c2f304edbd67379d800920439 assets/create/blockstates/red_sail.json
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45877c4d90a7185c2f304edbd67379d800920439 assets/create/blockstates/red_sail.json
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da1b08387af7afa0855ee8d040f620c01f20660a assets/create/blockstates/red_seat.json
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da1b08387af7afa0855ee8d040f620c01f20660a assets/create/blockstates/red_seat.json
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722fc77bbf387af8a4016e42cbf9501d2b968881 assets/create/blockstates/red_valve_handle.json
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722fc77bbf387af8a4016e42cbf9501d2b968881 assets/create/blockstates/red_valve_handle.json
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@ -401,19 +401,19 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
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7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
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7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
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b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
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b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
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2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json
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2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json
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6fecfcf70c69f6bcd2b022ccb937d08f6d30e7a4 assets/create/lang/en_us.json
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1c808ec167a735945a60fdef344aaec7a1fd68d0 assets/create/lang/en_us.json
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0aa63a461f5c0d1e1727e6541d4afcd88ced88d5 assets/create/lang/unfinished/de_de.json
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ae1ea7ce8b825405e38ed0d87b26bbcf46de3742 assets/create/lang/unfinished/de_de.json
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0a9a823d56111c8dd65b4399b93c09debbde0663 assets/create/lang/unfinished/es_es.json
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8522f80887d94e89a87d20188a3658342de7c757 assets/create/lang/unfinished/es_es.json
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d4e527b487903069ac9c6757a94e26d25b7e8291 assets/create/lang/unfinished/es_mx.json
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e7476bbfef6254a143d999f7f1220af80ce39c8b assets/create/lang/unfinished/es_mx.json
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d5c2910d54ebfd1bac8eb3ea3c96f1667c53c7d1 assets/create/lang/unfinished/fr_fr.json
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a6516993be60550fd45e55583e6040733f70dcef assets/create/lang/unfinished/fr_fr.json
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86d8897c3cf17559ce9de35ae76f872f9ba3e377 assets/create/lang/unfinished/it_it.json
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d5b30386a7a0fdbf8bcd951baa4f6000d9c1501e assets/create/lang/unfinished/it_it.json
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341be60e0484e9969ed44353f182e6f7a9c50a69 assets/create/lang/unfinished/ja_jp.json
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4e5101741f7565c4450f36a37da4b3ad92af4076 assets/create/lang/unfinished/ja_jp.json
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f16072a1a02e4a1d360cd9997cf7684afe6d9212 assets/create/lang/unfinished/ko_kr.json
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d526a4dd43baefa89c7a42b2e236ccc7b9cdf678 assets/create/lang/unfinished/ko_kr.json
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055e490a9fc8c56fc6f4fad1c10e64fafb894ee8 assets/create/lang/unfinished/nl_nl.json
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6dcd80f25ecdc7ead62f1f48a6162575e2a93257 assets/create/lang/unfinished/nl_nl.json
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395131eab03df87203d2bd4e25bb5f3a212c2edd assets/create/lang/unfinished/pt_br.json
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43ff570e703a25847830e99c12722bbc4a9fb2ab assets/create/lang/unfinished/pt_br.json
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9661c315bba7bef0c9f93594fa997728b1ae1434 assets/create/lang/unfinished/ru_ru.json
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3312f083a22112e786726047129476710cec0242 assets/create/lang/unfinished/ru_ru.json
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e0f3db89425ec11186c95ad2829327bd48b90c51 assets/create/lang/unfinished/zh_cn.json
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25b50c546bb8b40bb8c85e8b4914fbe1bca6bdce assets/create/lang/unfinished/zh_cn.json
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80104284eee5640e9e5027311010b9cf659bb93d assets/create/lang/unfinished/zh_tw.json
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bddbc961a8bd12e08a8aa2b0b2329568da1b27ef assets/create/lang/unfinished/zh_tw.json
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846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
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846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
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1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
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1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
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1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
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1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
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@ -1579,7 +1579,7 @@ d080b1b25e5bc8baf5aee68691b08c7f12ece3b0 assets/create/models/item/windmill_bear
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9f9455ccb5fc9e3cbfce73862b46078346a522a5 assets/create/models/item/zinc_nugget.json
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9f9455ccb5fc9e3cbfce73862b46078346a522a5 assets/create/models/item/zinc_nugget.json
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b1689617190c05ef34bd18456b0c7ae09bb3210f assets/create/models/item/zinc_ore.json
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b1689617190c05ef34bd18456b0c7ae09bb3210f assets/create/models/item/zinc_ore.json
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e76041b7ae829fdd7dc0524f6ca4d2f89fca51bb assets/create/sounds.json
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e76041b7ae829fdd7dc0524f6ca4d2f89fca51bb assets/create/sounds.json
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0f1b4b980afba9bf2caf583b88e261bba8b10313 data/create/advancements/aesthetics.json
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5d0cc4c0255dc241e61c173b31ddca70c88d08e4 data/create/advancements/aesthetics.json
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187921fa131b06721bfaf63f2623a28c141aae9a data/create/advancements/andesite_alloy.json
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187921fa131b06721bfaf63f2623a28c141aae9a data/create/advancements/andesite_alloy.json
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0ea2db7173b5be28b289ea7c9a6a0cf5805c60c7 data/create/advancements/andesite_casing.json
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0ea2db7173b5be28b289ea7c9a6a0cf5805c60c7 data/create/advancements/andesite_casing.json
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356f4855a2a6c65be3fb51d7d1aabf2ca6034d42 data/create/advancements/arm_blaze_burner.json
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356f4855a2a6c65be3fb51d7d1aabf2ca6034d42 data/create/advancements/arm_blaze_burner.json
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@ -149,8 +149,8 @@
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},
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},
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{
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{
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"when": {
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"when": {
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"sticky_north": "true",
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"axis": "x",
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"axis": "x"
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"sticky_north": "true"
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},
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},
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"apply": {
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"apply": {
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"model": "create:block/radial_chassis_side_x_sticky"
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"model": "create:block/radial_chassis_side_x_sticky"
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@ -158,8 +158,8 @@
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},
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},
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{
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{
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"when": {
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"when": {
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"sticky_north": "true",
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"axis": "y",
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"axis": "y"
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"sticky_north": "true"
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},
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},
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"apply": {
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"apply": {
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"model": "create:block/radial_chassis_side_y_sticky",
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"model": "create:block/radial_chassis_side_y_sticky",
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@ -168,8 +168,8 @@
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},
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},
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{
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{
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"when": {
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"when": {
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"sticky_north": "true",
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"axis": "z",
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"axis": "z"
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"sticky_north": "true"
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},
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},
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"apply": {
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"apply": {
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"model": "create:block/radial_chassis_side_x_sticky",
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"model": "create:block/radial_chassis_side_x_sticky",
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},
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},
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{
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{
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"when": {
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"when": {
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"sticky_north": "false",
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"axis": "x",
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"axis": "x"
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"sticky_north": "false"
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},
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},
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"apply": {
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"apply": {
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"model": "create:block/radial_chassis_side_x"
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"model": "create:block/radial_chassis_side_x"
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@ -187,8 +187,8 @@
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},
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},
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{
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{
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"when": {
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"when": {
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"sticky_north": "false",
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"axis": "y",
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"axis": "y"
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"sticky_north": "false"
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},
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},
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"apply": {
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"apply": {
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"model": "create:block/radial_chassis_side_y",
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"model": "create:block/radial_chassis_side_y",
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},
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},
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{
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{
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"when": {
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"when": {
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"sticky_north": "false",
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"axis": "z",
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"axis": "z"
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"sticky_north": "false"
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},
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},
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"apply": {
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"apply": {
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"model": "create:block/radial_chassis_side_x",
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"model": "create:block/radial_chassis_side_x",
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@ -1813,6 +1813,7 @@
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"create.ponder.shared.sneak_and": "Sneak +",
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"create.ponder.shared.sneak_and": "Sneak +",
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"create.ponder.shared.rpm8": "8 RPM",
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"create.ponder.shared.rpm8": "8 RPM",
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"create.ponder.shared.ctrl_and": "Ctrl +",
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"create.ponder.shared.ctrl_and": "Ctrl +",
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"create.ponder.shared.rpm16_source": "Source: 16 RPM",
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"create.ponder.shared.rpm16": "16 RPM",
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"create.ponder.shared.rpm16": "16 RPM",
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"create.ponder.tag.kinetic_sources": "Kinetic Sources",
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"create.ponder.tag.kinetic_sources": "Kinetic Sources",
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"create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force",
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"create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force",
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"create.ponder.tag.fluids": "Fluid Manipulators",
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"create.ponder.tag.fluids": "Fluid Manipulators",
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"create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids",
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"create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids",
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"create.ponder.andesite_encased_shaft.scene_0.header": "Encasing Shafts",
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"create.ponder.belt_casing.header": "Encasing Belts",
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"create.ponder.andesite_encased_shaft.scene_0.text_1": "Brass or Andesite Casing can be used to decorate Shafts",
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"create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts",
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"create.ponder.belt_casing.text_2": "A wrench can be used to remove it again",
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"create.ponder.vertical_gearbox.scene_0.header": "Relaying rotational force using Gearboxes",
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"create.ponder.brass_funnel.header": "The Brass Funnel",
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"create.ponder.vertical_gearbox.scene_0.text_1": "Jumping between axes of rotation can get bulky quickly",
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"create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.",
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"create.ponder.vertical_gearbox.scene_0.text_2": "A gearbox is the more compact equivalent of this setup",
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"create.ponder.brass_funnel.text_2": "Brass Funnels can extract up to a full stack.",
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"create.ponder.vertical_gearbox.scene_0.text_3": "Shafts around corners rotate in mirrored directions",
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"create.ponder.brass_funnel.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
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"create.ponder.vertical_gearbox.scene_0.text_4": "Straight connections will be reversed",
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"create.ponder.brass_funnel.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
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"create.ponder.large_cogwheel.scene_0.header": "Gearshifting with Cogs",
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"create.ponder.chain_drive.header": "Relaying rotational force with Chain Drives",
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"create.ponder.large_cogwheel.scene_0.text_1": "Large and Small cogs can be connected diagonally",
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"create.ponder.chain_drive.text_1": "Chain Drives relay rotation to each other in a row",
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"create.ponder.large_cogwheel.scene_0.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled",
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"create.ponder.chain_drive.text_2": "All shafts connected like this will rotate in the same direction",
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"create.ponder.large_cogwheel.scene_0.text_3": "Shifting the opposite way, the conveyed speed will be halved",
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"create.ponder.chain_drive.text_3": "Any part of the row can be rotated by 90 degrees",
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"create.ponder.large_cogwheel.scene_1.header": "Relaying rotational force using Large Cogwheels",
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"create.ponder.chain_gearshift.header": "Controlling rotational speed with Chain Gearshifts",
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"create.ponder.large_cogwheel.scene_1.text_1": "Large cogwheels can connect to each other at right angles",
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"create.ponder.chain_gearshift.text_1": "Unpowered Chain Gearshifts behave exacly like Chain Drives",
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"create.ponder.large_cogwheel.scene_1.text_2": "It will help relaying conveyed speed to other axes of rotation",
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"create.ponder.chain_gearshift.text_2": "When Powered, the speed transmitted to other Chain Drives in the row is doubled",
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"create.ponder.chain_gearshift.text_3": "Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
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"create.ponder.chain_gearshift.text_4": "In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
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"create.ponder.chain_gearshift.text_5": "Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
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"create.ponder.chain_gearshift.text_6": "12 RPM",
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"create.ponder.brass_funnel.scene_0.header": "The Brass Funnel",
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"create.ponder.clutch.header": "Controlling rotational force using a Clutch",
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"create.ponder.brass_funnel.scene_0.text_1": "Andesite Funnels can only ever extract single items.",
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"create.ponder.clutch.text_1": "Clutches will relay rotation in a straight line",
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"create.ponder.brass_funnel.scene_0.text_2": "Brass Funnels can extract up to a full stack.",
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"create.ponder.clutch.text_2": "When powered by Redstone, it breaks the connection",
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"create.ponder.brass_funnel.scene_0.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
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"create.ponder.brass_funnel.scene_0.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
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"create.ponder.brass_funnel.scene_1.header": "Using funnels",
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"create.ponder.cog_speedup.header": "Gearshifting with Cogs",
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"create.ponder.brass_funnel.scene_1.text_1": "Funnels are ideal for transferring items from and to inventories.",
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"create.ponder.cog_speedup.text_1": "Large and Small cogs can be connected diagonally",
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"create.ponder.cog_speedup.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled",
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"create.ponder.cog_speedup.text_3": "Shifting the opposite way, the conveyed speed will be halved",
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"create.ponder.brass_funnel.scene_2.header": "Direction of Transfer",
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"create.ponder.cogwheel.header": "Relaying rotational force using Cogwheels",
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"create.ponder.brass_funnel.scene_2.text_1": "Placed normally, it pulls items from the inventory.",
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"create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels",
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"create.ponder.brass_funnel.scene_2.text_2": "Placed while sneaking, it puts items into the inventory.",
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"create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions",
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"create.ponder.brass_funnel.scene_2.text_3": "Using a wrench, the funnel can be flipped after placement.",
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"create.ponder.brass_funnel.scene_2.text_4": "Same rules will apply for most orientations.",
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"create.ponder.brass_funnel.scene_2.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
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"create.ponder.brass_funnel.scene_3.header": "Funnel compatibility",
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"create.ponder.funnel_compat.header": "Funnel compatibility",
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"create.ponder.brass_funnel.scene_3.text_1": "Funnels should also interact nicely with a handful of other components.",
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"create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.",
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"create.ponder.brass_funnel.scene_3.text_2": "Vertical Saws",
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"create.ponder.funnel_compat.text_2": "Vertical Saws",
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"create.ponder.brass_funnel.scene_3.text_3": "Depots",
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"create.ponder.funnel_compat.text_3": "Depots",
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"create.ponder.brass_funnel.scene_3.text_4": "Item Drains",
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"create.ponder.funnel_compat.text_4": "Item Drains",
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"create.ponder.brass_funnel.scene_4.header": "Redstone control",
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"create.ponder.funnel_direction.header": "Direction of Transfer",
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"create.ponder.brass_funnel.scene_4.text_1": "Redstone power will prevent any funnel from acting.",
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"create.ponder.funnel_direction.text_1": "Placed normally, it pulls items from the inventory.",
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"create.ponder.funnel_direction.text_2": "Placed while sneaking, it puts items into the inventory.",
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"create.ponder.funnel_direction.text_3": "Using a wrench, the funnel can be flipped after placement.",
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"create.ponder.funnel_direction.text_4": "Same rules will apply for most orientations.",
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"create.ponder.funnel_direction.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
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"create.ponder.brass_funnel.scene_5.header": "Direct transfer",
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"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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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"
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
|
@ -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));
|
||||||
|
|
|
@ -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) {
|
||||||
|
|
|
@ -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) {
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -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);
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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)
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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)
|
||||||
|
|
|
@ -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.");
|
||||||
|
|
BIN
src/main/resources/ponder/chain_drive/gearshift.nbt
Normal file
BIN
src/main/resources/ponder/chain_drive/gearshift.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/chain_drive/relay.nbt
Normal file
BIN
src/main/resources/ponder/chain_drive/relay.nbt
Normal file
Binary file not shown.
Loading…
Reference in a new issue