The grind continues

- Scenes for Millstone, Crushing wheels, blaze burners, basin, mixer, press, speedometer and stressometer
This commit is contained in:
simibubi 2021-03-19 20:05:55 +01:00
parent cef93ab0a8
commit c0de8c4eb6
36 changed files with 1924 additions and 51 deletions

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@ -402,19 +402,19 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
2b12f3cf99e498899207a8c4855210e7b5dc55cd assets/create/lang/en_ud.json
e371fd4fccf90c4ee6f2fbea91ea5d70e3d6c652 assets/create/lang/en_us.json
610a33e7074c3fb8e88370bed76549bfcfe0eddb assets/create/lang/unfinished/de_de.json
29339e0bf9743251639a2598d17f194cd406602c assets/create/lang/unfinished/es_es.json
e7138596de0babd4fc90a4b8ffb8fdea13088086 assets/create/lang/unfinished/es_mx.json
a95f57787534ae5d4920fe8e4825fe3012fdcd70 assets/create/lang/unfinished/fr_fr.json
7956b67df2d19a9f890f893c9d736516cc6e8629 assets/create/lang/unfinished/it_it.json
95394f8cc9d53397e030c46a9abef4fa4348e2ad assets/create/lang/unfinished/ja_jp.json
edcd5ffe8239f13cedbd63ab11c8334a38b90c90 assets/create/lang/unfinished/ko_kr.json
1749d2d020f02a2ccca4698d85bfdc4dcf849e3f assets/create/lang/unfinished/nl_nl.json
83c43209c295b3d3d85f7bebaa9a8ce7b79d47da assets/create/lang/unfinished/pt_br.json
a1a67295a2fe537080254fc8b353699d4d30989a assets/create/lang/unfinished/ru_ru.json
a525852b4f3aa0af52816e02e5cf4181de0c60c5 assets/create/lang/unfinished/zh_cn.json
51242fa9de9994103e9373e5c8dd6941438ec9a8 assets/create/lang/unfinished/zh_tw.json
cb22b256847375aa973491ca51858a704a3edf2c assets/create/lang/en_us.json
d2c8c43f990f7844f3dea35fd0a98ee7f4d40576 assets/create/lang/unfinished/de_de.json
69ce4c93ab2d6afd93352fd269be68f4c53ed963 assets/create/lang/unfinished/es_es.json
2a63880625f84655bee39fa5ff0e4d5f0933f8f9 assets/create/lang/unfinished/es_mx.json
a568c0d8943021d8f438d80692a62e7987b35c7d assets/create/lang/unfinished/fr_fr.json
b21c69ffdb9f09324bfb51fb843af000bf9c2c13 assets/create/lang/unfinished/it_it.json
230ab0c62a7e8b6a6e0c68b3081f06e0148e120a assets/create/lang/unfinished/ja_jp.json
c42a6c5d2ae9b97d4c79751cd7f60f70864f8c36 assets/create/lang/unfinished/ko_kr.json
b640c6137991b8e25139105a44d0d13b0b66ed18 assets/create/lang/unfinished/nl_nl.json
b9c2f45ac232045e6c1124d48017154504096dbd assets/create/lang/unfinished/pt_br.json
d69e5e26891d5ff7a1d93a1f5cc0bd775e1dfa08 assets/create/lang/unfinished/ru_ru.json
dbf513ee2276e1460adf3f3f50f336d104a74884 assets/create/lang/unfinished/zh_cn.json
40fd381d585db529a20f31adf001ecaf6dc77104 assets/create/lang/unfinished/zh_tw.json
846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
@ -1585,7 +1585,7 @@ d080b1b25e5bc8baf5aee68691b08c7f12ece3b0 assets/create/models/item/windmill_bear
9f9455ccb5fc9e3cbfce73862b46078346a522a5 assets/create/models/item/zinc_nugget.json
b1689617190c05ef34bd18456b0c7ae09bb3210f assets/create/models/item/zinc_ore.json
e76041b7ae829fdd7dc0524f6ca4d2f89fca51bb assets/create/sounds.json
5d0cc4c0255dc241e61c173b31ddca70c88d08e4 data/create/advancements/aesthetics.json
0f1b4b980afba9bf2caf583b88e261bba8b10313 data/create/advancements/aesthetics.json
187921fa131b06721bfaf63f2623a28c141aae9a data/create/advancements/andesite_alloy.json
0ea2db7173b5be28b289ea7c9a6a0cf5805c60c7 data/create/advancements/andesite_casing.json
356f4855a2a6c65be3fb51d7d1aabf2ca6034d42 data/create/advancements/arm_blaze_burner.json

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@ -1873,6 +1873,17 @@
"create.ponder.analog_lever.text_2": "Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "Processing Items in the Basin",
"create.ponder.basin.text_1": "A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "A number of options are applicable here",
"create.ponder.basin.text_5": "Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1901,6 +1912,12 @@
"create.ponder.belt_transport.text_1": "Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "The Brass Funnel",
"create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "Brass Funnels can extract up to a full stack.",
@ -1967,6 +1984,12 @@
"create.ponder.creative_motor.text_1": "Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "Using the Deployer",
"create.ponder.deployer.text_1": "Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "Right-click the front to give it an Item to use",
@ -1998,6 +2021,13 @@
"create.ponder.deployer_redstone.text_2": "Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "Strength and Direction of Flow depends on the Rotational Input",
@ -2124,6 +2154,12 @@
"create.ponder.mechanical_harvester.text_1": "Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "Speed and direction of movement depend on the Rotational Input",
@ -2139,6 +2175,18 @@
"create.ponder.mechanical_plough.text_3": "Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2154,6 +2202,13 @@
"create.ponder.mechanical_saw_processing.text_4": "When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "Processing Items in the Millstone",
"create.ponder.millstone.text_1": "Millstones process items by grinding them",
"create.ponder.millstone.text_2": "They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "Throw or Insert items at the top",
"create.ponder.millstone.text_4": "After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "Piston Extension Poles",
"create.ponder.piston_pole.text_1": "Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "The Length of pole added at its back determines the Extension Range",
@ -2239,6 +2294,11 @@
"create.ponder.shaft_casing.header": "Encasing Shafts",
"create.ponder.shaft_casing.text_1": "Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "..they will attempt to keep themselves upright",
@ -2251,6 +2311,11 @@
"create.ponder.sticker.text_3": "If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "The attached blocks will move together when assembled into a Contraption",

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@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1370",
"_": "Missing Localizations: 1425",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 401",
"_": "Missing Localizations: 456",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1300",
"_": "Missing Localizations: 1355",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1082",
"_": "Missing Localizations: 1137",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 418",
"_": "Missing Localizations: 473",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 425",
"_": "Missing Localizations: 480",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 471",
"_": "Missing Localizations: 526",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1569",
"_": "Missing Localizations: 1624",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1635",
"_": "Missing Localizations: 1690",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 421",
"_": "Missing Localizations: 476",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 419",
"_": "Missing Localizations: 474",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 424",
"_": "Missing Localizations: 479",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1874,6 +1874,17 @@
"create.ponder.analog_lever.text_2": "UNLOCALIZED: Right-click to increase its analog power output",
"create.ponder.analog_lever.text_3": "UNLOCALIZED: Right-click while Sneaking to decrease the power output again",
"create.ponder.basin.header": "UNLOCALIZED: Processing Items in the Basin",
"create.ponder.basin.text_1": "UNLOCALIZED: A Basin can hold Items and Fluids for Processing",
"create.ponder.basin.text_2": "UNLOCALIZED: After a processing step, basins try to output below to the side of them",
"create.ponder.basin.text_3": "UNLOCALIZED: When a valid component is present, the Basin will show an output faucet",
"create.ponder.basin.text_4": "UNLOCALIZED: A number of options are applicable here",
"create.ponder.basin.text_5": "UNLOCALIZED: Outputs will be caught by the inventory below",
"create.ponder.basin.text_6": "UNLOCALIZED: Without output faucet, the Basin will retain items created in its processing",
"create.ponder.basin.text_7": "UNLOCALIZED: This can be useful if outputs should be re-used as ingredients",
"create.ponder.basin.text_8": "UNLOCALIZED: Desired outputs will then have to be extracted from the basin",
"create.ponder.basin.text_9": "UNLOCALIZED: A Filter might be necessary to avoid pulling out un-processed items",
"create.ponder.bearing_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Bearing",
"create.ponder.bearing_modes.text_1": "UNLOCALIZED: When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
"create.ponder.bearing_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only near the angle it started at",
@ -1902,6 +1913,12 @@
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
"create.ponder.blaze_burner.header": "UNLOCALIZED: Feeding Blaze Burners",
"create.ponder.blaze_burner.text_1": "UNLOCALIZED: Blaze Burners can provide Heat to Items processed in a Basin",
"create.ponder.blaze_burner.text_2": "UNLOCALIZED: For this, the Blaze has to be fed with flammable items",
"create.ponder.blaze_burner.text_3": "UNLOCALIZED: With a Blaze Cake, the Burner can reach an even stronger level of heat",
"create.ponder.blaze_burner.text_4": "UNLOCALIZED: The feeding process can be automated using Deployers or Mechanical Arms",
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
@ -1968,6 +1985,12 @@
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
"create.ponder.crushing_wheels.header": "UNLOCALIZED: Processing Items with Crushing Wheels",
"create.ponder.crushing_wheels.text_1": "UNLOCALIZED: A pair of Crushing Wheels can grind items very effectively",
"create.ponder.crushing_wheels.text_2": "UNLOCALIZED: Their Rotational Input has to make them spin into each other",
"create.ponder.crushing_wheels.text_3": "UNLOCALIZED: Items thrown or inserted into the top will get processed",
"create.ponder.crushing_wheels.text_4": "UNLOCALIZED: Items can be inserted and picked up through automated means as well",
"create.ponder.deployer.header": "UNLOCALIZED: Using the Deployer",
"create.ponder.deployer.text_1": "UNLOCALIZED: Given Rotational Force, a Deployer can imitate player interactions",
"create.ponder.deployer.text_10": "UNLOCALIZED: Right-click the front to give it an Item to use",
@ -1999,6 +2022,13 @@
"create.ponder.deployer_redstone.text_2": "UNLOCALIZED: Before stopping, the Deployer will finish any started cycles",
"create.ponder.deployer_redstone.text_3": "UNLOCALIZED: Thus, a negative pulse can be used to trigger exactly one activation cycle",
"create.ponder.empty_blaze_burner.header": "UNLOCALIZED: Using Empty Blaze Burners",
"create.ponder.empty_blaze_burner.text_1": "UNLOCALIZED: Right-click a Blaze with the empty burner to capture it",
"create.ponder.empty_blaze_burner.text_2": "UNLOCALIZED: Alternatively, Blazes can be collected from their Spawners directly",
"create.ponder.empty_blaze_burner.text_3": "UNLOCALIZED: You now have an ideal heat source for various machines",
"create.ponder.empty_blaze_burner.text_4": "UNLOCALIZED: For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
"create.ponder.empty_blaze_burner.text_5": "UNLOCALIZED: However, these are not suitable for industrial heating",
"create.ponder.fan_direction.header": "UNLOCALIZED: Air flow of Encased Fans",
"create.ponder.fan_direction.text_1": "UNLOCALIZED: Encased Fans use Rotational Force to create an Air Current",
"create.ponder.fan_direction.text_2": "UNLOCALIZED: Strength and Direction of Flow depends on the Rotational Input",
@ -2125,6 +2155,12 @@
"create.ponder.mechanical_harvester.text_1": "UNLOCALIZED: Whenever Harvesters are moved as part of an animated Contraption...",
"create.ponder.mechanical_harvester.text_2": "UNLOCALIZED: They will harvest and reset any mature crops on their way",
"create.ponder.mechanical_mixer.header": "UNLOCALIZED: Processing Items with the Mechanical Mixer",
"create.ponder.mechanical_mixer.text_1": "UNLOCALIZED: With a Mixer and Basin, some Crafting Recipes can be automated",
"create.ponder.mechanical_mixer.text_2": "UNLOCALIZED: Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_mixer.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_mixer.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_piston.header": "UNLOCALIZED: Moving Structures using Mechanical Pistons",
"create.ponder.mechanical_piston.text_1": "UNLOCALIZED: Mechanical Pistons can move blocks in front of them",
"create.ponder.mechanical_piston.text_2": "UNLOCALIZED: Speed and direction of movement depend on the Rotational Input",
@ -2140,6 +2176,18 @@
"create.ponder.mechanical_plough.text_3": "UNLOCALIZED: Additionally, ploughs can create farmland",
"create.ponder.mechanical_plough.text_4": "UNLOCALIZED: ...they can also launch entities without hurting them",
"create.ponder.mechanical_press.header": "UNLOCALIZED: Processing Items with the Mechanical Press",
"create.ponder.mechanical_press.text_1": "UNLOCALIZED: The Mechanical Press can process items provided beneath it",
"create.ponder.mechanical_press.text_2": "UNLOCALIZED: The Input items can be dropped or placed on a Depot under the Press",
"create.ponder.mechanical_press.text_3": "UNLOCALIZED: When items are provided on a belt...",
"create.ponder.mechanical_press.text_4": "UNLOCALIZED: The Press will hold and process them automatically",
"create.ponder.mechanical_press_compacting.header": "UNLOCALIZED: Compacting items with the Mechanical Press",
"create.ponder.mechanical_press_compacting.text_1": "UNLOCALIZED: Pressing items held in a Basin will cause them to be Compacted",
"create.ponder.mechanical_press_compacting.text_2": "UNLOCALIZED: Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
"create.ponder.mechanical_press_compacting.text_3": "UNLOCALIZED: Some of those recipes may require the heat of a Blaze Burner",
"create.ponder.mechanical_press_compacting.text_4": "UNLOCALIZED: The filter slot can be used in case two recipes are conflicting.",
"create.ponder.mechanical_saw_breaker.header": "UNLOCALIZED: Cutting Trees with the Mechanical Saw",
"create.ponder.mechanical_saw_breaker.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
"create.ponder.mechanical_saw_breaker.text_2": "UNLOCALIZED: In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
@ -2155,6 +2203,13 @@
"create.ponder.mechanical_saw_processing.text_4": "UNLOCALIZED: When an ingredient has multiple possible outcomes, the filter slot can specify it",
"create.ponder.mechanical_saw_processing.text_5": "UNLOCALIZED: Without filter, the Saw would cycle through all outcomes instead",
"create.ponder.millstone.header": "UNLOCALIZED: Processing Items in the Millstone",
"create.ponder.millstone.text_1": "UNLOCALIZED: Millstones process items by grinding them",
"create.ponder.millstone.text_2": "UNLOCALIZED: They can be powered from the side using cogwheels",
"create.ponder.millstone.text_3": "UNLOCALIZED: Throw or Insert items at the top",
"create.ponder.millstone.text_4": "UNLOCALIZED: After some time, the result can be obtained via Right-click",
"create.ponder.millstone.text_5": "UNLOCALIZED: The outputs can also be extracted by automation",
"create.ponder.piston_pole.header": "UNLOCALIZED: Piston Extension Poles",
"create.ponder.piston_pole.text_1": "UNLOCALIZED: Without attached Poles, a Mechanical Piston cannot move",
"create.ponder.piston_pole.text_2": "UNLOCALIZED: The Length of pole added at its back determines the Extension Range",
@ -2240,6 +2295,11 @@
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
"create.ponder.speedometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Speedometer",
"create.ponder.speedometer.text_1": "UNLOCALIZED: The Speedometer displays the current Speed of the attached components",
"create.ponder.speedometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.speedometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
"create.ponder.stabilized_bearings.header": "UNLOCALIZED: Stabilized Contraptions",
"create.ponder.stabilized_bearings.text_1": "UNLOCALIZED: Whenever Mechanical Bearings are themselves part of a moving Structure..",
"create.ponder.stabilized_bearings.text_2": "UNLOCALIZED: ..they will attempt to keep themselves upright",
@ -2252,6 +2312,11 @@
"create.ponder.sticker.text_3": "UNLOCALIZED: If it is now moved in a contraption, the block will move with it",
"create.ponder.sticker.text_4": "UNLOCALIZED: Toggled once again, the block is no longer attached",
"create.ponder.stressometer.header": "UNLOCALIZED: Monitoring Kinetic information using the Stressometer",
"create.ponder.stressometer.text_1": "UNLOCALIZED: The Stressometer displays the current Stress Capacity of the attached kinetic network",
"create.ponder.stressometer.text_2": "UNLOCALIZED: When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
"create.ponder.stressometer.text_3": "UNLOCALIZED: Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
"create.ponder.super_glue.header": "UNLOCALIZED: Attaching blocks using Super Glue",
"create.ponder.super_glue.text_1": "UNLOCALIZED: Super Glue can be used between any two blocks",
"create.ponder.super_glue.text_2": "UNLOCALIZED: The attached blocks will move together when assembled into a Contraption",

View file

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

View file

@ -116,7 +116,7 @@ public class MechanicalMixerTileEntity extends BasinOperatingTileEntity {
if (world.isRemote && runningTicks == 20)
renderParticles();
if (!world.isRemote && runningTicks == 20) {
if ((!world.isRemote || isVirtual()) && runningTicks == 20) {
if (processingTicks < 0) {
processingTicks = MathHelper.clamp((MathHelper.log2((int) (512 / speed))) * 15 + 1, 1, 512);
} else {

View file

@ -120,6 +120,7 @@ public class MechanicalPressTileEntity extends BasinOperatingTileEntity {
public void start(Mode mode) {
this.mode = mode;
running = true;
prevRunningTicks = 0;
runningTicks = 0;
pressedItems.clear();
sendData();
@ -203,7 +204,7 @@ public class MechanicalPressTileEntity extends BasinOperatingTileEntity {
if (prevRunningTicks < CYCLE / 2 && runningTicks >= CYCLE / 2) {
runningTicks = CYCLE / 2;
// Pause the ticks until a packet is received
if (world.isRemote)
if (world.isRemote && !isVirtual())
runningTicks = -(CYCLE / 2);
}
}
@ -342,7 +343,7 @@ public class MechanicalPressTileEntity extends BasinOperatingTileEntity {
return Optional.of(AllTriggers.PRESS_COMPACT);
}
enum Mode {
public enum Mode {
WORLD(1), BELT(19f / 16f), BASIN(22f / 16f)
;

View file

@ -75,8 +75,14 @@ public class BlazeBurnerTileEntity extends SmartTileEntity {
ClientPlayerEntity player = Minecraft.getInstance().player;
float target = 0;
if (player != null) {
double dx = player.getX() - (getPos().getX() + 0.5);
double dz = player.getZ() - (getPos().getZ() + 0.5);
double x = player.getX();
double z = player.getZ();
if (isVirtual()) {
x = -4;
z = -10;
}
double dx = x - (getPos().getX() + 0.5);
double dz = z - (getPos().getZ() + 0.5);
target = AngleHelper.deg(-MathHelper.atan2(dz, dx)) - 90;
}
target = headAngle.getValue() + AngleHelper.getShortestAngleDiff(headAngle.getValue(), target);

View file

@ -446,6 +446,7 @@ public class PonderUI extends NavigatableSimiScreen {
// X AXIS
RenderSystem.pushMatrix();
RenderSystem.translated(4, -3, 0);
RenderSystem.translated(0, 0, -2 / 1024f);
for (int x = 0; x <= bounds.getXSize(); x++) {
RenderSystem.translated(-16, 0, 0);
font.drawString(x == bounds.getXSize() ? "x" : "" + x, 0, 0, 0xFFFFFFFF);

View file

@ -206,6 +206,11 @@ public class PonderWorld extends SchematicWorld {
addParticle(makeParticle(data, x, y, z, mx, my, mz));
}
@Override
public void addOptionalParticle(IParticleData data, double x, double y, double z, double mx, double my, double mz) {
addParticle(data, x, y, z, mx, my, mz);
}
@Nullable
@SuppressWarnings("unchecked")
private <T extends IParticleData> Particle makeParticle(T data, double x, double y, double z, double mx, double my,
@ -298,4 +303,9 @@ public class PonderWorld extends SchematicWorld {
return true; // fix particle lighting
}
@Override
public boolean isPlayerWithin(double p_217358_1_, double p_217358_3_, double p_217358_5_, double p_217358_7_) {
return true; // always enable spawner animations
}
}

View file

@ -367,10 +367,6 @@ public class SceneBuilder {
addInstruction(new OutlineSelectionInstruction(color, slot, selection, duration));
}
public <T extends AnimatedSceneElement> void hideElement(ElementLink<T> link, Direction direction) {
addInstruction(new FadeOutOfSceneInstruction<>(15, direction, link));
}
}
public class SpecialInstructions {
@ -430,6 +426,10 @@ public class SceneBuilder {
addInstruction(AnimateMinecartInstruction.move(link, offset, duration));
}
public <T extends AnimatedSceneElement> void hideElement(ElementLink<T> link, Direction direction) {
addInstruction(new FadeOutOfSceneInstruction<>(15, direction, link));
}
}
public class WorldInstructions {
@ -689,11 +689,13 @@ public class SceneBuilder {
addInstruction(scene -> {
PonderWorld world = scene.getWorld();
TileEntity tileEntity = world.getTileEntity(beltLocation);
if (!(tileEntity instanceof BeltTileEntity))
if (!(tileEntity instanceof SmartTileEntity))
return;
BeltTileEntity beltTileEntity = (BeltTileEntity) tileEntity;
SmartTileEntity beltTileEntity = (SmartTileEntity) tileEntity;
TransportedItemStackHandlerBehaviour transporter =
beltTileEntity.getBehaviour(TransportedItemStackHandlerBehaviour.TYPE);
if (transporter == null)
return;
transporter.handleCenteredProcessingOnAllItems(.52f, tis -> TransportedResult.removeItem());
});
}

View file

@ -237,7 +237,7 @@ public class CartAssemblerScenes {
scene.world.hideIndependentSection(contraption, Direction.UP);
scene.world.hideIndependentSection(anchor, Direction.UP);
scene.overlay.hideElement(cart, Direction.UP);
scene.special.hideElement(cart, Direction.UP);
scene.idle(25);
Vec3d blockSurface = util.vector.blockSurface(assemblerPos, Direction.NORTH)
@ -440,7 +440,7 @@ public class CartAssemblerScenes {
scene.world.moveSection(anchor, util.vector.of(-2, 0, 0), 10);
scene.special.moveCart(cart, util.vector.of(-5, 0, 0), 25);
scene.idle(30);
scene.overlay.hideElement(cart, Direction.UP);
scene.special.hideElement(cart, Direction.UP);
scene.world.hideIndependentSection(contraption, Direction.UP);
scene.world.moveSection(anchor, util.vector.of(0, -3, 0), 0);
scene.idle(30);
@ -482,7 +482,7 @@ public class CartAssemblerScenes {
scene.special.moveCart(cart, util.vector.of(-3, 0, 0), 15);
scene.idle(30);
scene.overlay.hideElement(cart, Direction.UP);
scene.special.hideElement(cart, Direction.UP);
scene.world.hideIndependentSection(anchor, Direction.UP);
scene.world.hideIndependentSection(contraption, Direction.UP);
scene.idle(20);

View file

@ -1,12 +1,16 @@
package com.simibubi.create.foundation.ponder.content;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.AllItems;
import com.simibubi.create.content.contraptions.components.crank.ValveHandleBlock;
import com.simibubi.create.content.contraptions.components.crusher.CrushingWheelBlock;
import com.simibubi.create.content.contraptions.components.waterwheel.WaterWheelBlock;
import com.simibubi.create.content.contraptions.relays.advanced.sequencer.SequencedGearshiftBlock;
import com.simibubi.create.content.contraptions.relays.elementary.CogWheelBlock;
import com.simibubi.create.content.contraptions.relays.elementary.ShaftBlock;
import com.simibubi.create.content.contraptions.relays.encased.EncasedShaftBlock;
import com.simibubi.create.content.contraptions.relays.gauge.GaugeBlock;
import com.simibubi.create.content.contraptions.relays.gauge.StressGaugeTileEntity;
import com.simibubi.create.content.logistics.block.redstone.NixieTubeTileEntity;
import com.simibubi.create.foundation.ponder.ElementLink;
import com.simibubi.create.foundation.ponder.SceneBuilder;
@ -1010,4 +1014,97 @@ public class KineticsScenes {
scene.idle(35);
}
public static void speedometer(SceneBuilder scene, SceneBuildingUtil util) {
gauge(scene, util, true);
}
public static void stressometer(SceneBuilder scene, SceneBuildingUtil util) {
gauge(scene, util, false);
}
private static void gauge(SceneBuilder scene, SceneBuildingUtil util, boolean speed) {
String component = speed ? "Speedometer" : "Stressometer";
String title = "Monitoring Kinetic information using the " + component;
scene.title(speed ? "speedometer" : "stressometer", title);
scene.configureBasePlate(1, 0, 5);
BlockPos gaugePos = util.grid.at(2, 1, 3);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
for (int x = 6; x >= 0; x--) {
scene.idle(2);
scene.world.showSection(util.select.position(x, 1, 3), Direction.DOWN);
}
scene.idle(10);
scene.world.setBlock(gaugePos, (speed ? AllBlocks.SPEEDOMETER : AllBlocks.STRESSOMETER).getDefaultState()
.with(GaugeBlock.FACING, Direction.UP), true);
scene.world.setKineticSpeed(util.select.position(gaugePos), 32);
scene.idle(10);
scene.overlay.showText(80)
.text("The " + component + " displays the current " + (speed ? "Speed" : "Stress Capacity")
+ " of the attached " + (speed ? "components" : "kinetic network"))
.attachKeyFrame()
.pointAt(util.vector.topOf(gaugePos))
.placeNearTarget();
scene.idle(90);
if (speed) {
scene.world.multiplyKineticSpeed(util.select.everywhere(), 4);
scene.effects.rotationSpeedIndicator(util.grid.at(6, 1, 3));
scene.idle(5);
scene.effects.indicateSuccess(gaugePos);
} else {
BlockState state = AllBlocks.CRUSHING_WHEEL.getDefaultState()
.with(CrushingWheelBlock.AXIS, Axis.X);
scene.world.setBlock(util.grid.at(5, 1, 3), state, true);
scene.world.setKineticSpeed(util.select.position(5, 1, 3), 32);
scene.world.modifyTileNBT(util.select.position(gaugePos), StressGaugeTileEntity.class,
nbt -> nbt.putFloat("Value", .5f));
scene.effects.indicateRedstone(gaugePos);
scene.idle(20);
scene.world.setBlock(util.grid.at(4, 1, 3), state, true);
scene.world.setKineticSpeed(util.select.position(4, 1, 3), 32);
scene.world.modifyTileNBT(util.select.position(gaugePos), StressGaugeTileEntity.class,
nbt -> nbt.putFloat("Value", .9f));
scene.effects.indicateRedstone(gaugePos);
scene.idle(10);
}
scene.idle(30);
Vec3d blockSurface = util.vector.blockSurface(gaugePos, Direction.NORTH);
scene.overlay.showControls(
new InputWindowElement(blockSurface, Pointing.RIGHT).withItem(AllItems.GOGGLES.asStack()), 40);
scene.idle(7);
scene.overlay.showText(80)
.text("When wearing Engineers' Goggles, the player can get more detailed information from the Gauge")
.attachKeyFrame()
.colored(PonderPalette.MEDIUM)
.pointAt(blockSurface)
.placeNearTarget();
scene.idle(100);
Selection comparator = util.select.fromTo(2, 1, 1, 2, 1, 2);
scene.world.showSection(comparator, Direction.SOUTH);
scene.idle(10);
scene.world.toggleRedstonePower(comparator);
scene.effects.indicateRedstone(util.grid.at(2, 1, 2));
scene.idle(20);
scene.overlay.showText(120)
.text("Comparators can emit analog Restone Signals relative to the " + component + "'s measurements")
.attachKeyFrame()
.colored(PonderPalette.RED)
.pointAt(util.vector.centerOf(2, 1, 2)
.add(0, -0.35, 0))
.placeNearTarget();
scene.idle(130);
scene.markAsFinished();
}
}

View file

@ -77,6 +77,25 @@ public class PonderIndex {
PonderRegistry.forComponents(AllBlocks.ROTATION_SPEED_CONTROLLER)
.addStoryBoard("speed_controller", KineticsScenes::speedController);
// Gauges
PonderRegistry.addStoryBoard(AllBlocks.SPEEDOMETER, "gauges", KineticsScenes::speedometer);
PonderRegistry.addStoryBoard(AllBlocks.STRESSOMETER, "gauges", KineticsScenes::stressometer);
// Item Processing
PonderRegistry.addStoryBoard(AllBlocks.MILLSTONE, "millstone", ProcessingScenes::millstone);
PonderRegistry.addStoryBoard(AllBlocks.CRUSHING_WHEEL, "crushing_wheel", ProcessingScenes::crushingWheels);
PonderRegistry.addStoryBoard(AllBlocks.MECHANICAL_MIXER, "mechanical_mixer/mixing", ProcessingScenes::mixing);
PonderRegistry.forComponents(AllBlocks.MECHANICAL_PRESS)
.addStoryBoard("mechanical_press/pressing", ProcessingScenes::pressing)
.addStoryBoard("mechanical_press/compacting", ProcessingScenes::compacting);
PonderRegistry.forComponents(AllBlocks.BASIN)
.addStoryBoard("basin", ProcessingScenes::basin)
.addStoryBoard("mechanical_mixer/mixing", ProcessingScenes::mixing)
.addStoryBoard("mechanical_press/compacting", ProcessingScenes::compacting);
PonderRegistry.addStoryBoard(AllItems.EMPTY_BLAZE_BURNER, "empty_blaze_burner",
ProcessingScenes::emptyBlazeBurner);
PonderRegistry.addStoryBoard(AllBlocks.BLAZE_BURNER, "blaze_burner", ProcessingScenes::blazeBurner);
// Funnels
PonderRegistry.addStoryBoard(AllBlocks.BRASS_FUNNEL, "funnels/brass", FunnelScenes::brass);
PonderRegistry.forComponents(AllBlocks.ANDESITE_FUNNEL, AllBlocks.BRASS_FUNNEL)

View file

@ -0,0 +1,895 @@
package com.simibubi.create.foundation.ponder.content;
import com.google.common.collect.ImmutableList;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.AllItems;
import com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity;
import com.simibubi.create.content.contraptions.components.millstone.MillstoneTileEntity;
import com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity;
import com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity;
import com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity.Mode;
import com.simibubi.create.content.contraptions.processing.BasinBlock;
import com.simibubi.create.content.contraptions.processing.BasinTileEntity;
import com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock;
import com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock.HeatLevel;
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.BeltItemElement;
import com.simibubi.create.foundation.ponder.elements.EntityElement;
import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction.Emitter;
import com.simibubi.create.foundation.utility.IntAttached;
import com.simibubi.create.foundation.utility.Iterate;
import com.simibubi.create.foundation.utility.NBTHelper;
import com.simibubi.create.foundation.utility.Pointing;
import net.minecraft.block.Blocks;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityType;
import net.minecraft.entity.item.ItemEntity;
import net.minecraft.entity.monster.BlazeEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.particles.ItemParticleData;
import net.minecraft.particles.ParticleTypes;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
public class ProcessingScenes {
public static void millstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("millstone", "Processing Items in the Millstone");
scene.configureBasePlate(0, 0, 5);
Selection belt = util.select.fromTo(1, 1, 5, 0, 1, 2)
.add(util.select.position(1, 2, 2));
Selection beltCog = util.select.position(2, 0, 5);
scene.world.showSection(util.select.layer(0)
.substract(beltCog), Direction.UP);
BlockPos millstone = util.grid.at(2, 2, 2);
Selection millstoneSelect = util.select.position(2, 2, 2);
Selection cogs = util.select.fromTo(3, 1, 2, 3, 2, 2);
scene.world.setKineticSpeed(millstoneSelect, 0);
scene.idle(5);
scene.world.showSection(util.select.position(4, 1, 3), Direction.DOWN);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(millstone), Direction.DOWN);
scene.idle(10);
Vec3d millstoneTop = util.vector.topOf(millstone);
scene.overlay.showText(60)
.attachKeyFrame()
.text("Millstones process items by grinding them")
.pointAt(millstoneTop)
.placeNearTarget();
scene.idle(70);
scene.world.showSection(cogs, Direction.DOWN);
scene.idle(10);
scene.world.setKineticSpeed(millstoneSelect, 32);
scene.effects.indicateSuccess(millstone);
scene.idle(10);
scene.overlay.showText(60)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.text("They can be powered from the side using cogwheels")
.pointAt(util.vector.topOf(millstone.east()))
.placeNearTarget();
scene.idle(70);
ItemStack itemStack = new ItemStack(Items.WHEAT);
Vec3d entitySpawn = util.vector.topOf(millstone.up(3));
ElementLink<EntityElement> entity1 =
scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), itemStack);
scene.idle(18);
scene.world.modifyEntity(entity1, Entity::remove);
scene.world.modifyTileEntity(millstone, MillstoneTileEntity.class,
ms -> ms.inputInv.setStackInSlot(0, itemStack));
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(millstoneTop, Pointing.DOWN).withItem(itemStack), 30);
scene.idle(7);
scene.overlay.showText(40)
.attachKeyFrame()
.text("Throw or Insert items at the top")
.pointAt(millstoneTop)
.placeNearTarget();
scene.idle(60);
scene.world.modifyTileEntity(millstone, MillstoneTileEntity.class,
ms -> ms.inputInv.setStackInSlot(0, ItemStack.EMPTY));
scene.overlay.showText(50)
.text("After some time, the result can be obtained via Right-click")
.pointAt(util.vector.blockSurface(millstone, Direction.WEST))
.placeNearTarget();
scene.idle(60);
ItemStack flour = AllItems.WHEAT_FLOUR.asStack();
scene.overlay.showControls(
new InputWindowElement(util.vector.blockSurface(millstone, Direction.NORTH), Pointing.RIGHT).rightClick()
.withItem(flour),
40);
scene.idle(50);
scene.addKeyframe();
scene.world.showSection(beltCog, Direction.UP);
scene.world.showSection(belt, Direction.EAST);
scene.idle(15);
BlockPos beltPos = util.grid.at(1, 1, 2);
scene.world.createItemOnBelt(beltPos, Direction.EAST, flour);
scene.idle(15);
scene.world.createItemOnBelt(beltPos, Direction.EAST, new ItemStack(Items.WHEAT_SEEDS));
scene.idle(20);
scene.overlay.showText(50)
.text("The outputs can also be extracted by automation")
.pointAt(util.vector.blockSurface(millstone, Direction.WEST)
.add(-.5, .4, 0))
.placeNearTarget();
scene.idle(60);
}
public static void crushingWheels(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("crushing_wheels", "Processing Items with Crushing Wheels");
scene.configureBasePlate(0, 0, 5);
scene.scaleSceneView(.9f);
Selection wheels = util.select.fromTo(3, 2, 2, 1, 2, 2);
Selection kinetics = util.select.fromTo(0, 1, 5, 4, 1, 3);
Selection kinetics2 = util.select.fromTo(0, 2, 5, 4, 2, 3);
Selection beltCog = util.select.position(5, 0, 1);
scene.world.setKineticSpeed(wheels, 0);
scene.world.setBlock(util.grid.at(2, 3, 2), Blocks.AIR.getDefaultState(), false);
scene.world.showSection(util.select.layer(0)
.substract(beltCog), Direction.UP);
scene.idle(5);
Selection belt = util.select.fromTo(4, 1, 2, 4, 4, 2)
.add(util.select.fromTo(4, 3, 3, 4, 4, 3))
.add(util.select.position(3, 3, 2))
.add(util.select.position(2, 3, 2));
Selection bottomBelt = util.select.fromTo(5, 1, 0, 2, 1, 0)
.add(util.select.fromTo(2, 1, 2, 2, 1, 1));
BlockPos center = util.grid.at(2, 2, 2);
Selection wWheel = util.select.position(center.west());
Selection eWheel = util.select.position(center.east());
scene.world.showSection(wWheel, Direction.SOUTH);
scene.idle(3);
scene.world.showSection(eWheel, Direction.SOUTH);
scene.idle(10);
Vec3d centerTop = util.vector.topOf(center);
scene.overlay.showText(60)
.attachKeyFrame()
.text("A pair of Crushing Wheels can grind items very effectively")
.pointAt(centerTop)
.placeNearTarget();
scene.idle(70);
scene.world.showSection(kinetics, Direction.DOWN);
scene.idle(3);
scene.world.showSection(kinetics2, Direction.DOWN);
scene.world.setKineticSpeed(wWheel, -16);
scene.world.setKineticSpeed(eWheel, 16);
scene.idle(5);
scene.effects.rotationDirectionIndicator(center.west());
scene.effects.rotationDirectionIndicator(center.east());
scene.idle(10);
scene.overlay.showText(60)
.attachKeyFrame()
.text("Their Rotational Input has to make them spin into each other")
.pointAt(util.vector.blockSurface(center.west(), Direction.NORTH))
.placeNearTarget();
scene.idle(40);
scene.effects.rotationDirectionIndicator(center.west());
scene.effects.rotationDirectionIndicator(center.east());
scene.idle(30);
ItemStack input = new ItemStack(Items.GOLD_ORE);
ItemStack output = AllItems.CRUSHED_GOLD.asStack();
Vec3d entitySpawn = util.vector.topOf(center.up(2));
ElementLink<EntityElement> entity1 =
scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), input);
scene.idle(18);
scene.world.modifyEntity(entity1, Entity::remove);
Emitter blockSpace =
Emitter.withinBlockSpace(new ItemParticleData(ParticleTypes.ITEM, input), util.vector.of(0, 0, 0));
scene.effects.emitParticles(util.vector.centerOf(center)
.add(0, -0.2, 0), blockSpace, 3, 40);
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(centerTop, Pointing.DOWN).withItem(input), 30);
scene.idle(7);
scene.overlay.showText(50)
.attachKeyFrame()
.text("Items thrown or inserted into the top will get processed")
.pointAt(centerTop)
.placeNearTarget();
scene.idle(60);
scene.world.createItemEntity(centerTop.add(0, -1.4, 0), util.vector.of(0, 0, 0), output);
scene.idle(10);
scene.world.createItemEntity(centerTop.add(0, -1.4, 0), util.vector.of(0, 0, 0), output);
scene.overlay.showControls(new InputWindowElement(centerTop.add(0, -2, 0), Pointing.UP).withItem(output), 30);
scene.idle(40);
scene.world.restoreBlocks(util.select.position(2, 3, 2));
scene.world.showSection(belt, Direction.DOWN);
scene.idle(5);
scene.world.showSection(beltCog, Direction.UP);
scene.idle(5);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
scene.world.showSection(bottomBelt, Direction.SOUTH);
scene.idle(5);
scene.overlay.showText(50)
.attachKeyFrame()
.text("Items can be inserted and picked up through automated means as well")
.pointAt(centerTop.add(0, .5, 0))
.placeNearTarget();
scene.idle(40);
for (int i = 0; i < 5; i++) {
if (i < 4)
scene.world.createItemOnBelt(util.grid.at(4, 4, 2), Direction.EAST, input);
scene.idle(15);
if (i < 3)
scene.world.createItemOnBelt(util.grid.at(4, 4, 2), Direction.EAST, input);
scene.idle(15);
if (i > 0) {
scene.world.createItemOnBelt(center.down(), Direction.UP, output);
scene.idle(15);
scene.world.createItemOnBelt(center.down(), Direction.UP, output);
}
scene.world.removeItemsFromBelt(util.grid.at(3, 3, 2));
if (i < 4)
scene.effects.emitParticles(util.vector.centerOf(center)
.add(0, -0.2, 0), blockSpace, 3, 28);
if (i == 0)
scene.markAsFinished();
}
}
public static void pressing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press", "Processing Items with the Mechanical Press");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
ElementLink<WorldSectionElement> depot =
scene.world.showIndependentSection(util.select.position(2, 1, 1), Direction.DOWN);
scene.world.moveSection(depot, util.vector.of(0, 0, 1), 0);
scene.idle(10);
Selection pressS = util.select.position(2, 3, 2);
BlockPos pressPos = util.grid.at(2, 3, 2);
BlockPos depotPos = util.grid.at(2, 1, 1);
scene.world.setKineticSpeed(pressS, 0);
scene.world.showSection(pressS, Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.fromTo(2, 1, 3, 2, 1, 5), Direction.NORTH);
scene.idle(3);
scene.world.showSection(util.select.position(2, 2, 3), Direction.SOUTH);
scene.idle(3);
scene.world.showSection(util.select.position(2, 3, 3), Direction.NORTH);
scene.world.setKineticSpeed(pressS, -32);
scene.effects.indicateSuccess(pressPos);
scene.idle(10);
Vec3d pressSide = util.vector.blockSurface(pressPos, Direction.WEST);
scene.overlay.showText(60)
.pointAt(pressSide)
.placeNearTarget()
.attachKeyFrame()
.text("The Mechanical Press can process items provided beneath it");
scene.idle(70);
scene.overlay.showText(60)
.pointAt(pressSide.subtract(0, 2, 0))
.placeNearTarget()
.text("The Input items can be dropped or placed on a Depot under the Press");
scene.idle(50);
ItemStack copper = AllItems.COPPER_INGOT.asStack();
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, copper);
Vec3d depotCenter = util.vector.centerOf(depotPos.south());
scene.overlay.showControls(new InputWindowElement(depotCenter, Pointing.UP).withItem(copper), 30);
scene.idle(10);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(depotPos);
ItemStack sheet = AllItems.COPPER_SHEET.asStack();
scene.world.createItemOnBeltLike(depotPos, Direction.UP, sheet);
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(depotCenter, Pointing.UP).withItem(sheet), 50);
scene.idle(60);
scene.world.hideIndependentSection(depot, Direction.NORTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(0, 1, 3, 0, 2, 3), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.fromTo(4, 1, 2, 0, 2, 2), Direction.SOUTH);
scene.idle(20);
BlockPos beltPos = util.grid.at(0, 1, 2);
scene.overlay.showText(40)
.pointAt(util.vector.blockSurface(beltPos, Direction.WEST))
.placeNearTarget()
.attachKeyFrame()
.text("When items are provided on a belt...");
scene.idle(30);
ElementLink<BeltItemElement> ingot = scene.world.createItemOnBelt(beltPos, Direction.SOUTH, copper);
scene.idle(15);
ElementLink<BeltItemElement> ingot2 = scene.world.createItemOnBelt(beltPos, Direction.SOUTH, copper);
scene.idle(15);
scene.world.stallBeltItem(ingot, true);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.overlay.showText(50)
.pointAt(pressSide)
.placeNearTarget()
.attachKeyFrame()
.text("The Press will hold and process them automatically");
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(pressPos.down(2));
ingot = scene.world.createItemOnBelt(pressPos.down(2), Direction.UP, sheet);
scene.world.stallBeltItem(ingot, true);
scene.idle(15);
scene.world.stallBeltItem(ingot, false);
scene.idle(15);
scene.world.stallBeltItem(ingot2, true);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(pressPos.down(2));
ingot2 = scene.world.createItemOnBelt(pressPos.down(2), Direction.UP, sheet);
scene.world.stallBeltItem(ingot2, true);
scene.idle(15);
scene.world.stallBeltItem(ingot2, false);
}
public static void mixing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_mixer", "Processing Items with the Mechanical Mixer");
scene.configureBasePlate(0, 0, 5);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 4, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 1, 1, 1, 1), Direction.SOUTH);
scene.world.showSection(util.select.fromTo(3, 1, 5, 3, 1, 2), Direction.SOUTH);
scene.idle(20);
BlockPos basin = util.grid.at(1, 2, 2);
BlockPos pressPos = util.grid.at(1, 4, 2);
Vec3d basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack blue = new ItemStack(Items.BLUE_DYE);
ItemStack red = new ItemStack(Items.RED_DYE);
ItemStack purple = new ItemStack(Items.PURPLE_DYE);
scene.overlay.showText(60)
.pointAt(basinSide)
.placeNearTarget()
.attachKeyFrame()
.text("With a Mixer and Basin, some Crafting Recipes can be automated");
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.LEFT).withItem(blue), 30);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.RIGHT).withItem(red), 30);
scene.idle(30);
Class<MechanicalMixerTileEntity> type = MechanicalMixerTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.startProcessingBasin());
scene.world.createItemOnBeltLike(basin, Direction.UP, red);
scene.world.createItemOnBeltLike(basin, Direction.UP, blue);
scene.idle(80);
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems",
NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, purple)), ia -> ia.getValue()
.serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, purple);
scene.idle(30);
scene.overlay.showText(80)
.pointAt(basinSide)
.placeNearTarget()
.attachKeyFrame()
.text("Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones");
scene.idle(80);
scene.rotateCameraY(-30);
scene.idle(10);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.BLAZE_BURNER.getDefaultState()
.with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), true);
scene.idle(10);
scene.overlay.showText(80)
.pointAt(basinSide.subtract(0, 1, 0))
.placeNearTarget()
.text("Some of those recipes may require the heat of a Blaze Burner");
scene.idle(40);
scene.rotateCameraY(30);
scene.idle(60);
Vec3d filterPos = util.vector.of(1, 2.75f, 2.5f);
scene.overlay.showFilterSlotInput(filterPos, 100);
scene.overlay.showText(120)
.pointAt(filterPos)
.placeNearTarget()
.attachKeyFrame()
.text("The filter slot can be used in case two recipes are conflicting.");
scene.idle(60);
}
public static void compacting(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press_compacting", "Compacting items with the Mechanical Press");
scene.configureBasePlate(0, 0, 5);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 4, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 1, 1, 1, 1), Direction.SOUTH);
scene.world.showSection(util.select.fromTo(3, 1, 5, 3, 1, 2), Direction.SOUTH);
scene.idle(20);
BlockPos basin = util.grid.at(1, 2, 2);
BlockPos pressPos = util.grid.at(1, 4, 2);
Vec3d basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack copper = AllItems.COPPER_INGOT.asStack();
ItemStack copperBlock = AllBlocks.COPPER_BLOCK.asStack();
scene.overlay.showText(60)
.pointAt(basinSide)
.placeNearTarget()
.attachKeyFrame()
.text("Pressing items held in a Basin will cause them to be Compacted");
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(copper),
30);
scene.idle(30);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basin), copper));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems",
NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, copperBlock)), ia -> ia.getValue()
.serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, copperBlock);
scene.idle(30);
scene.overlay.showText(80)
.pointAt(basinSide)
.placeNearTarget()
.attachKeyFrame()
.text("Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones");
scene.idle(30);
ItemStack log = new ItemStack(Items.OAK_LOG);
ItemStack bark = new ItemStack(Items.OAK_WOOD);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(log), 30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basin), log));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems",
NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, bark)), ia -> ia.getValue()
.serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, bark);
scene.idle(30);
scene.rotateCameraY(-30);
scene.idle(10);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.BLAZE_BURNER.getDefaultState()
.with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), true);
scene.idle(10);
scene.overlay.showText(80)
.pointAt(basinSide.subtract(0, 1, 0))
.placeNearTarget()
.text("Some of those recipes may require the heat of a Blaze Burner");
scene.idle(40);
scene.rotateCameraY(30);
scene.idle(60);
Vec3d filterPos = util.vector.of(1, 2.75f, 2.5f);
scene.overlay.showFilterSlotInput(filterPos, 100);
scene.overlay.showText(120)
.pointAt(filterPos)
.placeNearTarget()
.attachKeyFrame()
.text("The filter slot can be used in case two recipes are conflicting.");
scene.idle(60);
}
public static void emptyBlazeBurner(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("empty_blaze_burner", "Using Empty Blaze Burners");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
BlockPos center = util.grid.at(2, 0, 2);
scene.world.createEntity(w -> {
BlazeEntity blazeEntity = EntityType.BLAZE.create(w);
Vec3d v = util.vector.topOf(center);
blazeEntity.setPos(v.x, v.y, v.z);
blazeEntity.prevRotationYaw = blazeEntity.rotationYaw = 180;
return blazeEntity;
});
scene.idle(20);
scene.overlay
.showControls(new InputWindowElement(util.vector.centerOf(center.up(2)), Pointing.DOWN).rightClick()
.withItem(AllItems.EMPTY_BLAZE_BURNER.asStack()), 40);
scene.idle(10);
scene.overlay.showText(60)
.text("Right-click a Blaze with the empty burner to capture it")
.attachKeyFrame()
.pointAt(util.vector.blockSurface(center.up(2), Direction.WEST))
.placeNearTarget();
scene.idle(50);
scene.world.modifyEntities(BlazeEntity.class, Entity::remove);
scene.idle(20);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(center.up()), Pointing.DOWN).rightClick()
.withItem(AllItems.EMPTY_BLAZE_BURNER.asStack()), 40);
scene.idle(10);
scene.overlay.showText(60)
.text("Alternatively, Blazes can be collected from their Spawners directly")
.attachKeyFrame()
.pointAt(util.vector.blockSurface(center.up(), Direction.WEST))
.placeNearTarget();
scene.idle(50);
scene.world.hideSection(util.select.position(2, 1, 2), Direction.UP);
scene.idle(20);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(20);
scene.world.modifyBlock(util.grid.at(1, 1, 2), s -> s.with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED),
false);
scene.overlay.showText(70)
.text("You now have an ideal heat source for various machines")
.attachKeyFrame()
.pointAt(util.vector.blockSurface(center.west()
.up(), Direction.WEST))
.placeNearTarget();
scene.idle(80);
scene.world.showSection(util.select.position(3, 1, 2), Direction.DOWN);
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(center.east()
.up()), Pointing.DOWN).rightClick()
.withItem(new ItemStack(Items.FLINT_AND_STEEL)),
40);
scene.idle(7);
scene.world.setBlock(util.grid.at(3, 1, 2), AllBlocks.LIT_BLAZE_BURNER.getDefaultState(), true);
scene.idle(10);
scene.overlay.showText(90)
.text("For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel")
.attachKeyFrame()
.pointAt(util.vector.blockSurface(center.east()
.up(), Direction.UP))
.placeNearTarget();
scene.idle(70);
scene.overlay.showText(90)
.colored(PonderPalette.RED)
.text("However, these are not suitable for industrial heating")
.pointAt(util.vector.blockSurface(center.east()
.up(), Direction.UP))
.placeNearTarget();
scene.idle(70);
}
public static void blazeBurner(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("blaze_burner", "Feeding Blaze Burners");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(10);
BlockPos burner = util.grid.at(2, 1, 2);
scene.world.showSection(util.select.position(burner), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(burner.up()), Direction.DOWN);
scene.idle(10);
scene.overlay.showText(70)
.attachKeyFrame()
.text("Blaze Burners can provide Heat to Items processed in a Basin")
.pointAt(util.vector.blockSurface(burner, Direction.WEST))
.placeNearTarget();
scene.idle(80);
scene.world.hideSection(util.select.position(burner.up()), Direction.UP);
scene.idle(20);
scene.world.setBlock(burner.up(), Blocks.AIR.getDefaultState(), false);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(burner), Pointing.DOWN).rightClick()
.withItem(new ItemStack(Items.OAK_PLANKS)), 15);
scene.idle(7);
scene.world.modifyBlock(burner, s -> s.with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.FADING), false);
scene.idle(15);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(burner), Pointing.DOWN).rightClick()
.withItem(new ItemStack(Items.OAK_PLANKS)), 15);
scene.idle(7);
scene.world.modifyBlock(burner, s -> s.with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), false);
scene.idle(20);
scene.overlay.showText(70)
.attachKeyFrame()
.text("For this, the Blaze has to be fed with flammable items")
.pointAt(util.vector.blockSurface(burner, Direction.WEST))
.placeNearTarget();
scene.idle(80);
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(burner), Pointing.DOWN).rightClick()
.withItem(AllItems.BLAZE_CAKE.asStack()), 30);
scene.idle(7);
scene.world.modifyBlock(burner, s -> s.with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.SEETHING), false);
scene.idle(20);
scene.overlay.showText(80)
.attachKeyFrame()
.colored(PonderPalette.MEDIUM)
.text("With a Blaze Cake, the Burner can reach an even stronger level of heat")
.pointAt(util.vector.blockSurface(burner, Direction.WEST))
.placeNearTarget();
scene.idle(90);
Class<DeployerTileEntity> teType = DeployerTileEntity.class;
scene.world.modifyTileNBT(util.select.position(4, 1, 2), teType,
nbt -> nbt.put("HeldItem", AllItems.BLAZE_CAKE.asStack()
.serializeNBT()));
scene.world.showSection(util.select.fromTo(3, 0, 5, 2, 0, 5), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(4, 1, 2, 4, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(2, 1, 4, 2, 1, 5), Direction.DOWN);
scene.idle(10);
scene.overlay.showText(80)
.attachKeyFrame()
.text("The feeding process can be automated using Deployers or Mechanical Arms")
.pointAt(util.vector.blockSurface(burner.east(2), Direction.UP));
scene.idle(90);
}
public static void basin(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("basin", "Processing Items in the Basin");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(10);
BlockPos basinPos = util.grid.at(1, 2, 2);
scene.world.modifyBlock(basinPos, s -> s.with(BasinBlock.FACING, Direction.DOWN), false);
scene.world.showSection(util.select.position(basinPos), Direction.DOWN);
scene.idle(10);
Vec3d basinSide = util.vector.blockSurface(basinPos, Direction.WEST);
scene.overlay.showText(80)
.attachKeyFrame()
.text("A Basin can hold Items and Fluids for Processing")
.pointAt(basinSide)
.placeNearTarget();
scene.idle(10);
ItemStack stack = new ItemStack(Items.BRICK);
for (int i = 0; i < 4; i++) {
scene.world.createItemEntity(util.vector.centerOf(basinPos.up(3)), util.vector.of(0, 0, 0), stack);
scene.idle(10);
}
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.DOWN).withItem(stack),
30);
scene.idle(30);
for (Direction d : Iterate.horizontalDirections) {
scene.overlay.showOutline(PonderPalette.GREEN, new Object(), util.select.position(basinPos.down()
.offset(d)), 60);
scene.idle(4);
}
scene.overlay.showText(80)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.text("After a processing step, basins try to output below to the side of them")
.pointAt(basinSide)
.placeNearTarget();
scene.idle(90);
ElementLink<WorldSectionElement> depot =
scene.world.showIndependentSection(util.select.position(3, 1, 1), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(-2, 0, 0), 0);
scene.idle(10);
scene.world.modifyBlock(basinPos, s -> s.with(BasinBlock.FACING, Direction.NORTH), false);
scene.idle(10);
scene.overlay.showText(80)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.text("When a valid component is present, the Basin will show an output faucet")
.pointAt(basinSide.add(0.15, 0, -0.5))
.placeNearTarget();
scene.idle(90);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(0, 1, 1), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(1, 0, 0), 0);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.overlay.showText(80)
.text("A number of options are applicable here")
.pointAt(util.vector.centerOf(util.grid.at(1, 1, 1)))
.placeNearTarget();
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(1, 1, 0), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(0, 0, 1), 0);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(1, 1, 1), Direction.EAST);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.fromTo(3, 1, 0, 2, 1, 0), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(-2, 0, 1), 0);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(2, 1, 1), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(-1, 0, 0), 0);
scene.idle(25);
BlockPos pressPos = util.grid.at(1, 4, 2);
scene.world.showSection(util.select.position(pressPos), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.NORTH);
scene.idle(10);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), stack));
scene.world.modifyTileNBT(util.select.position(basinPos), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems",
NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, new ItemStack(Blocks.BRICKS))),
ia -> ia.getValue()
.serializeNBT()));
});
scene.idle(4);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos.down()
.north()), Pointing.RIGHT).withItem(new ItemStack(Items.BRICKS)), 30);
scene.overlay.showText(60)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.text("Outputs will be caught by the inventory below")
.pointAt(basinSide.add(0, -1, -1))
.placeNearTarget();
scene.idle(70);
scene.world.hideIndependentSection(depot, Direction.NORTH);
scene.idle(10);
scene.world.modifyBlock(basinPos, s -> s.with(BasinBlock.FACING, Direction.DOWN), false);
scene.idle(20);
scene.overlay.showText(80)
.attachKeyFrame()
.text("Without output faucet, the Basin will retain items created in its processing")
.pointAt(basinSide)
.placeNearTarget();
scene.idle(50);
ItemStack nugget = AllItems.COPPER_NUGGET.asStack();
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(nugget),
30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), nugget));
ItemStack ingot = AllItems.COPPER_INGOT.asStack();
scene.idle(30);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(ingot),
30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type,
pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), ingot));
ItemStack block = AllBlocks.COPPER_BLOCK.asStack();
scene.idle(30);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(block),
30);
scene.overlay.showText(70)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.text("This can be useful if outputs should be re-used as ingredients")
.pointAt(basinSide)
.placeNearTarget();
scene.idle(80);
scene.world.showSection(util.select.fromTo(2, 2, 5, 4, 1, 2), Direction.DOWN);
scene.rotateCameraY(70);
scene.world.createItemOnBelt(util.grid.at(2, 1, 2), Direction.WEST, block);
scene.idle(40);
scene.overlay.showText(70)
.text("Desired outputs will then have to be extracted from the basin")
.pointAt(util.vector.topOf(util.grid.at(3, 1, 2))
.subtract(0, 3 / 16f, 0))
.placeNearTarget();
scene.idle(80);
Vec3d filter = util.vector.of(2.5, 2.85, 2.5);
scene.overlay.showFilterSlotInput(filter, 80);
scene.overlay.showText(70)
.text("A Filter might be necessary to avoid pulling out un-processed items")
.pointAt(filter)
.placeNearTarget();
scene.idle(40);
scene.markAsFinished();
}
}

View file

@ -113,8 +113,8 @@
},
{
"name": "Back",
"from": [1.95, -1.95, 1.95],
"to": [14.05, 2, 14.05],
"from": [1.925, -1.95, 1.925],
"to": [14.075, 2, 14.075],
"rotation": {"angle": 0, "axis": "y", "origin": [8, 0.025, 8]},
"faces": {
"north": {"uv": [2, 12, 14, 16], "texture": "#9"},
@ -179,7 +179,6 @@
}
}
],
"display": {},
"groups": [
{
"name": "block_retracted",

View file

@ -4,7 +4,6 @@
"textures": {
"3": "create:block/brass_funnel_back",
"5": "create:block/brass_funnel_tall",
"7": "create:block/brass_funnel_plating",
"8": "create:block/brass_storage_block",
"9": "create:block/brass_funnel_slope",
"10": "create:block/funnel_closed",
@ -113,8 +112,8 @@
},
{
"name": "Back",
"from": [1.95, -1.95, 1.95],
"to": [14.05, 2, 14.05],
"from": [1.925, -1.95, 1.925],
"to": [14.075, 2, 14.075],
"rotation": {"angle": 0, "axis": "y", "origin": [8, 0.025, 8]},
"faces": {
"north": {"uv": [2, 12, 14, 16], "texture": "#9"},
@ -135,7 +134,6 @@
}
}
],
"display": {},
"groups": [
{
"name": "block_retracted",
@ -162,7 +160,7 @@
{
"name": "Item Filter",
"origin": [8, 0, 8],
"children": [12, 13, 14, 15]
"children": []
}
]
}

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