Merge branch 'mc1.15/dev' into mc1.16/dev

# Conflicts:
#	src/generated/resources/.cache/cache
#	src/generated/resources/assets/create/blockstates/andesite_funnel.json
#	src/generated/resources/assets/create/blockstates/brass_funnel.json
#	src/generated/resources/assets/create/lang/unfinished/de_de.json
#	src/generated/resources/assets/create/lang/unfinished/es_es.json
#	src/generated/resources/assets/create/lang/unfinished/fr_fr.json
#	src/generated/resources/assets/create/lang/unfinished/it_it.json
#	src/generated/resources/assets/create/lang/unfinished/ja_jp.json
#	src/generated/resources/assets/create/lang/unfinished/ko_kr.json
#	src/generated/resources/assets/create/lang/unfinished/nl_nl.json
#	src/generated/resources/assets/create/lang/unfinished/pt_br.json
#	src/main/java/com/simibubi/create/AllBlocks.java
#	src/main/java/com/simibubi/create/compat/jei/category/CreateRecipeCategory.java
#	src/main/java/com/simibubi/create/content/contraptions/components/actors/ContraptionActorData.java
#	src/main/java/com/simibubi/create/content/contraptions/components/actors/HarvesterRenderer.java
#	src/main/java/com/simibubi/create/content/contraptions/components/actors/HarvesterTileEntity.java
#	src/main/java/com/simibubi/create/content/contraptions/components/deployer/DeployerRenderer.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/AbstractContraptionEntity.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/AssemblyException.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/Contraption.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/IDisplayAssemblyExceptions.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/MovementBehaviour.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/OrientedContraptionEntity.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/chassis/LinearChassisBlock.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/gantry/GantryCarriageBlock.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/mounted/CartAssemblerBlock.java
#	src/main/java/com/simibubi/create/content/contraptions/components/structureMovement/render/ContraptionRenderDispatcher.java
#	src/main/java/com/simibubi/create/content/contraptions/fluids/actors/SpoutTileEntity.java
#	src/main/java/com/simibubi/create/content/contraptions/fluids/tank/FluidTankTileEntity.java
#	src/main/java/com/simibubi/create/content/contraptions/goggles/IHaveGoggleInformation.java
#	src/main/java/com/simibubi/create/content/contraptions/particle/RotationIndicatorParticle.java
#	src/main/java/com/simibubi/create/content/contraptions/relays/belt/transport/BeltMovementHandler.java
#	src/main/java/com/simibubi/create/content/curiosities/tools/ExtendoGripItem.java
#	src/main/java/com/simibubi/create/content/logistics/block/funnel/FunnelFilterSlotPositioning.java
#	src/main/java/com/simibubi/create/content/logistics/block/funnel/FunnelMovementBehaviour.java
#	src/main/java/com/simibubi/create/content/logistics/block/funnel/FunnelTileEntity.java
#	src/main/java/com/simibubi/create/content/logistics/block/mechanicalArm/ArmInteractionPoint.java
#	src/main/java/com/simibubi/create/content/logistics/item/filter/AbstractFilterScreen.java
#	src/main/java/com/simibubi/create/content/logistics/item/filter/AttributeFilterScreen.java
#	src/main/java/com/simibubi/create/content/schematics/SchematicWorld.java
#	src/main/java/com/simibubi/create/content/schematics/block/SchematicTableScreen.java
#	src/main/java/com/simibubi/create/content/schematics/block/SchematicannonRenderer.java
#	src/main/java/com/simibubi/create/events/ClientEvents.java
#	src/main/java/com/simibubi/create/foundation/block/connected/ConnectedTextureBehaviour.java
#	src/main/java/com/simibubi/create/foundation/collision/CollisionDebugger.java
#	src/main/java/com/simibubi/create/foundation/collision/OBBCollider.java
#	src/main/java/com/simibubi/create/foundation/data/BuilderTransformers.java
#	src/main/java/com/simibubi/create/foundation/gui/AbstractSimiContainerScreen.java
#	src/main/java/com/simibubi/create/foundation/gui/AbstractSimiScreen.java
#	src/main/java/com/simibubi/create/foundation/gui/AllGuiTextures.java
#	src/main/java/com/simibubi/create/foundation/gui/AllIcons.java
#	src/main/java/com/simibubi/create/foundation/gui/widgets/SelectionScrollInput.java
#	src/main/java/com/simibubi/create/foundation/item/TooltipHelper.java
#	src/main/java/com/simibubi/create/foundation/mixin/LightUpdateMixin.java
#	src/main/java/com/simibubi/create/foundation/mixin/RenderHooksMixin.java
#	src/main/java/com/simibubi/create/foundation/render/KineticRenderer.java
#	src/main/java/com/simibubi/create/foundation/render/SuperByteBuffer.java
#	src/main/java/com/simibubi/create/foundation/render/backend/Backend.java
#	src/main/java/com/simibubi/create/foundation/render/backend/instancing/InstancedTileRenderer.java
#	src/main/java/com/simibubi/create/foundation/utility/BlockHelper.java
#	src/main/java/com/simibubi/create/foundation/utility/ColorHelper.java
#	src/main/java/com/simibubi/create/foundation/utility/Lang.java
#	src/main/java/com/simibubi/create/foundation/utility/MatrixStacker.java
#	src/main/java/com/simibubi/create/foundation/utility/TreeCutter.java
#	src/main/java/com/simibubi/create/foundation/utility/VecHelper.java
#	src/main/java/com/simibubi/create/foundation/utility/placement/IPlacementHelper.java
#	src/main/java/com/simibubi/create/foundation/utility/placement/util/PoleHelper.java
This commit is contained in:
zelophed 2021-03-20 12:58:02 +01:00
commit d03ea3488a
673 changed files with 33772 additions and 5773 deletions

View file

@ -3,7 +3,7 @@ buildscript {
maven { url = 'https://files.minecraftforge.net/maven' }
jcenter()
mavenCentral()
maven { url='https://dist.creeper.host/Sponge/maven' }
maven { url='https://repo.spongepowered.org/repository/maven-public/' }
}
dependencies {
classpath group: 'net.minecraftforge.gradle', name: 'ForgeGradle', version: '3.+', changing: true
@ -39,7 +39,7 @@ minecraft {
workingDirectory project.file('run')
// property 'mixin.env.disableRefMap', 'true'
arg '-mixin.config=create.mixins.json'
// jvmArgs '-XX:+UnlockCommercialFeatures'
jvmArgs '-XX:+UnlockCommercialFeatures'
property 'forge.logging.console.level', 'info'
property 'fml.earlyprogresswindow', 'false'
mods {

File diff suppressed because it is too large Load diff

View file

@ -1,216 +1,100 @@
{
"variants": {
"extracting=false,face=floor,facing=north,powered=false": {
"model": "create:block/andesite_funnel_floor_pull"
},
"extracting=true,face=floor,facing=north,powered=false": {
"model": "create:block/andesite_funnel_floor_push"
},
"extracting=false,face=wall,facing=north,powered=false": {
"model": "create:block/andesite_funnel_wall_pull",
"x": 90
},
"extracting=true,face=wall,facing=north,powered=false": {
"model": "create:block/andesite_funnel_wall_push",
"x": 90
},
"extracting=false,face=ceiling,facing=north,powered=false": {
"model": "create:block/andesite_funnel_ceiling_pull",
"extracting=false,facing=down,powered=false": {
"model": "create:block/andesite_funnel_vertical_filterless_pull",
"x": 180,
"y": 180
},
"extracting=true,face=ceiling,facing=north,powered=false": {
"model": "create:block/andesite_funnel_ceiling_push",
"extracting=true,facing=down,powered=false": {
"model": "create:block/andesite_funnel_vertical_filterless_push",
"x": 180,
"y": 180
},
"extracting=false,face=floor,facing=south,powered=false": {
"model": "create:block/andesite_funnel_floor_pull",
"extracting=false,facing=up,powered=false": {
"model": "create:block/andesite_funnel_vertical_filterless_pull",
"y": 180
},
"extracting=true,face=floor,facing=south,powered=false": {
"model": "create:block/andesite_funnel_floor_push",
"extracting=true,facing=up,powered=false": {
"model": "create:block/andesite_funnel_vertical_filterless_push",
"y": 180
},
"extracting=false,face=wall,facing=south,powered=false": {
"model": "create:block/andesite_funnel_wall_pull",
"x": 90,
"extracting=false,facing=north,powered=false": {
"model": "create:block/andesite_funnel_horizontal_pull"
},
"extracting=true,facing=north,powered=false": {
"model": "create:block/andesite_funnel_horizontal_push"
},
"extracting=false,facing=south,powered=false": {
"model": "create:block/andesite_funnel_horizontal_pull",
"y": 180
},
"extracting=true,face=wall,facing=south,powered=false": {
"model": "create:block/andesite_funnel_wall_push",
"x": 90,
"extracting=true,facing=south,powered=false": {
"model": "create:block/andesite_funnel_horizontal_push",
"y": 180
},
"extracting=false,face=ceiling,facing=south,powered=false": {
"model": "create:block/andesite_funnel_ceiling_pull",
"x": 180
},
"extracting=true,face=ceiling,facing=south,powered=false": {
"model": "create:block/andesite_funnel_ceiling_push",
"x": 180
},
"extracting=false,face=floor,facing=west,powered=false": {
"model": "create:block/andesite_funnel_floor_pull",
"extracting=false,facing=west,powered=false": {
"model": "create:block/andesite_funnel_horizontal_pull",
"y": 270
},
"extracting=true,face=floor,facing=west,powered=false": {
"model": "create:block/andesite_funnel_floor_push",
"extracting=true,facing=west,powered=false": {
"model": "create:block/andesite_funnel_horizontal_push",
"y": 270
},
"extracting=false,face=wall,facing=west,powered=false": {
"model": "create:block/andesite_funnel_wall_pull",
"x": 90,
"y": 270
},
"extracting=true,face=wall,facing=west,powered=false": {
"model": "create:block/andesite_funnel_wall_push",
"x": 90,
"y": 270
},
"extracting=false,face=ceiling,facing=west,powered=false": {
"model": "create:block/andesite_funnel_ceiling_pull",
"x": 180,
"extracting=false,facing=east,powered=false": {
"model": "create:block/andesite_funnel_horizontal_pull",
"y": 90
},
"extracting=true,face=ceiling,facing=west,powered=false": {
"model": "create:block/andesite_funnel_ceiling_push",
"x": 180,
"extracting=true,facing=east,powered=false": {
"model": "create:block/andesite_funnel_horizontal_push",
"y": 90
},
"extracting=false,face=floor,facing=east,powered=false": {
"model": "create:block/andesite_funnel_floor_pull",
"y": 90
},
"extracting=true,face=floor,facing=east,powered=false": {
"model": "create:block/andesite_funnel_floor_push",
"y": 90
},
"extracting=false,face=wall,facing=east,powered=false": {
"model": "create:block/andesite_funnel_wall_pull",
"x": 90,
"y": 90
},
"extracting=true,face=wall,facing=east,powered=false": {
"model": "create:block/andesite_funnel_wall_push",
"x": 90,
"y": 90
},
"extracting=false,face=ceiling,facing=east,powered=false": {
"model": "create:block/andesite_funnel_ceiling_pull",
"x": 180,
"y": 270
},
"extracting=true,face=ceiling,facing=east,powered=false": {
"model": "create:block/andesite_funnel_ceiling_push",
"x": 180,
"y": 270
},
"extracting=false,face=floor,facing=north,powered=true": {
"model": "create:block/andesite_funnel_floor_pull_powered"
},
"extracting=true,face=floor,facing=north,powered=true": {
"model": "create:block/andesite_funnel_floor_push_powered"
},
"extracting=false,face=wall,facing=north,powered=true": {
"model": "create:block/andesite_funnel_wall_pull_powered",
"x": 90
},
"extracting=true,face=wall,facing=north,powered=true": {
"model": "create:block/andesite_funnel_wall_push_powered",
"x": 90
},
"extracting=false,face=ceiling,facing=north,powered=true": {
"model": "create:block/andesite_funnel_ceiling_pull_powered",
"extracting=false,facing=down,powered=true": {
"model": "create:block/andesite_funnel_vertical_filterless_pull_powered",
"x": 180,
"y": 180
},
"extracting=true,face=ceiling,facing=north,powered=true": {
"model": "create:block/andesite_funnel_ceiling_push_powered",
"extracting=true,facing=down,powered=true": {
"model": "create:block/andesite_funnel_vertical_filterless_push_powered",
"x": 180,
"y": 180
},
"extracting=false,face=floor,facing=south,powered=true": {
"model": "create:block/andesite_funnel_floor_pull_powered",
"extracting=false,facing=up,powered=true": {
"model": "create:block/andesite_funnel_vertical_filterless_pull_powered",
"y": 180
},
"extracting=true,face=floor,facing=south,powered=true": {
"model": "create:block/andesite_funnel_floor_push_powered",
"extracting=true,facing=up,powered=true": {
"model": "create:block/andesite_funnel_vertical_filterless_push_powered",
"y": 180
},
"extracting=false,face=wall,facing=south,powered=true": {
"model": "create:block/andesite_funnel_wall_pull_powered",
"x": 90,
"extracting=false,facing=north,powered=true": {
"model": "create:block/andesite_funnel_horizontal_pull_powered"
},
"extracting=true,facing=north,powered=true": {
"model": "create:block/andesite_funnel_horizontal_push_powered"
},
"extracting=false,facing=south,powered=true": {
"model": "create:block/andesite_funnel_horizontal_pull_powered",
"y": 180
},
"extracting=true,face=wall,facing=south,powered=true": {
"model": "create:block/andesite_funnel_wall_push_powered",
"x": 90,
"extracting=true,facing=south,powered=true": {
"model": "create:block/andesite_funnel_horizontal_push_powered",
"y": 180
},
"extracting=false,face=ceiling,facing=south,powered=true": {
"model": "create:block/andesite_funnel_ceiling_pull_powered",
"x": 180
},
"extracting=true,face=ceiling,facing=south,powered=true": {
"model": "create:block/andesite_funnel_ceiling_push_powered",
"x": 180
},
"extracting=false,face=floor,facing=west,powered=true": {
"model": "create:block/andesite_funnel_floor_pull_powered",
"extracting=false,facing=west,powered=true": {
"model": "create:block/andesite_funnel_horizontal_pull_powered",
"y": 270
},
"extracting=true,face=floor,facing=west,powered=true": {
"model": "create:block/andesite_funnel_floor_push_powered",
"extracting=true,facing=west,powered=true": {
"model": "create:block/andesite_funnel_horizontal_push_powered",
"y": 270
},
"extracting=false,face=wall,facing=west,powered=true": {
"model": "create:block/andesite_funnel_wall_pull_powered",
"x": 90,
"y": 270
},
"extracting=true,face=wall,facing=west,powered=true": {
"model": "create:block/andesite_funnel_wall_push_powered",
"x": 90,
"y": 270
},
"extracting=false,face=ceiling,facing=west,powered=true": {
"model": "create:block/andesite_funnel_ceiling_pull_powered",
"x": 180,
"extracting=false,facing=east,powered=true": {
"model": "create:block/andesite_funnel_horizontal_pull_powered",
"y": 90
},
"extracting=true,face=ceiling,facing=west,powered=true": {
"model": "create:block/andesite_funnel_ceiling_push_powered",
"x": 180,
"extracting=true,facing=east,powered=true": {
"model": "create:block/andesite_funnel_horizontal_push_powered",
"y": 90
},
"extracting=false,face=floor,facing=east,powered=true": {
"model": "create:block/andesite_funnel_floor_pull_powered",
"y": 90
},
"extracting=true,face=floor,facing=east,powered=true": {
"model": "create:block/andesite_funnel_floor_push_powered",
"y": 90
},
"extracting=false,face=wall,facing=east,powered=true": {
"model": "create:block/andesite_funnel_wall_pull_powered",
"x": 90,
"y": 90
},
"extracting=true,face=wall,facing=east,powered=true": {
"model": "create:block/andesite_funnel_wall_push_powered",
"x": 90,
"y": 90
},
"extracting=false,face=ceiling,facing=east,powered=true": {
"model": "create:block/andesite_funnel_ceiling_pull_powered",
"x": 180,
"y": 270
},
"extracting=true,face=ceiling,facing=east,powered=true": {
"model": "create:block/andesite_funnel_ceiling_push_powered",
"x": 180,
"y": 270
}
}
}

View file

@ -1,216 +1,100 @@
{
"variants": {
"extracting=false,face=floor,facing=north,powered=false": {
"model": "create:block/brass_funnel_floor_pull"
},
"extracting=true,face=floor,facing=north,powered=false": {
"model": "create:block/brass_funnel_floor_push"
},
"extracting=false,face=wall,facing=north,powered=false": {
"model": "create:block/brass_funnel_wall_pull",
"x": 90
},
"extracting=true,face=wall,facing=north,powered=false": {
"model": "create:block/brass_funnel_wall_push",
"x": 90
},
"extracting=false,face=ceiling,facing=north,powered=false": {
"model": "create:block/brass_funnel_ceiling_pull",
"extracting=false,facing=down,powered=false": {
"model": "create:block/brass_funnel_vertical_pull",
"x": 180,
"y": 180
},
"extracting=true,face=ceiling,facing=north,powered=false": {
"model": "create:block/brass_funnel_ceiling_push",
"extracting=true,facing=down,powered=false": {
"model": "create:block/brass_funnel_vertical_push",
"x": 180,
"y": 180
},
"extracting=false,face=floor,facing=south,powered=false": {
"model": "create:block/brass_funnel_floor_pull",
"extracting=false,facing=up,powered=false": {
"model": "create:block/brass_funnel_vertical_pull",
"y": 180
},
"extracting=true,face=floor,facing=south,powered=false": {
"model": "create:block/brass_funnel_floor_push",
"extracting=true,facing=up,powered=false": {
"model": "create:block/brass_funnel_vertical_push",
"y": 180
},
"extracting=false,face=wall,facing=south,powered=false": {
"model": "create:block/brass_funnel_wall_pull",
"x": 90,
"extracting=false,facing=north,powered=false": {
"model": "create:block/brass_funnel_horizontal_pull"
},
"extracting=true,facing=north,powered=false": {
"model": "create:block/brass_funnel_horizontal_push"
},
"extracting=false,facing=south,powered=false": {
"model": "create:block/brass_funnel_horizontal_pull",
"y": 180
},
"extracting=true,face=wall,facing=south,powered=false": {
"model": "create:block/brass_funnel_wall_push",
"x": 90,
"extracting=true,facing=south,powered=false": {
"model": "create:block/brass_funnel_horizontal_push",
"y": 180
},
"extracting=false,face=ceiling,facing=south,powered=false": {
"model": "create:block/brass_funnel_ceiling_pull",
"x": 180
},
"extracting=true,face=ceiling,facing=south,powered=false": {
"model": "create:block/brass_funnel_ceiling_push",
"x": 180
},
"extracting=false,face=floor,facing=west,powered=false": {
"model": "create:block/brass_funnel_floor_pull",
"extracting=false,facing=west,powered=false": {
"model": "create:block/brass_funnel_horizontal_pull",
"y": 270
},
"extracting=true,face=floor,facing=west,powered=false": {
"model": "create:block/brass_funnel_floor_push",
"extracting=true,facing=west,powered=false": {
"model": "create:block/brass_funnel_horizontal_push",
"y": 270
},
"extracting=false,face=wall,facing=west,powered=false": {
"model": "create:block/brass_funnel_wall_pull",
"x": 90,
"y": 270
},
"extracting=true,face=wall,facing=west,powered=false": {
"model": "create:block/brass_funnel_wall_push",
"x": 90,
"y": 270
},
"extracting=false,face=ceiling,facing=west,powered=false": {
"model": "create:block/brass_funnel_ceiling_pull",
"x": 180,
"extracting=false,facing=east,powered=false": {
"model": "create:block/brass_funnel_horizontal_pull",
"y": 90
},
"extracting=true,face=ceiling,facing=west,powered=false": {
"model": "create:block/brass_funnel_ceiling_push",
"x": 180,
"extracting=true,facing=east,powered=false": {
"model": "create:block/brass_funnel_horizontal_push",
"y": 90
},
"extracting=false,face=floor,facing=east,powered=false": {
"model": "create:block/brass_funnel_floor_pull",
"y": 90
},
"extracting=true,face=floor,facing=east,powered=false": {
"model": "create:block/brass_funnel_floor_push",
"y": 90
},
"extracting=false,face=wall,facing=east,powered=false": {
"model": "create:block/brass_funnel_wall_pull",
"x": 90,
"y": 90
},
"extracting=true,face=wall,facing=east,powered=false": {
"model": "create:block/brass_funnel_wall_push",
"x": 90,
"y": 90
},
"extracting=false,face=ceiling,facing=east,powered=false": {
"model": "create:block/brass_funnel_ceiling_pull",
"x": 180,
"y": 270
},
"extracting=true,face=ceiling,facing=east,powered=false": {
"model": "create:block/brass_funnel_ceiling_push",
"x": 180,
"y": 270
},
"extracting=false,face=floor,facing=north,powered=true": {
"model": "create:block/brass_funnel_floor_pull_powered"
},
"extracting=true,face=floor,facing=north,powered=true": {
"model": "create:block/brass_funnel_floor_push_powered"
},
"extracting=false,face=wall,facing=north,powered=true": {
"model": "create:block/brass_funnel_wall_pull_powered",
"x": 90
},
"extracting=true,face=wall,facing=north,powered=true": {
"model": "create:block/brass_funnel_wall_push_powered",
"x": 90
},
"extracting=false,face=ceiling,facing=north,powered=true": {
"model": "create:block/brass_funnel_ceiling_pull_powered",
"extracting=false,facing=down,powered=true": {
"model": "create:block/brass_funnel_vertical_pull_powered",
"x": 180,
"y": 180
},
"extracting=true,face=ceiling,facing=north,powered=true": {
"model": "create:block/brass_funnel_ceiling_push_powered",
"extracting=true,facing=down,powered=true": {
"model": "create:block/brass_funnel_vertical_push_powered",
"x": 180,
"y": 180
},
"extracting=false,face=floor,facing=south,powered=true": {
"model": "create:block/brass_funnel_floor_pull_powered",
"extracting=false,facing=up,powered=true": {
"model": "create:block/brass_funnel_vertical_pull_powered",
"y": 180
},
"extracting=true,face=floor,facing=south,powered=true": {
"model": "create:block/brass_funnel_floor_push_powered",
"extracting=true,facing=up,powered=true": {
"model": "create:block/brass_funnel_vertical_push_powered",
"y": 180
},
"extracting=false,face=wall,facing=south,powered=true": {
"model": "create:block/brass_funnel_wall_pull_powered",
"x": 90,
"extracting=false,facing=north,powered=true": {
"model": "create:block/brass_funnel_horizontal_pull_powered"
},
"extracting=true,facing=north,powered=true": {
"model": "create:block/brass_funnel_horizontal_push_powered"
},
"extracting=false,facing=south,powered=true": {
"model": "create:block/brass_funnel_horizontal_pull_powered",
"y": 180
},
"extracting=true,face=wall,facing=south,powered=true": {
"model": "create:block/brass_funnel_wall_push_powered",
"x": 90,
"extracting=true,facing=south,powered=true": {
"model": "create:block/brass_funnel_horizontal_push_powered",
"y": 180
},
"extracting=false,face=ceiling,facing=south,powered=true": {
"model": "create:block/brass_funnel_ceiling_pull_powered",
"x": 180
},
"extracting=true,face=ceiling,facing=south,powered=true": {
"model": "create:block/brass_funnel_ceiling_push_powered",
"x": 180
},
"extracting=false,face=floor,facing=west,powered=true": {
"model": "create:block/brass_funnel_floor_pull_powered",
"extracting=false,facing=west,powered=true": {
"model": "create:block/brass_funnel_horizontal_pull_powered",
"y": 270
},
"extracting=true,face=floor,facing=west,powered=true": {
"model": "create:block/brass_funnel_floor_push_powered",
"extracting=true,facing=west,powered=true": {
"model": "create:block/brass_funnel_horizontal_push_powered",
"y": 270
},
"extracting=false,face=wall,facing=west,powered=true": {
"model": "create:block/brass_funnel_wall_pull_powered",
"x": 90,
"y": 270
},
"extracting=true,face=wall,facing=west,powered=true": {
"model": "create:block/brass_funnel_wall_push_powered",
"x": 90,
"y": 270
},
"extracting=false,face=ceiling,facing=west,powered=true": {
"model": "create:block/brass_funnel_ceiling_pull_powered",
"x": 180,
"extracting=false,facing=east,powered=true": {
"model": "create:block/brass_funnel_horizontal_pull_powered",
"y": 90
},
"extracting=true,face=ceiling,facing=west,powered=true": {
"model": "create:block/brass_funnel_ceiling_push_powered",
"x": 180,
"extracting=true,facing=east,powered=true": {
"model": "create:block/brass_funnel_horizontal_push_powered",
"y": 90
},
"extracting=false,face=floor,facing=east,powered=true": {
"model": "create:block/brass_funnel_floor_pull_powered",
"y": 90
},
"extracting=true,face=floor,facing=east,powered=true": {
"model": "create:block/brass_funnel_floor_push_powered",
"y": 90
},
"extracting=false,face=wall,facing=east,powered=true": {
"model": "create:block/brass_funnel_wall_pull_powered",
"x": 90,
"y": 90
},
"extracting=true,face=wall,facing=east,powered=true": {
"model": "create:block/brass_funnel_wall_push_powered",
"x": 90,
"y": 90
},
"extracting=false,face=ceiling,facing=east,powered=true": {
"model": "create:block/brass_funnel_ceiling_pull_powered",
"x": 180,
"y": 270
},
"extracting=true,face=ceiling,facing=east,powered=true": {
"model": "create:block/brass_funnel_ceiling_push_powered",
"x": 180,
"y": 270
}
}
}

View file

@ -1,51 +1,51 @@
{
"variants": {
"axis_along_first=false,facing=down": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"x": 270,
"y": 90
},
"axis_along_first=true,facing=down": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"x": 270
},
"axis_along_first=false,facing=up": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"x": 90,
"y": 90
},
"axis_along_first=true,facing=up": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"x": 90
},
"axis_along_first=false,facing=north": {
"model": "create:block/gantry_pinion/vertical",
"model": "create:block/gantry_carriage/vertical",
"y": 180
},
"axis_along_first=true,facing=north": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"y": 180
},
"axis_along_first=false,facing=south": {
"model": "create:block/gantry_pinion/vertical"
"model": "create:block/gantry_carriage/vertical"
},
"axis_along_first=true,facing=south": {
"model": "create:block/gantry_pinion/horizontal"
"model": "create:block/gantry_carriage/horizontal"
},
"axis_along_first=false,facing=west": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"y": 90
},
"axis_along_first=true,facing=west": {
"model": "create:block/gantry_pinion/vertical",
"model": "create:block/gantry_carriage/vertical",
"y": 90
},
"axis_along_first=false,facing=east": {
"model": "create:block/gantry_pinion/horizontal",
"model": "create:block/gantry_carriage/horizontal",
"y": 270
},
"axis_along_first=true,facing=east": {
"model": "create:block/gantry_pinion/vertical",
"model": "create:block/gantry_carriage/vertical",
"y": 270
}
}

View file

@ -0,0 +1,108 @@
{
"variants": {
"extended=false,facing=down,powered=false": {
"model": "create:block/sticker/block",
"x": 180
},
"extended=true,facing=down,powered=false": {
"model": "create:block/sticker/block",
"x": 180
},
"extended=false,facing=up,powered=false": {
"model": "create:block/sticker/block"
},
"extended=true,facing=up,powered=false": {
"model": "create:block/sticker/block"
},
"extended=false,facing=north,powered=false": {
"model": "create:block/sticker/block",
"x": 90
},
"extended=true,facing=north,powered=false": {
"model": "create:block/sticker/block",
"x": 90
},
"extended=false,facing=south,powered=false": {
"model": "create:block/sticker/block",
"x": 90,
"y": 180
},
"extended=true,facing=south,powered=false": {
"model": "create:block/sticker/block",
"x": 90,
"y": 180
},
"extended=false,facing=west,powered=false": {
"model": "create:block/sticker/block",
"x": 90,
"y": 270
},
"extended=true,facing=west,powered=false": {
"model": "create:block/sticker/block",
"x": 90,
"y": 270
},
"extended=false,facing=east,powered=false": {
"model": "create:block/sticker/block",
"x": 90,
"y": 90
},
"extended=true,facing=east,powered=false": {
"model": "create:block/sticker/block",
"x": 90,
"y": 90
},
"extended=false,facing=down,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 180
},
"extended=true,facing=down,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 180
},
"extended=false,facing=up,powered=true": {
"model": "create:block/sticker/block_powered"
},
"extended=true,facing=up,powered=true": {
"model": "create:block/sticker/block_powered"
},
"extended=false,facing=north,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90
},
"extended=true,facing=north,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90
},
"extended=false,facing=south,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90,
"y": 180
},
"extended=true,facing=south,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90,
"y": 180
},
"extended=false,facing=west,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90,
"y": 270
},
"extended=true,facing=west,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90,
"y": 270
},
"extended=false,facing=east,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90,
"y": 90
},
"extended=true,facing=east,powered=true": {
"model": "create:block/sticker/block_powered",
"x": 90,
"y": 90
}
}
}

View file

@ -160,7 +160,7 @@
"block.create.gabbro_cobblestone_stairs": "s\u0279\u0131\u0250\u0287S \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
"block.create.gabbro_cobblestone_wall": "\u05DF\u05DF\u0250M \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
"block.create.gabbro_pillar": "\u0279\u0250\u05DF\u05DF\u0131\u0500 o\u0279qq\u0250\u2141",
"block.create.gantry_pinion": "uo\u0131u\u0131\u0500 \u028E\u0279\u0287u\u0250\u2141",
"block.create.gantry_carriage": "\u01DDb\u0250\u0131\u0279\u0279\u0250\u0186 \u028E\u0279\u0287u\u0250\u2141",
"block.create.gantry_shaft": "\u0287\u025F\u0250\u0265S \u028E\u0279\u0287u\u0250\u2141",
"block.create.gearbox": "xoq\u0279\u0250\u01DD\u2141",
"block.create.gearshift": "\u0287\u025F\u0131\u0265s\u0279\u0250\u01DD\u2141",
@ -374,6 +374,7 @@
"block.create.spout": "\u0287nodS",
"block.create.spruce_window": "\u028Dopu\u0131M \u01DD\u0254n\u0279dS",
"block.create.spruce_window_pane": "\u01DDu\u0250\u0500 \u028Dopu\u0131M \u01DD\u0254n\u0279dS",
"block.create.sticker": "\u0279\u01DD\u029E\u0254\u0131\u0287S",
"block.create.sticky_mechanical_piston": "uo\u0287s\u0131\u0500 \u05DF\u0250\u0254\u0131u\u0250\u0265\u0254\u01DDW \u028E\u029E\u0254\u0131\u0287S",
"block.create.stockpile_switch": "\u0265\u0254\u0287\u0131\u028DS \u01DD\u05DF\u0131d\u029E\u0254o\u0287S",
"block.create.stressometer": "\u0279\u01DD\u0287\u01DD\u026Foss\u01DD\u0279\u0287S",
@ -426,6 +427,7 @@
"item.create.builders_tea": "\u0250\u01DD\u27D8 s,\u0279\u01DDp\u05DF\u0131n\u15FA",
"item.create.chest_minecart_contraption": "uo\u0131\u0287d\u0250\u0279\u0287uo\u0186 \u0287\u0279\u0250\u0254\u01DDu\u0131W \u0287s\u01DD\u0265\u0186",
"item.create.chocolate_bucket": "\u0287\u01DD\u029E\u0254n\u15FA \u01DD\u0287\u0250\u05DFo\u0254o\u0265\u0186",
"item.create.chocolate_glazed_berries": "s\u01DD\u0131\u0279\u0279\u01DD\u15FA p\u01DDz\u0250\u05DF\u2141 \u01DD\u0287\u0250\u05DFo\u0254o\u0265\u0186",
"item.create.chromatic_compound": "punod\u026Fo\u0186 \u0254\u0131\u0287\u0250\u026Fo\u0279\u0265\u0186",
"item.create.cinder_flour": "\u0279no\u05DF\u2132 \u0279\u01DDpu\u0131\u0186",
"item.create.copper_ingot": "\u0287obuI \u0279\u01DDddo\u0186",
@ -459,6 +461,7 @@
"item.create.handheld_blockzapper": "\u0279\u01DDdd\u0250z\u029E\u0254o\u05DF\u15FA p\u05DF\u01DD\u0265pu\u0250H",
"item.create.handheld_worldshaper": "\u0279\u01DDd\u0250\u0265sp\u05DF\u0279oM p\u05DF\u01DD\u0265pu\u0250H",
"item.create.honey_bucket": "\u0287\u01DD\u029E\u0254n\u15FA \u028E\u01DDuoH",
"item.create.honeyed_apple": "\u01DD\u05DFdd\u2C6F p\u01DD\u028E\u01DDuoH",
"item.create.integrated_circuit": "\u0287\u0131n\u0254\u0279\u0131\u0186 p\u01DD\u0287\u0250\u0279b\u01DD\u0287uI",
"item.create.iron_sheet": "\u0287\u01DD\u01DD\u0265S uo\u0279I",
"item.create.lapis_sheet": "\u0287\u01DD\u01DD\u0265S s\u0131d\u0250\uA780",
@ -475,6 +478,7 @@
"item.create.schematic_and_quill": "\u05DF\u05DF\u0131n\u1F49 pu\u2C6F \u0254\u0131\u0287\u0250\u026F\u01DD\u0265\u0254S",
"item.create.shadow_steel": "\u05DF\u01DD\u01DD\u0287S \u028Dop\u0250\u0265S",
"item.create.super_glue": "\u01DDn\u05DF\u2141 \u0279\u01DDdnS",
"item.create.sweet_roll": "\u05DF\u05DFo\u1D1A \u0287\u01DD\u01DD\u028DS",
"item.create.tree_fertilizer": "\u0279\u01DDz\u0131\u05DF\u0131\u0287\u0279\u01DD\u2132 \u01DD\u01DD\u0279\u27D8",
"item.create.vertical_gearbox": "xoq\u0279\u0250\u01DD\u2141 \u05DF\u0250\u0254\u0131\u0287\u0279\u01DD\u039B",
"item.create.wand_of_symmetry": "\u028E\u0279\u0287\u01DD\u026F\u026F\u028ES \u025FO pu\u0250M",

View file

@ -163,7 +163,7 @@
"block.create.gabbro_cobblestone_stairs": "Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "Gabbro Pillar",
"block.create.gantry_pinion": "Gantry Pinion",
"block.create.gantry_carriage": "Gantry Carriage",
"block.create.gantry_shaft": "Gantry Shaft",
"block.create.gearbox": "Gearbox",
"block.create.gearshift": "Gearshift",
@ -377,6 +377,7 @@
"block.create.spout": "Spout",
"block.create.spruce_window": "Spruce Window",
"block.create.spruce_window_pane": "Spruce Window Pane",
"block.create.sticker": "Sticker",
"block.create.sticky_mechanical_piston": "Sticky Mechanical Piston",
"block.create.stockpile_switch": "Stockpile Switch",
"block.create.stressometer": "Stressometer",
@ -432,6 +433,7 @@
"item.create.builders_tea": "Builder's Tea",
"item.create.chest_minecart_contraption": "Chest Minecart Contraption",
"item.create.chocolate_bucket": "Chocolate Bucket",
"item.create.chocolate_glazed_berries": "Chocolate Glazed Berries",
"item.create.chromatic_compound": "Chromatic Compound",
"item.create.cinder_flour": "Cinder Flour",
"item.create.copper_ingot": "Copper Ingot",
@ -465,6 +467,7 @@
"item.create.handheld_blockzapper": "Handheld Blockzapper",
"item.create.handheld_worldshaper": "Handheld Worldshaper",
"item.create.honey_bucket": "Honey Bucket",
"item.create.honeyed_apple": "Honeyed Apple",
"item.create.integrated_circuit": "Integrated Circuit",
"item.create.iron_sheet": "Iron Sheet",
"item.create.lapis_sheet": "Lapis Sheet",
@ -481,6 +484,7 @@
"item.create.schematic_and_quill": "Schematic And Quill",
"item.create.shadow_steel": "Shadow Steel",
"item.create.super_glue": "Super Glue",
"item.create.sweet_roll": "Sweet Roll",
"item.create.tree_fertilizer": "Tree Fertilizer",
"item.create.vertical_gearbox": "Vertical Gearbox",
"item.create.wand_of_symmetry": "Wand Of Symmetry",
@ -827,12 +831,15 @@
"create.gui.goggles.kinetic_stats": "Kinetic Stats:",
"create.gui.goggles.at_current_speed": "at current speed",
"create.gui.goggles.pole_length": "Pole Length:",
"create.gui.goggles.fluid_container": "Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "Capacity: ",
"create.gui.assembly.exception": "This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "Gauge Information:",
"create.gui.speedometer.title": "Rotation Speed",
"create.gui.stressometer.title": "Network Stress",
@ -1449,6 +1456,8 @@
"item.create.goggles.tooltip.behaviour1": "Shows _colored indicators_ corresponding to the _Speed Level_ of a placed kinetic component as well as _Stress Impact_ and _Capacity_ of individual components.",
"item.create.goggles.tooltip.condition2": "When looking at gauge",
"item.create.goggles.tooltip.behaviour2": "Shows detailed information about _Speed_ or _Stress_ of the network to which the gauge is connected.",
"item.create.goggles.tooltip.condition3": "When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "WRENCH",
"item.create.wrench.tooltip.summary": "A useful tool for working on kinetic contraptions. Can be used to _Rotate_, _Dismantle_ and to _Configure_ components.",
@ -1803,6 +1812,480 @@
"create.tooltip.randomWipDescription7": "This one maybe isn't for you. What about that one?",
"create.tooltip.randomWipDescription8": "Use it and regret your decision immediately.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "Hold [%1$s] to Ponder",
"create.ponder.subject": "Subject of this scene",
"create.ponder.pondering": "Pondering about...",
"create.ponder.identify_mode": "Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "Associated Entries",
"create.ponder.close": "Close",
"create.ponder.identify": "Identify",
"create.ponder.next": "Next Scene",
"create.ponder.previous": "Previous Scene",
"create.ponder.replay": "Replay",
"create.ponder.think_back": "Think Back",
"create.ponder.shared.movement_anchors": "With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "32 RPM",
"create.ponder.shared.sneak_and": "Sneak +",
"create.ponder.shared.storage_on_contraption": "Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "8 RPM",
"create.ponder.shared.ctrl_and": "Ctrl +",
"create.ponder.shared.rpm16_source": "Source: 16 RPM",
"create.ponder.shared.rpm16": "16 RPM",
"create.ponder.tag.kinetic_sources": "Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "Contraption Actors",
"create.ponder.tag.contraption_actor.description": "Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "Item Transportation",
"create.ponder.tag.logistics.description": "Components which help moving items around",
"create.ponder.tag.movement_anchor": "Movement Anchors",
"create.ponder.tag.movement_anchor.description": "Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "Aesthetics",
"create.ponder.tag.decoration.description": "Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "Components which make use of Rotational Force",
"create.ponder.tag.redstone": "Logic Components",
"create.ponder.tag.redstone.description": "Components which help with redstone engineering",
"create.ponder.tag.creative": "Creative Mode",
"create.ponder.tag.creative.description": "Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "Fluid Manipulators",
"create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "Encasing Belts",
"create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "3. They can connect vertically",
"create.ponder.belt_directions.text_5": "4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "12 RPM",
"create.ponder.clockwork_bearing.header": "Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "3:00",
"create.ponder.clockwork_bearing.text_4": "4:00",
"create.ponder.clockwork_bearing.text_5": "Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "Items can also be inserted automatically",
"create.ponder.deployer.text_12": "Deployers carry a filter slot",
"create.ponder.deployer.text_13": "When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "Deployers can:",
"create.ponder.deployer.text_5": "Place Blocks,",
"create.ponder.deployer.text_6": "Use Items,",
"create.ponder.deployer.text_7": "Activate Blocks,",
"create.ponder.deployer.text_8": "Harvest blocks",
"create.ponder.deployer.text_9": "and Attack Mobs",
"create.ponder.deployer_contraption.header": "Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "Funnel compatibility",
"create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "Vertical Saws",
"create.ponder.funnel_compat.text_3": "Depots",
"create.ponder.funnel_compat.text_4": "Item Drains",
"create.ponder.funnel_direction.header": "Direction of Transfer",
"create.ponder.funnel_direction.text_1": "Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "Using funnels",
"create.ponder.funnel_intro.text_1": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "Redstone control",
"create.ponder.funnel_redstone.text_1": "Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "Direct transfer",
"create.ponder.funnel_transfer.text_1": "Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "Straight connections will be reversed",
"create.ponder.gearshift.header": "Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "...on and back off",
"create.ponder.powered_toggle_latch.text_4": "Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "Redstone Contacts",
"create.ponder.redstone_contact.text_1": "Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "Using Redstone Links",
"create.ponder.redstone_link.text_1": "Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 973",
"_": "Missing Localizations: 1370",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "Kreative anpassbare Kiste",
"block.create.creative_fluid_tank": "Kreativer Flüssigkeitstank",
"block.create.creative_motor": "Kreativer Motor",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "Mahlwerkrad",
"block.create.crushing_wheel_controller": "Mahlwerkrad Steurung",
"block.create.cuckoo_clock": "Kuckucksuhr",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Gabelsteinbruchstein",
"block.create.gabbro_cobblestone_wall": "Gabelsteinbruchstein",
"block.create.gabbro_pillar": "Gabelsteinsäule",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Getriebe",
"block.create.gearshift": "Gangschaltung",
@ -378,6 +376,7 @@
"block.create.spout": "UNLOCALIZED: Spout",
"block.create.spruce_window": "UNLOCALIZED: Spruce Window",
"block.create.spruce_window_pane": "UNLOCALIZED: Spruce Window Pane",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Klebriger Mechanischer Kolben",
"block.create.stockpile_switch": "Vorratssensor",
"block.create.stressometer": "UNLOCALIZED: Stressometer",
@ -386,8 +385,6 @@
"block.create.turntable": "Drehtisch",
"block.create.vertical_framed_glass": "UNLOCALIZED: Vertical Framed Glass",
"block.create.vertical_framed_glass_pane": "UNLOCALIZED: Vertical Framed Glass Pane",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "Wasserrad",
"block.create.weathered_limestone": "Verwitterter Kalkstein",
"block.create.weathered_limestone_bricks": "Verwitterte Kalksteinziegel",
@ -433,6 +430,7 @@
"item.create.builders_tea": "UNLOCALIZED: Builder's Tea",
"item.create.chest_minecart_contraption": "UNLOCALIZED: Chest Minecart Contraption",
"item.create.chocolate_bucket": "UNLOCALIZED: Chocolate Bucket",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "UNLOCALIZED: Chromatic Compound",
"item.create.cinder_flour": "UNLOCALIZED: Cinder Flour",
"item.create.copper_ingot": "UNLOCALIZED: Copper Ingot",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "Blockpistole",
"item.create.handheld_worldshaper": "Geländeformer",
"item.create.honey_bucket": "Honigeimer",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "UNLOCALIZED: Integrated Circuit",
"item.create.iron_sheet": "Eisenblech",
"item.create.lapis_sheet": "UNLOCALIZED: Lapis Sheet",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "Bauplan und Feder",
"item.create.shadow_steel": "UNLOCALIZED: Shadow Steel",
"item.create.super_glue": "Superkleber",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Baumdünger",
"item.create.vertical_gearbox": "UNLOCALIZED: Vertical Gearbox",
"item.create.wand_of_symmetry": "Symmetriestab",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "UNLOCALIZED: Kinetic Stats:",
"create.gui.goggles.at_current_speed": "UNLOCALIZED: at current speed",
"create.gui.goggles.pole_length": "UNLOCALIZED: Pole Length:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "UNLOCALIZED: Gauge Information:",
"create.gui.speedometer.title": "UNLOCALIZED: Rotation Speed",
"create.gui.stressometer.title": "UNLOCALIZED: Network Stress",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "UNLOCALIZED: Shows _colored indicators_ corresponding to the _Speed Level_ of a placed kinetic component as well as _Stress Impact_ and _Capacity_ of individual components.",
"item.create.goggles.tooltip.condition2": "UNLOCALIZED: When looking at gauge",
"item.create.goggles.tooltip.behaviour2": "UNLOCALIZED: Shows detailed information about _Speed_ or _Stress_ of the network to which the gauge is connected.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "UNLOCALIZED: WRENCH",
"item.create.wrench.tooltip.summary": "UNLOCALIZED: A useful tool for working on kinetic contraptions. Can be used to _Rotate_, _Dismantle_ and to _Configure_ components.",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "UNLOCALIZED: This one maybe isn't for you. What about that one?",
"create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 15",
"_": "Missing Localizations: 401",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "Caja creativa",
"block.create.creative_fluid_tank": "Tanque de fluidos creativo",
"block.create.creative_motor": "Motor creativo",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "Rueda trituradora",
"block.create.crushing_wheel_controller": "Controlador de Rueda trituradora",
"block.create.cuckoo_clock": "Reloj Cucú",
@ -110,7 +108,7 @@
"block.create.dolomite_pillar": "Pilar de dolomita",
"block.create.encased_chain_drive": "Cadena de transmisión revestida",
"block.create.encased_fan": "Ventilador revestido",
"block.create.encased_fluid_pipe": "Tubería de fluidos de cobre revestida",
"block.create.encased_fluid_pipe": "Tubería de fluidos de cobre reforzada",
"block.create.fancy_andesite_bricks": "Ladrillos de andesita elegantes",
"block.create.fancy_andesite_bricks_slab": "Ladrillos de andesita elegantes",
"block.create.fancy_andesite_bricks_stairs": "Escaleras de ladrillos de andesita elegantes",
@ -164,11 +162,11 @@
"block.create.gabbro_cobblestone_stairs": "Escaleras de adoquínes de gabro",
"block.create.gabbro_cobblestone_wall": "Pared de adoquínes de gabro",
"block.create.gabbro_pillar": "Pilar de gabro",
"block.create.gantry_pinion": "Piñón de grúa",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "Eje de grúa",
"block.create.gearbox": "Caja de transmisión",
"block.create.gearshift": "Caja de cambios",
"block.create.glass_fluid_pipe": "Tubo de cristal para fluidos",
"block.create.glass_fluid_pipe": "Tubería de fluidos de cristal",
"block.create.granite_bricks": "Ladrillos de granito",
"block.create.granite_bricks_slab": "Losa de ladrillos de granito",
"block.create.granite_bricks_stairs": "Escaleras de ladrillos de granito",
@ -352,7 +350,7 @@
"block.create.redstone_link": "Enlace de Redstone",
"block.create.refined_radiance_casing": "Revestidor de radiante",
"block.create.reinforced_rail": "Raíl reforzado",
"block.create.rope": "Soga",
"block.create.rope": "Cuerda",
"block.create.rope_pulley": "Polea de cuerda",
"block.create.rotation_speed_controller": "Controlador de velocidad de rotación",
"block.create.sail_frame": "Marco de vela",
@ -378,6 +376,7 @@
"block.create.spout": "Surtidor",
"block.create.spruce_window": "Ventana de abeto",
"block.create.spruce_window_pane": "Panel de ventana de abeto",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Pistón mecánico pegajoso",
"block.create.stockpile_switch": "Interruptor de acopio",
"block.create.stressometer": "Estresómetro",
@ -386,8 +385,6 @@
"block.create.turntable": "Plataforma giratoria mecánica",
"block.create.vertical_framed_glass": "Vidrio esmaltado vertical",
"block.create.vertical_framed_glass_pane": "Panel de vidrio esmaltado vertical",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "Rueda hidráulica mecánica",
"block.create.weathered_limestone": "Piedra caliza erosionada",
"block.create.weathered_limestone_bricks": "Ladrillos de piedra caliza erosionada",
@ -433,6 +430,7 @@
"item.create.builders_tea": "Té del Constructor",
"item.create.chest_minecart_contraption": "Artilugio de vagoneta con cofre",
"item.create.chocolate_bucket": "Cubo de chocolate",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "Compuesto cromático",
"item.create.cinder_flour": "Harina de ceniza",
"item.create.copper_ingot": "Lingote de cobre",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "Blockzapper",
"item.create.handheld_worldshaper": "Worldshaper",
"item.create.honey_bucket": "Cubo de miel",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "Chip de circuito integrado",
"item.create.iron_sheet": "Lámina de hierro",
"item.create.lapis_sheet": "Lámina de lapislázuli",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "Esquema y Pluma",
"item.create.shadow_steel": "Acero sombrío",
"item.create.super_glue": "Super Pegamento",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Fertilizador de árboles",
"item.create.vertical_gearbox": "Caja de transmisión vertical",
"item.create.wand_of_symmetry": "Varita de simetría",
@ -511,7 +511,7 @@
"advancement.create.splitter_tunnel": "Divide y vencerás",
"advancement.create.splitter_tunnel.desc": "Crear un divisor con un grupo de túneles de latón.",
"advancement.create.chute": "Caída en picado",
"advancement.create.chute.desc": "Coloque un ducto, la contrapartida vertical de la correa.",
"advancement.create.chute.desc": "Coloque un ducto, la contrapartida vertical de la cinta.",
"advancement.create.upward_chute": "Abducción aérea",
"advancement.create.upward_chute.desc": "Observe cómo un objeto lanzado vuela hacia un paracaídas impulsado por un ventilador.",
"advancement.create.belt_funnel": "Colgantes con forma de embudo",
@ -537,7 +537,7 @@
"advancement.create.aesthetics": "Boom, Estética!",
"advancement.create.aesthetics.desc": "Colocar los soportes en un eje, tubo y rueda dentada.",
"advancement.create.reinforced": "Boom, Reforzado!",
"advancement.create.reinforced.desc": "Utilizar bloques de revestimiento en un eje, un tubo y una correa.",
"advancement.create.reinforced.desc": "Utilizar bloques de revestimiento en un eje, un tubo y una cinta.",
"advancement.create.water_wheel": "Aprovechar la hidráulica",
"advancement.create.water_wheel.desc": "Coloca una Rueda hidráulica e intenta hacerla girar.",
"advancement.create.chocolate_wheel": "Potencia de buen gusto",
@ -689,7 +689,7 @@
"create.recipe.mechanical_crafting": "Elaboración mecánica",
"create.recipe.automatic_shaped": "Elaboración automatizada de productos con forma",
"create.recipe.block_cutting": "Corte de bloques",
"create.recipe.wood_cutting": "UNLOCALIZED: Wood Cutting",
"create.recipe.wood_cutting": "Corte de maderas",
"create.recipe.blockzapper_upgrade": "Blockzapper",
"create.recipe.sandpaper_polishing": "Pulido con papel de lija",
"create.recipe.mystery_conversion": "Conversión misteriosa",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "Estadísticas cinéticas:",
"create.gui.goggles.at_current_speed": "con la velocidad actual",
"create.gui.goggles.pole_length": "Longitud del poste:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "Este artilugio no se pudo montar:",
"create.gui.assembly.exception.unmovableBlock": "Bloque inamovible (%4$s) en [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "El bloque en [%1$s %2$s %3$s] no estaba en un chunk cargado",
"create.gui.assembly.exception.unmovableBlock": "Bloque inamovible (%4$s) en [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "El bloque en [%1$s,%2$s,%3$s] no estaba en un chunk cargado",
"create.gui.assembly.exception.structureTooLarge": "Hay demasiados bloques incluídos en el artilugio.\nEl máximo configurado es: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "Hay demasiadas Pértigas de extensión conectadas a este Pistón.\nEl máximo configurado es: %1$s",
"create.gui.assembly.exception.noPistonPoles": "Faltan pértigas de extensión para el Pistón",
"create.gui.assembly.exception.not_enough_sails": "La estructura adjunta no incluye suficientes bloques tipo vela: %1$s\nSe requiere un mínimo de %2$s",
"create.gui.gauge.info_header": "Información sobre el medidor:",
"create.gui.speedometer.title": "Velocidad de rotación",
"create.gui.stressometer.title": "Estrés de la red",
@ -850,19 +853,19 @@
"create.gui.stockpile_switch.move_to_upper_at": "Pasar al carril superior en %1$s%%",
"create.gui.sequenced_gearshift.title": "Cambio de marchas secuenciado",
"create.gui.sequenced_gearshift.instruction": "Instrucción",
"create.gui.sequenced_gearshift.instruction.turn_angle.descriptive": "UNLOCALIZED: Turn by angle",
"create.gui.sequenced_gearshift.instruction.turn_angle.descriptive": "Giro por ángulo",
"create.gui.sequenced_gearshift.instruction.turn_angle": "Giro",
"create.gui.sequenced_gearshift.instruction.turn_angle.angle": "Ángulo",
"create.gui.sequenced_gearshift.instruction.turn_distance.descriptive": "UNLOCALIZED: Turn to move Piston/Pulley/Gantry",
"create.gui.sequenced_gearshift.instruction.turn_distance.descriptive": "Giro para mover el pistón/polea/grúa",
"create.gui.sequenced_gearshift.instruction.turn_distance": "Pistón",
"create.gui.sequenced_gearshift.instruction.turn_distance.distance": "Distancia",
"create.gui.sequenced_gearshift.instruction.delay.descriptive": "UNLOCALIZED: Timed Delay",
"create.gui.sequenced_gearshift.instruction.delay": "UNLOCALIZED: Delay",
"create.gui.sequenced_gearshift.instruction.delay.duration": "UNLOCALIZED: Duration",
"create.gui.sequenced_gearshift.instruction.end.descriptive": "UNLOCALIZED: End",
"create.gui.sequenced_gearshift.instruction.delay.descriptive": "Tiempo de retraso",
"create.gui.sequenced_gearshift.instruction.delay": "Retraso",
"create.gui.sequenced_gearshift.instruction.delay.duration": "Duración",
"create.gui.sequenced_gearshift.instruction.end.descriptive": "Fin",
"create.gui.sequenced_gearshift.instruction.end": "Fin",
"create.gui.sequenced_gearshift.instruction.await.descriptive": "UNLOCALIZED: Await new Redstone Pulse",
"create.gui.sequenced_gearshift.instruction.await": "UNLOCALIZED: Await",
"create.gui.sequenced_gearshift.instruction.await.descriptive": "En espera de un Pulso de Redstone",
"create.gui.sequenced_gearshift.instruction.await": "En espera",
"create.gui.sequenced_gearshift.speed": "Velocidad, Dirección",
"create.gui.sequenced_gearshift.speed.forward": "Velocidad de entrada, hacia adelante",
"create.gui.sequenced_gearshift.speed.forward_fast": "Doble velocidad, hacia adelante",
@ -1171,19 +1174,19 @@
"block.create.metal_bracket.tooltip.summary": "Decora tus _Ejes_, _Ruedas dentadas_ y _Ductos_ con un poco de refuerzo industrial robusto.",
"block.create.andesite_casing.tooltip": "REVESTIDOR DE ANDESITA",
"block.create.andesite_casing.tooltip.summary": "Máquina de revestimiento simple con una variedad de usos. Seguro para la decoración. Puede utilizarse para _encastrar ejes_ y _correas._",
"block.create.andesite_casing.tooltip.summary": "Máquina de revestimiento simple con una variedad de usos. Seguro para la decoración. Puede utilizarse para _revestir ejes_ y _cintas._",
"block.create.andesite_funnel.tooltip": "EMBUDO DE ANDESITA",
"block.create.andesite_funnel.tooltip.summary": "Un componente de transferencia de elementos en general, que hace la transición de éstos entre los medios de transporte. Se puede controlar con una _señal de Redstone_.",
"block.create.andesite_funnel.tooltip.condition1": "Comportamiento general",
"block.create.andesite_funnel.tooltip.behaviour1": "La cara _abierta_ _recogerá los objetos molidos_ en el espacio del bloque que tiene delante y los _insertará_ en cualquier contenedor del lado opuesto del embudo",
"block.create.andesite_funnel.tooltip.condition2": "Cuando se montan en correas, depósitos y similares",
"block.create.andesite_funnel.tooltip.condition2": "Cuando se montan en cintas, depósitos y similares",
"block.create.andesite_funnel.tooltip.behaviour2": "_Recoge_ o _Coloca_ los elementos en el componente montado, desde o hacia el inventario _detrás_ de sí mismo. Siempre que el embudo tenga una direccionalidad específica, puede invertirse utilizando una Llave.",
"block.create.andesite_funnel.tooltip.condition3": "Cuando se encuentra verticalmente entre dos inventarios",
"block.create.andesite_funnel.tooltip.behaviour3": "Transferirá los artículos hacia abajo, como una tolva sin búfer.",
"block.create.andesite_tunnel.tooltip": "TÚNEL DE ANDESITA",
"block.create.andesite_tunnel.tooltip.summary": "¡Una cubierta protectora para sus _correas_!. El _Túnel de Andesita_ puede separar un elemento de una pila cuando se coloca otra correa o depósito al lado de la correa principal.",
"block.create.andesite_tunnel.tooltip.summary": "¡Una cubierta protectora para sus _cintas_!. El _Túnel de Andesita_ puede separar un elemento de una pila cuando se coloca otra cinta o depósito al lado de la cinta principal.",
"block.create.andesite_tunnel.tooltip.control1": "Click derecho con la Llave Inglesa en el lateral",
"block.create.andesite_tunnel.tooltip.action1": "_Ajusta las persianas de las ventanas_ si el túnel tiene una ventana en esa cara.",
@ -1191,15 +1194,15 @@
"block.create.brass_funnel.tooltip.summary": "Un componente de transferencia de elementos en general, que hace la transición de éstos entre los medios de transporte. Se puede controlar con una _señal de Redstone_. Viene con un práctico _filtro_.",
"block.create.brass_funnel.tooltip.condition1": "Comportamiento General",
"block.create.brass_funnel.tooltip.behaviour1": "La cara _abierta_ _recogerá los objetos molidos_ en el espacio del bloque que tiene delante y los _insertará_ en cualquier contenedor del lado opuesto del embudo.",
"block.create.brass_funnel.tooltip.condition2": "Cuando se montan en correas, depósitos y similares",
"block.create.brass_funnel.tooltip.condition2": "Cuando se montan en cintas, depósitos y similares",
"block.create.brass_funnel.tooltip.behaviour2": "_Recoge_ o _Coloca_ los elementos en el componente montado, desde o hacia el inventario _detrás_ de sí mismo. Siempre que el embudo tenga una direccionalidad específica, puede invertirse utilizando una Llave Inglesa.",
"block.create.brass_funnel.tooltip.condition3": "Cuando se encuentra verticalmente entre dos inventarios",
"block.create.brass_funnel.tooltip.behaviour3": "Transfiere los artículos hacia abajo, como una tolva sin búfer.",
"block.create.brass_tunnel.tooltip": "TÚNEL DE LATÓN",
"block.create.brass_tunnel.tooltip.summary": "Una cubierta protectora elegante para sus _correas_. Los _Túneles de latón_ también vienen con una serie de opciones de _Filtración_ y _División_ para sus artículos.",
"block.create.brass_tunnel.tooltip.summary": "Una cubierta protectora elegante para sus _cintas_. Los _Túneles de latón_ también vienen con una serie de opciones de _Filtración_ y _División_ para sus artículos.",
"block.create.brass_tunnel.tooltip.condition1": "Cuando se colocan uno al lado del otro",
"block.create.brass_tunnel.tooltip.behaviour1": "Los túneles de latón se conectan entre sí y permiten redirigir el contenido de una correa a otra.",
"block.create.brass_tunnel.tooltip.behaviour1": "Los túneles de latón se conectan entre sí y permiten redirigir el contenido de una cinta a otra.",
"block.create.brass_tunnel.tooltip.condition2": "Filtrado",
"block.create.brass_tunnel.tooltip.behaviour2": "Los _Túneles de latón_ vienen con filtros tanto para la _Entrada_ como para la _Salida_. Si un _Elemento_ no está permitido desde la salida filtrada de un _Túnel_ será transferido a la salida de un _Túnel_ conectado.",
"block.create.brass_tunnel.tooltip.condition3": "Dividiendo",
@ -1214,8 +1217,8 @@
"block.create.copper_casing.tooltip.condition1": "Cuando se utiliza en una tubería de fluidos",
"block.create.copper_casing.tooltip.behaviour1": "_Reviste_ la _Tubería de fluidos_ con _Revestimiento de cobre_. Las tuberías de fluidos revestidas _bloquean sus conexiones_ en su lugar, dejando de reaccionar a los cambios en las tuberías vecinas.",
"block.create.encased_fluid_pipe.tooltip": "TUBO DE FLUIDOS REVESTIDO",
"block.create.encased_fluid_pipe.tooltip.summary": "Un tubo de fluidos revestido con cobre.",
"block.create.encased_fluid_pipe.tooltip": "TUBO DE FLUIDOS REFORZADO",
"block.create.encased_fluid_pipe.tooltip.summary": "Un tubo de fluidos reforzado con más cobre.",
"block.create.copper_valve_handle.tooltip": "ASA DE VÁLVULA DE COBRE",
"block.create.copper_valve_handle.tooltip.summary": "Una precisa _fuente_ de _fuerza de rotación_ que requiere la interacción de los jugadores. ¡Ten cuidado de no agotarte!",
@ -1230,12 +1233,12 @@
"block.create.chute.tooltip": "DUCTO",
"block.create.chute.tooltip.summary": "_Recoge_ y _Transporta_ elementos en vertical o en diagonal. Puede tanto coger como colocar objetos en _contenedores de objetos_. También puede interactuar con los ductos desde el lateral utilizando _tolvas_ o _embudos montados_.",
"block.create.chute.tooltip.condition1": "Cuando se alimenta con un ventilador",
"block.create.chute.tooltip.behaviour1": "Los ductos accionados por ventilador pueden transportar _elementos_ hacia arriba, y aspirar _elementos_ de los _depósitos_ y de las _correas_.",
"block.create.chute.tooltip.behaviour1": "Los ductos accionados por ventilador pueden transportar _elementos_ hacia arriba, y aspirar _elementos_ de los _depósitos_ y de las _cintas_.",
"block.create.depot.tooltip": "DEPÓSITO",
"block.create.depot.tooltip.summary": "Un lugar práctico para colocar sus _elementos_. Proporciona un punto de interacción para varias máquinas",
"block.create.depot.tooltip.condition1": "Click derecho en el depósito",
"block.create.depot.tooltip.behaviour1": "Coloca o toma un _Elemento_ del _Depósito_. Los _Bloques_ y los _Artilugios_ que interactúan con una _Correa_ también funcionan en un _Depósito_.",
"block.create.depot.tooltip.behaviour1": "Coloca o toma un _Elemento_ del _Depósito_. Los _Bloques_ y los _Artilugios_ que interactúan con una _cinta_ también funcionan en un _Depósito_.",
"item.create.blaze_cake.tooltip": "PASTEL DE BLAZE",
"item.create.blaze_cake.tooltip.summary": "Un delicioso regalo para sus esforzados _Quemadores de blaze_. Los pone en marcha!.",
@ -1297,7 +1300,7 @@
"block.create.spout.tooltip.condition1": "Transferencia de fluidos",
"block.create.spout.tooltip.behaviour1": "Cuando se coloca un _contenedor de fluidos_ como un _cubo_ o una _botella_ debajo, el caño intentará rellenarlo con su propio _fluido_ almacenado",
"block.create.spout.tooltip.condition2": "Automatización de fluidos",
"block.create.spout.tooltip.behaviour2": "El caño colocado encima de una _correa_ o _depósito_ reaccionará automáticamente con un contenedor de fluidos_ que pase por debajo",
"block.create.spout.tooltip.behaviour2": "El caño colocado encima de una _cinta_ o _depósito_ reaccionará automáticamente con un contenedor de fluidos_ que pase por debajo",
"block.create.item_drain.tooltip": "DRENADOR DE ELEMENTOS",
"block.create.item_drain.tooltip.summary": "Un depósito rallado para vaciar tus _artículos fluidos._",
@ -1307,7 +1310,7 @@
"block.create.mechanical_arm.tooltip": "BRAZO MECÁNICO",
"block.create.mechanical_arm.tooltip.summary": "Artilugio avanzado para reubicar _elementos_",
"block.create.mechanical_arm.tooltip.condition1": "Transferencia de elementos",
"block.create.mechanical_arm.tooltip.behaviour1": "Puede tomar o colocar objetos en cualquier _inventario_ accesible_, como _Correas_, _Depósitos_, _Embudos_ y _Autoensambladores_",
"block.create.mechanical_arm.tooltip.behaviour1": "Puede tomar o colocar objetos en cualquier _inventario_ accesible_, como _Cintas_, _Depósitos_, _Embudos_ y _Autoensambladores_",
"block.create.mechanical_arm.tooltip.control1": "Mientras está en la mano",
"block.create.mechanical_arm.tooltip.action1": "Haz clic con el botón derecho en un _objeto accesible del inventario_ para establecerlo como _fuente_ para el _brazo mecánico_. Haz clic con el botón derecho del ratón dos veces para establecerlo como _destino_",
"block.create.mechanical_arm.tooltip.control2": "Usa la rueda del ratón con la Llave Inglesa",
@ -1422,7 +1425,7 @@
"block.create.gearshift.tooltip.condition1": "Cuando se alimenta",
"block.create.gearshift.tooltip.behaviour1": "_Invierte_ la rotación de salida",
"block.create.clutch.tooltip": "UNLOCALIZED: CLUTCH",
"block.create.clutch.tooltip": "Embrague",
"block.create.clutch.tooltip.summary": "Un control para conectar/desconectar la rotación de los ejes conectados",
"block.create.clutch.tooltip.condition1": "Cuando se acciona",
"block.create.clutch.tooltip.behaviour1": "_Detiene_ el transporte de la rotación al otro lado",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "Muestra _indicadores de color_ correspondientes al _Nivel de velocidad_ de un componente cinético colocado, así como el _Impacto de estrés_ y la _Capacidad_ de los componentes individuales.",
"item.create.goggles.tooltip.condition2": "Al mirar el medidor",
"item.create.goggles.tooltip.behaviour2": "Muestra información detallada sobre _Velocidad_ o _Estrés_ de la red a la que está conectado el medidor",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "LLAVE INGLESA",
"item.create.wrench.tooltip.summary": "Una herramienta útil para trabajar en artilugios cinéticos. Se puede utilizar para _Rotar_, _Desmantelar_ y para _Configurar_ componentes",
@ -1505,8 +1510,8 @@
"block.create.mechanical_press.tooltip.summary": "Un pistón de fuerza para comprimir los objetos que tiene debajo. Requiere una _fuerza de rotación_ constante",
"block.create.mechanical_press.tooltip.condition1": "Cuando es impulsado por Redstone",
"block.create.mechanical_press.tooltip.behaviour1": "Comienza a _comprimir_ los objetos que caen debajo",
"block.create.mechanical_press.tooltip.condition2": "Cuando está por encima de una correa",
"block.create.mechanical_press.tooltip.behaviour2": "Comprime _automáticamente_ los elementos de derivación en la correa",
"block.create.mechanical_press.tooltip.condition2": "Cuando está por encima de una cinta",
"block.create.mechanical_press.tooltip.behaviour2": "Comprime _automáticamente_ los elementos de derivación en la cinta",
"block.create.mechanical_press.tooltip.condition3": "Cuando está por encima de la Cuenca",
"block.create.mechanical_press.tooltip.behaviour3": "Comienza a _compactar artículos_ en la cuenca siempre que estén presentes todos los ingredientes necesarios",
@ -1531,13 +1536,13 @@
"block.create.mechanical_mixer.tooltip.behaviour1": "Comienza a mezclar los elementos en la cuenca siempre que estén presentes todos los ingredientes necesarios. Para evitar recetas no deseadas, utilice la ranura del filtro de la cuenca o reduzca la fuerza de rotación hasta que se hayan añadido todos los ingredientes deseados",
"block.create.mechanical_crafter.tooltip": "AUTOENSAMBLADOR MECÁNICO",
"block.create.mechanical_crafter.tooltip.summary": "Un ensamblador cinético para _automatizar_ cualquier receta de _crafteo_ con forma. Coloca _múltiples en una cuadrícula_ correspondiente a tu receta, y _organiza sus correas_ para crear un _flujo_ que salga de la cuadrícula en uno de los Autoensambladores",
"block.create.mechanical_crafter.tooltip.summary": "Un ensamblador cinético para _automatizar_ cualquier receta de _crafteo_ con forma. Coloca _múltiples en una cuadrícula_ correspondiente a tu receta, y _organiza sus cintas_ para crear un _flujo_ que salga de la cuadrícula en uno de los Autoensambladores",
"block.create.mechanical_crafter.tooltip.condition1": "Cuando es impulsado por la cinética",
"block.create.mechanical_crafter.tooltip.behaviour1": "_Empieza el proceso de creación_ en cuanto _todos los crafters_ de la parrilla hayan recibido un objeto_",
"block.create.mechanical_crafter.tooltip.condition2": "Con pulso de Redstone",
"block.create.mechanical_crafter.tooltip.behaviour2": "_Fuerza_ el inicio del proceso de _creación_ con todos los _artículos_ dados actualmente en la parrilla",
"block.create.mechanical_crafter.tooltip.control1": "Cuando se arranca por delante",
"block.create.mechanical_crafter.tooltip.action1": "_Circula la dirección_ hacia la que un autoensamblador individual _mueve sus objetos_. Para formar una cuadrícula de trabajo, _organiza las correas en un flujo_ que mueva todos los objetos hacia un autoensamblador final. El autoensamblador final debe _apuntar hacia fuera_ de la rejilla",
"block.create.mechanical_crafter.tooltip.action1": "_Circula la dirección_ hacia la que un autoensamblador individual _mueve sus objetos_. Para formar una cuadrícula de trabajo, _organiza las cintas en un flujo_ que mueva todos los objetos hacia un autoensamblador final. El autoensamblador final debe _apuntar hacia fuera_ de la rejilla",
"block.create.mechanical_crafter.tooltip.control2": "Cuando se arranca hacia atrás",
"block.create.mechanical_crafter.tooltip.action2": "Conecta_ el _inventario de entrada_ de los autoensambladores adyacentes. Usa esto para _combinar ranuras_ en la cuadrícula de trabajo y _guardar el la entrada de trabajo_",
@ -1642,7 +1647,7 @@
"block.create.secondary_linear_chassis.tooltip": "CHASIS LINEAL SECUNDARIO",
"block.create.secondary_linear_chassis.tooltip.summary": "Un segundo tipo de _Chasis lineal_ que no se conecta al otro",
"block.create.radial_chassis.tooltip": "UNLOCALIZED: ROTATION CHASSIS",
"block.create.radial_chassis.tooltip": "CHASIS RADIAL",
"block.create.radial_chassis.tooltip.summary": "Bloque base configurable que conecta estructuras para el movimiento",
"block.create.radial_chassis.tooltip.condition1": "Cuando se mueve",
"block.create.radial_chassis.tooltip.behaviour1": "_Mueve_ todos los _Chasis_ adjuntos en una columna, y un cilindro de bloques a su alrededor. Los bloques que lo rodean sólo se mueven cuando están dentro del rango y están adheridos a un lado pegajoso (Ver [Ctrl]).",
@ -1728,7 +1733,7 @@
"block.create.deployer.tooltip.behaviour3": "El desplegador no se activará a menos que el elemento retenido _coincida_ con el _filtro._ Los elementos que no coincidan no podrán ser insertados; los elementos retenidos que coincidan con el filtro no podrán ser extraídos.",
"block.create.brass_casing.tooltip": "REVESTIDOR DE LATÓN",
"block.create.brass_casing.tooltip.summary": "Resistente máquina revestidora con una gran variedad de usos. Segura para la decoración. Se puede utilizar para _revestir ejes_ y _correas._",
"block.create.brass_casing.tooltip.summary": "Resistente máquina revestidora con una gran variedad de usos. Segura para la decoración. Se puede utilizar para _revestir ejes_ y _cintas._",
"block.create.pulse_repeater.tooltip": "REPETIDOR DE PULSOS DE REDSTONE",
"block.create.pulse_repeater.tooltip.summary": "Un circuito sencillo para cortar las señales de Redstone que pasan a una longitud de _1 tick_",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "Este quizás no es para ti. ¿Qué tal ese?",
"create.tooltip.randomWipDescription8": "Úsalo y arrepiéntete de tu decisión inmediatamente",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 899",
"_": "Missing Localizations: 1300",
"_": "->------------------------] Game Elements [------------------------<-",
@ -164,7 +164,7 @@
"block.create.gabbro_cobblestone_stairs": "Escaleras de Piedra Labrada de Gabro",
"block.create.gabbro_cobblestone_wall": "Pared de Piedra Labrada de Gabro",
"block.create.gabbro_pillar": "Pilar de Gabro",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Transmisión",
"block.create.gearshift": "Cambio de Marcha",
@ -378,6 +378,7 @@
"block.create.spout": "Canaleta",
"block.create.spruce_window": "Ventana de Abeto",
"block.create.spruce_window_pane": "Panel de Ventana de Abeto",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Pistón Mecánico Pegajoso",
"block.create.stockpile_switch": "Interruptor de Pila",
"block.create.stressometer": "Estresómetro",
@ -433,6 +434,7 @@
"item.create.builders_tea": "Té del Constructor",
"item.create.chest_minecart_contraption": "Artefacto de Vagón con Cofre",
"item.create.chocolate_bucket": "Cubeta de Chocolate",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "Compuesto Cromático",
"item.create.cinder_flour": "Ceniza Molida",
"item.create.copper_ingot": "Lingote de Cobre",
@ -466,6 +468,7 @@
"item.create.handheld_blockzapper": "Pistola de Manipulación de Bloques",
"item.create.handheld_worldshaper": "Pistola de Manipulación de Mundo",
"item.create.honey_bucket": "Cubeta de Miel",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "Circuito Integrado",
"item.create.iron_sheet": "Lámina de Hierro",
"item.create.lapis_sheet": "Lámina de Lapislázuli",
@ -482,6 +485,7 @@
"item.create.schematic_and_quill": "Esquema y Pluma",
"item.create.shadow_steel": "Acero Sombrío",
"item.create.super_glue": "Super Pegamento",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Fertilizador de Árboles",
"item.create.vertical_gearbox": "Transmisión Vertical",
"item.create.wand_of_symmetry": "Vara de la Simetria",
@ -828,12 +832,15 @@
"create.gui.goggles.kinetic_stats": "UNLOCALIZED: Kinetic Stats:",
"create.gui.goggles.at_current_speed": "UNLOCALIZED: at current speed",
"create.gui.goggles.pole_length": "UNLOCALIZED: Pole Length:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "UNLOCALIZED: Gauge Information:",
"create.gui.speedometer.title": "UNLOCALIZED: Rotation Speed",
"create.gui.stressometer.title": "UNLOCALIZED: Network Stress",
@ -1450,6 +1457,8 @@
"item.create.goggles.tooltip.behaviour1": "Muestra _indicadores_ _con_ _colores_ correspondientes al _Nivel_ _de_ _Velocidad_ de un componente cinético colocado, así como _Impacto_ _de_ _Estrés_ y _Capacidad_ de los componentes individuales.",
"item.create.goggles.tooltip.condition2": "Al mirar el medidor",
"item.create.goggles.tooltip.behaviour2": "Muestra información detallada sobre la _velocidad_ o el _estrés_ de la red a la que está conectado el medidor.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "WRENCH",
"item.create.wrench.tooltip.summary": "Una herramienta útil para trabajar en artefactos cinéticos. Se puede utilizar para _Rotar,_ _Desmantelar_ y _Configurar_ componentes.",
@ -1804,6 +1813,480 @@
"create.tooltip.randomWipDescription7": "UNLOCALIZED: This one maybe isn't for you. What about that one?",
"create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 685",
"_": "Missing Localizations: 1082",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "Créateur de schémacanon",
"block.create.creative_fluid_tank": "Réservoir créatif",
"block.create.creative_motor": "Moteur",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "Roue de concassage",
"block.create.crushing_wheel_controller": "Contrôleur de roue de concassage",
"block.create.cuckoo_clock": "Horloge à coucou",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Boîte à roue dentée",
"block.create.gearshift": "Décaleur de rotation",
@ -378,6 +376,7 @@
"block.create.spout": "UNLOCALIZED: Spout",
"block.create.spruce_window": "UNLOCALIZED: Spruce Window",
"block.create.spruce_window_pane": "UNLOCALIZED: Spruce Window Pane",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Piston mécanique collant",
"block.create.stockpile_switch": "Détecteur de stockage",
"block.create.stressometer": "Stressomètre",
@ -386,8 +385,6 @@
"block.create.turntable": "Plaque tournante",
"block.create.vertical_framed_glass": "Fenêtre en verre verticale",
"block.create.vertical_framed_glass_pane": "Vitre encadrée verticale",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "Roue à eau",
"block.create.weathered_limestone": "Calcaire altéré",
"block.create.weathered_limestone_bricks": "Briques de Calcaire altéré",
@ -433,6 +430,7 @@
"item.create.builders_tea": "Thé du constructeur",
"item.create.chest_minecart_contraption": "Engin de wagonnet avec coffre",
"item.create.chocolate_bucket": "Seau de chocolat",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "Composé chromatique",
"item.create.cinder_flour": "Farine de braise",
"item.create.copper_ingot": "Lingot de cuivre",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "Blockzappeur portable",
"item.create.handheld_worldshaper": "Térraformeur portable",
"item.create.honey_bucket": "Seau de miel",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "Circuit intégré",
"item.create.iron_sheet": "Plaque de Fer",
"item.create.lapis_sheet": "Feuille de lapis",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "Schéma et plume",
"item.create.shadow_steel": "Acier sombre",
"item.create.super_glue": "Colle extra-forte",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Engrais pour arbres",
"item.create.vertical_gearbox": "Boîte de transfert verticale",
"item.create.wand_of_symmetry": "Bâton de symétrie",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "Statistiques cinétiques:",
"create.gui.goggles.at_current_speed": "À la vitesse actuelle",
"create.gui.goggles.pole_length": "Longueur de la barre",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "Informations sur la jauge:",
"create.gui.speedometer.title": "Vitesse de rotation",
"create.gui.stressometer.title": "Stress du réseau",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "Affiche des _indicateurs_ _colorés_ correspondants au _niveau_ _de_ _vitesse_ d'un composant cinétique placé ainsi que _l'impact_ du _stress_ et la _capacité_ des composants individuels.",
"item.create.goggles.tooltip.condition2": "Quand vision portée sur une jauge",
"item.create.goggles.tooltip.behaviour2": "Affiche des informations détaillées sur la _vitesse_ ou le _stress_ du réseau auquel la jauge est connectée.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "CLÉ",
"item.create.wrench.tooltip.summary": "Un outil utile pour travailler sur les engins cinétiques. Peut être utilisé pour _tourner_, _démonter_ et _configurer_ les composants.",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "Celui-ci n'est peut-être pas pour vous. Que dire de celui-là?",
"create.tooltip.randomWipDescription8": "Utilisez-le et regrettez immédiatement votre décision.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 20",
"_": "Missing Localizations: 418",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "Creatore cannoneschematico",
"block.create.creative_fluid_tank": "Serbatoio per fluidi (creativa)",
"block.create.creative_motor": "Motore (creativa)",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "Ruota di frantumazione",
"block.create.crushing_wheel_controller": "Telecomando per ruota di frantumazione",
"block.create.cuckoo_clock": "Orologio a cucù",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Scalini di pietrisco di gabbro",
"block.create.gabbro_cobblestone_wall": "Muretto di pietrisco di gabbro",
"block.create.gabbro_pillar": "Pilastro di gabbro",
"block.create.gantry_pinion": "Pignone a portale",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "Albero a portale",
"block.create.gearbox": "Riduttore",
"block.create.gearshift": "Cambio",
@ -378,6 +376,7 @@
"block.create.spout": "Spruzzo",
"block.create.spruce_window": "Finestra di abete",
"block.create.spruce_window_pane": "Pannello di finestra di abete",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Pistone meccanico appiccicoso",
"block.create.stockpile_switch": "Interruttore accumulatore",
"block.create.stressometer": "Stressometro",
@ -386,8 +385,6 @@
"block.create.turntable": "Piatto",
"block.create.vertical_framed_glass": "Finestra di vetro verticale",
"block.create.vertical_framed_glass_pane": "Pannello di finestra di vetro verticale",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "Ruota idraulica",
"block.create.weathered_limestone": "Calcare consumato",
"block.create.weathered_limestone_bricks": "Mattoni di calcare consumato",
@ -433,6 +430,7 @@
"item.create.builders_tea": "Tè del costruttore",
"item.create.chest_minecart_contraption": "Contrazione per carrello da miniera con baule",
"item.create.chocolate_bucket": "Secchio di cioccolata",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "Composto cromatico",
"item.create.cinder_flour": "Cenere farinosa",
"item.create.copper_ingot": "Lingotto di rame",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "Zapper di blocchi portatile",
"item.create.handheld_worldshaper": "Plasmatore del mondo portatile",
"item.create.honey_bucket": "Secchio di miele",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "Circuito integrato",
"item.create.iron_sheet": "Lamiera di ferro",
"item.create.lapis_sheet": "Lamiera di lapislazzuli",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "Schematica e penna d'oca",
"item.create.shadow_steel": "Acciaio oscuro",
"item.create.super_glue": "Super colla",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Fertilizzante per alberi",
"item.create.vertical_gearbox": "Riduttore verticale",
"item.create.wand_of_symmetry": "Asta di simmetria",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "Statistiche cinetiche:",
"create.gui.goggles.at_current_speed": "Alla velocità attuale",
"create.gui.goggles.pole_length": "Lunghezza palo:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "Informazioni sul calibro:",
"create.gui.speedometer.title": "Velocità di rotazione",
"create.gui.stressometer.title": "Stress della rete",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "Mostra gli _indicatori_ _colorati_ corrispondenti al _livello_ _di_ _velocità_ di un componente cinetico posizionato, nonché all'_impatto_ _dello_ _stress_ e la capacità dei singoli componenti.",
"item.create.goggles.tooltip.condition2": "Quando si guarda il calibro",
"item.create.goggles.tooltip.behaviour2": "Mostra informazioni dettagliate sulla _velocità_ o lo _stress_ della rete a cui è collegato il misuratore.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "CHIAVE INGLESE",
"item.create.wrench.tooltip.summary": "Uno strumento utile per lavorare su congegni cinetici. Può essere usato per _ruotare_, _smontare_ e _configurare_ i componenti.",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "Questo forse non fa per te. Che ne dici di quello?",
"create.tooltip.randomWipDescription8": "Usalo e rimpiangi immediatamente la tua decisione.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 27",
"_": "Missing Localizations: 425",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "クリエティブクレート",
"block.create.creative_fluid_tank": "クリエイティブ液体タンク",
"block.create.creative_motor": "クリエイティブモーター",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "破砕ホイール",
"block.create.crushing_wheel_controller": "破砕ホイールコントローラー",
"block.create.cuckoo_clock": "鳩時計",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "斑れい岩の丸石の階段",
"block.create.gabbro_cobblestone_wall": "斑れい岩の丸石の壁",
"block.create.gabbro_pillar": "斑れい岩の柱",
"block.create.gantry_pinion": "ガントリーピニオン",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "ガントリーシャフト",
"block.create.gearbox": "ギアボックス",
"block.create.gearshift": "ギアシフト",
@ -378,6 +376,7 @@
"block.create.spout": "アイテム注液口",
"block.create.spruce_window": "マツの窓",
"block.create.spruce_window_pane": "マツの窓パネル",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "粘着メカニカルピストン",
"block.create.stockpile_switch": "在庫スイッチ",
"block.create.stressometer": "応力メーター",
@ -386,8 +385,6 @@
"block.create.turntable": "ターンテーブル",
"block.create.vertical_framed_glass": "垂直ガラス窓",
"block.create.vertical_framed_glass_pane": "垂直ガラス窓板",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "水車",
"block.create.weathered_limestone": "風化した石灰岩",
"block.create.weathered_limestone_bricks": "風化した石灰岩レンガ",
@ -433,6 +430,7 @@
"item.create.builders_tea": "建築家のお茶",
"item.create.chest_minecart_contraption": "からくりチェストトロッコ",
"item.create.chocolate_bucket": "チョコレート入りバケツ",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "色彩の化合物",
"item.create.cinder_flour": "ネザーラックの粉",
"item.create.copper_ingot": "銅インゴット",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "携帯ブロックザッパー",
"item.create.handheld_worldshaper": "携帯ワールドシェーパー",
"item.create.honey_bucket": "ハチミツ入りバケツ",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "集積回路",
"item.create.iron_sheet": "鉄板",
"item.create.lapis_sheet": "ラピスラズリ板",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "概略図と羽根ペン",
"item.create.shadow_steel": "シャドウスチール",
"item.create.super_glue": "接着剤",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "樹木の肥料",
"item.create.vertical_gearbox": "垂直ギアボックス",
"item.create.wand_of_symmetry": "対称の杖",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "動力の統計:",
"create.gui.goggles.at_current_speed": "現在の速度",
"create.gui.goggles.pole_length": "ポールの長さ:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "計器の情報:",
"create.gui.speedometer.title": "回転速度",
"create.gui.stressometer.title": "ネットワークの応力",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "設置された機械の_速度レベル_および、_機械_の_応力の影響_と_容量_を_色付きのインジケーター_で表示します。",
"item.create.goggles.tooltip.condition2": "計器を見たとき",
"item.create.goggles.tooltip.behaviour2": "計器が接続されているネットワークの_速度_または_応力_に関する詳細情報を表示します。",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "レンチ",
"item.create.wrench.tooltip.summary": "動的からくりに取り組むための便利なツール。コンポーネントの_回転_、_解体_、_設定_に使用できます。",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "これは君に向いていないかもしれない。あれはどう??",
"create.tooltip.randomWipDescription8": "それを使ったことをすぐ後悔する。",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 74",
"_": "Missing Localizations: 471",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "크리에이티브 창고",
"block.create.creative_fluid_tank": "크리에이티브 탱크",
"block.create.creative_motor": "크리에이티브 모터",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "분쇄 휠",
"block.create.crushing_wheel_controller": "분쇄 휠 컨트롤러",
"block.create.cuckoo_clock": "뻐꾸기 시계",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "반려암 조약돌 계단",
"block.create.gabbro_cobblestone_wall": "반려암 조약돌 담장",
"block.create.gabbro_pillar": "반려암 기둥",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "기어박스",
"block.create.gearshift": "기어쉬프트",
@ -378,6 +376,7 @@
"block.create.spout": "수도꼭지",
"block.create.spruce_window": "가문비나무 유리창",
"block.create.spruce_window_pane": "가문비나무 유리판",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "끈끈이 기계식 피스톤",
"block.create.stockpile_switch": "수량 스위치",
"block.create.stressometer": "피로도 계측기",
@ -386,8 +385,6 @@
"block.create.turntable": "돌림판",
"block.create.vertical_framed_glass": "수직 유리",
"block.create.vertical_framed_glass_pane": "수직 유리판",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "물레방아",
"block.create.weathered_limestone": "풍화된 석회암",
"block.create.weathered_limestone_bricks": "풍화된 석회암 벽돌",
@ -433,6 +430,7 @@
"item.create.builders_tea": "건축가의 차",
"item.create.chest_minecart_contraption": "상자가 실린 광산 수레 장치",
"item.create.chocolate_bucket": "초콜릿 양동이",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "색채 혼합물",
"item.create.cinder_flour": "잿가루",
"item.create.copper_ingot": "구리 주괴",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "휴대용 블록발사기",
"item.create.handheld_worldshaper": "휴대용 세계편집기",
"item.create.honey_bucket": "꿀 양동이",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "집적 회로",
"item.create.iron_sheet": "철 판",
"item.create.lapis_sheet": "청금석 판",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "청사진과 깃펜",
"item.create.shadow_steel": "그림자 강철",
"item.create.super_glue": "강력 접착제",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "나무 비료",
"item.create.vertical_gearbox": "수직 기어박스",
"item.create.wand_of_symmetry": "대칭의 지팡이",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "가동 상태:",
"create.gui.goggles.at_current_speed": "현재 에너지량",
"create.gui.goggles.pole_length": "UNLOCALIZED: Pole Length:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "게이지 정보:",
"create.gui.speedometer.title": "회전 속도",
"create.gui.stressometer.title": "네트워크 부하",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "해당 장치의 _속도_, _피로도_, _용량_을 레벨에 따라 에 따라 색상 UI를 보여줍니다.",
"item.create.goggles.tooltip.condition2": "계측기를 바라볼 때",
"item.create.goggles.tooltip.behaviour2": "계측기가 연결된 네트워크의 _속도_나 _스트레스_의 자세한 정보를 보여줍니다.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "WRENCH",
"item.create.wrench.tooltip.summary": "장치 구성에 유용한 도구입니다. 장치를 _회전_, _설정_, _해체_하는 데 쓰입니다.",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "This one maybe isn't for you. What about that one?",
"create.tooltip.randomWipDescription8": "Use it and regret your decision immediately.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1172",
"_": "Missing Localizations: 1569",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "Bouwtekeningkannon Creatiefeerder",
"block.create.creative_fluid_tank": "UNLOCALIZED: Creative Fluid Tank",
"block.create.creative_motor": "UNLOCALIZED: Creative Motor",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "Verpulveraar",
"block.create.crushing_wheel_controller": "UNLOCALIZED: Crushing Wheel Controller",
"block.create.cuckoo_clock": "UNLOCALIZED: Cuckoo Clock",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Versnellingsbak",
"block.create.gearshift": "Versnellingspook",
@ -378,6 +376,7 @@
"block.create.spout": "UNLOCALIZED: Spout",
"block.create.spruce_window": "UNLOCALIZED: Spruce Window",
"block.create.spruce_window_pane": "UNLOCALIZED: Spruce Window Pane",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Mechanische Zuiger",
"block.create.stockpile_switch": "Voorraad Schakelaar",
"block.create.stressometer": "Stressmeter",
@ -386,8 +385,6 @@
"block.create.turntable": "Draaischijf",
"block.create.vertical_framed_glass": "UNLOCALIZED: Vertical Framed Glass",
"block.create.vertical_framed_glass_pane": "UNLOCALIZED: Vertical Framed Glass Pane",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "Waterrad",
"block.create.weathered_limestone": "Verweerde Kalksteen",
"block.create.weathered_limestone_bricks": "Verweerde Kalksteenstenen",
@ -433,6 +430,7 @@
"item.create.builders_tea": "UNLOCALIZED: Builder's Tea",
"item.create.chest_minecart_contraption": "UNLOCALIZED: Chest Minecart Contraption",
"item.create.chocolate_bucket": "UNLOCALIZED: Chocolate Bucket",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "UNLOCALIZED: Chromatic Compound",
"item.create.cinder_flour": "UNLOCALIZED: Cinder Flour",
"item.create.copper_ingot": "Koperstaaf",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "Blokzapper",
"item.create.handheld_worldshaper": "UNLOCALIZED: Handheld Worldshaper",
"item.create.honey_bucket": "UNLOCALIZED: Honey Bucket",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "UNLOCALIZED: Integrated Circuit",
"item.create.iron_sheet": "IJzeren Platen",
"item.create.lapis_sheet": "UNLOCALIZED: Lapis Sheet",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "Bouwtekening en Veer",
"item.create.shadow_steel": "UNLOCALIZED: Shadow Steel",
"item.create.super_glue": "UNLOCALIZED: Super Glue",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Boom mest",
"item.create.vertical_gearbox": "UNLOCALIZED: Vertical Gearbox",
"item.create.wand_of_symmetry": "Symmetrie Staf",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "UNLOCALIZED: Kinetic Stats:",
"create.gui.goggles.at_current_speed": "UNLOCALIZED: at current speed",
"create.gui.goggles.pole_length": "UNLOCALIZED: Pole Length:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "UNLOCALIZED: Gauge Information:",
"create.gui.speedometer.title": "UNLOCALIZED: Rotation Speed",
"create.gui.stressometer.title": "UNLOCALIZED: Network Stress",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "Laat _gekleurde_ _indicaties_ zien die corresponderen met de _Snelheid_ van een geplaatst kinetisch onderdeel.",
"item.create.goggles.tooltip.condition2": "UNLOCALIZED: When looking at gauge",
"item.create.goggles.tooltip.behaviour2": "UNLOCALIZED: Shows detailed information about _Speed_ or _Stress_ of the network to which the gauge is connected.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "UNLOCALIZED: WRENCH",
"item.create.wrench.tooltip.summary": "UNLOCALIZED: A useful tool for working on kinetic contraptions. Can be used to _Rotate_, _Dismantle_ and to _Configure_ components.",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "Deze is misschien niet geschikt voor jou.",
"create.tooltip.randomWipDescription8": "Gebruikt het en je zal meteen spijt hebben.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 1238",
"_": "Missing Localizations: 1635",
"_": "->------------------------] Game Elements [------------------------<-",
@ -67,8 +67,6 @@
"block.create.creative_crate": "Criativador Esquemaannon",
"block.create.creative_fluid_tank": "UNLOCALIZED: Creative Fluid Tank",
"block.create.creative_motor": "UNLOCALIZED: Creative Motor",
"block.create.crimson_window": "UNLOCALIZED: Crimson Window",
"block.create.crimson_window_pane": "UNLOCALIZED: Crimson Window Pane",
"block.create.crushing_wheel": "Roda de Moer",
"block.create.crushing_wheel_controller": "UNLOCALIZED: Crushing Wheel Controller",
"block.create.cuckoo_clock": "UNLOCALIZED: Cuckoo Clock",
@ -164,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Caixa de Transmissão",
"block.create.gearshift": "Câmbio",
@ -378,6 +376,7 @@
"block.create.spout": "UNLOCALIZED: Spout",
"block.create.spruce_window": "UNLOCALIZED: Spruce Window",
"block.create.spruce_window_pane": "UNLOCALIZED: Spruce Window Pane",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Pistão Mecânico Grudento",
"block.create.stockpile_switch": "Disjuntor de Armazenamento",
"block.create.stressometer": "UNLOCALIZED: Stressometer",
@ -386,8 +385,6 @@
"block.create.turntable": "Mesa giratória",
"block.create.vertical_framed_glass": "UNLOCALIZED: Vertical Framed Glass",
"block.create.vertical_framed_glass_pane": "UNLOCALIZED: Vertical Framed Glass Pane",
"block.create.warped_window": "UNLOCALIZED: Warped Window",
"block.create.warped_window_pane": "UNLOCALIZED: Warped Window Pane",
"block.create.water_wheel": "Roda de Água",
"block.create.weathered_limestone": "Calcário Resistido",
"block.create.weathered_limestone_bricks": "Tijolos de Calcário Resistido",
@ -433,6 +430,7 @@
"item.create.builders_tea": "UNLOCALIZED: Builder's Tea",
"item.create.chest_minecart_contraption": "UNLOCALIZED: Chest Minecart Contraption",
"item.create.chocolate_bucket": "UNLOCALIZED: Chocolate Bucket",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "UNLOCALIZED: Chromatic Compound",
"item.create.cinder_flour": "UNLOCALIZED: Cinder Flour",
"item.create.copper_ingot": "UNLOCALIZED: Copper Ingot",
@ -466,6 +464,7 @@
"item.create.handheld_blockzapper": "Blockzapper Portátil",
"item.create.handheld_worldshaper": "UNLOCALIZED: Handheld Worldshaper",
"item.create.honey_bucket": "UNLOCALIZED: Honey Bucket",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "UNLOCALIZED: Integrated Circuit",
"item.create.iron_sheet": "Placas de Ferro",
"item.create.lapis_sheet": "UNLOCALIZED: Lapis Sheet",
@ -482,6 +481,7 @@
"item.create.schematic_and_quill": "Esquema e pena",
"item.create.shadow_steel": "UNLOCALIZED: Shadow Steel",
"item.create.super_glue": "UNLOCALIZED: Super Glue",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Fertilizante de Árvore",
"item.create.vertical_gearbox": "UNLOCALIZED: Vertical Gearbox",
"item.create.wand_of_symmetry": "Varinha de Simetria",
@ -828,12 +828,15 @@
"create.gui.goggles.kinetic_stats": "UNLOCALIZED: Kinetic Stats:",
"create.gui.goggles.at_current_speed": "UNLOCALIZED: at current speed",
"create.gui.goggles.pole_length": "UNLOCALIZED: Pole Length:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "UNLOCALIZED: Gauge Information:",
"create.gui.speedometer.title": "UNLOCALIZED: Rotation Speed",
"create.gui.stressometer.title": "UNLOCALIZED: Network Stress",
@ -1450,6 +1453,8 @@
"item.create.goggles.tooltip.behaviour1": "UNLOCALIZED: Shows _colored indicators_ corresponding to the _Speed Level_ of a placed kinetic component as well as _Stress Impact_ and _Capacity_ of individual components.",
"item.create.goggles.tooltip.condition2": "UNLOCALIZED: When looking at gauge",
"item.create.goggles.tooltip.behaviour2": "UNLOCALIZED: Shows detailed information about _Speed_ or _Stress_ of the network to which the gauge is connected.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "UNLOCALIZED: WRENCH",
"item.create.wrench.tooltip.summary": "UNLOCALIZED: A useful tool for working on kinetic contraptions. Can be used to _Rotate_, _Dismantle_ and to _Configure_ components.",
@ -1804,6 +1809,480 @@
"create.tooltip.randomWipDescription7": "UNLOCALIZED: This one maybe isn't for you. What about that one?",
"create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 20",
"_": "Missing Localizations: 421",
"_": "->------------------------] Game Elements [------------------------<-",
@ -164,7 +164,7 @@
"block.create.gabbro_cobblestone_stairs": "Ступени из габбро-булыжника",
"block.create.gabbro_cobblestone_wall": "Стена из габбро-булыжника",
"block.create.gabbro_pillar": "Габбро колонна",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Коробка передач",
"block.create.gearshift": "Реверсивный механизм",
@ -378,6 +378,7 @@
"block.create.spout": "Дозатор",
"block.create.spruce_window": "Еловое окно",
"block.create.spruce_window_pane": "Панель из елового окна",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "Липкий механический поршень",
"block.create.stockpile_switch": "Настраиваемый компаратор",
"block.create.stressometer": "Динамометр",
@ -433,6 +434,7 @@
"item.create.builders_tea": "Чай Строителя",
"item.create.chest_minecart_contraption": "Сундуко-вагонеточная штуковина",
"item.create.chocolate_bucket": "Ведро шоколада",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "Хроматический компаунд",
"item.create.cinder_flour": "Незераковая пыль",
"item.create.copper_ingot": "Медный слиток",
@ -466,6 +468,7 @@
"item.create.handheld_blockzapper": "Ручная блоковая пушка",
"item.create.handheld_worldshaper": "Ручной редактор мира",
"item.create.honey_bucket": "Ведро мёда",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "Интегральная схема",
"item.create.iron_sheet": "Железный лист",
"item.create.lapis_sheet": "Лазуритовый лист",
@ -482,6 +485,7 @@
"item.create.schematic_and_quill": "Схематика и перо",
"item.create.shadow_steel": "Призрачная сталь",
"item.create.super_glue": "Супер-клей",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "Удобрение для деревьев",
"item.create.vertical_gearbox": "Вертикальная коробка передач",
"item.create.wand_of_symmetry": "Жезл симметрии",
@ -777,7 +781,7 @@
"create.gui.terrainzapper.tool.overlay": "Наложение",
"create.gui.terrainzapper.tool.flatten": "Выравнивание",
"create.terrainzapper.shiftRightClickToSet": "ПКМ крадясь, чтобы выбрать форму",
"create.terrainzapper.shiftRightClickToSet": "ПКМ крадучись, чтобы выбрать форму",
"create.blockzapper.usingBlock": "С помощью: %1$s",
"create.blockzapper.componentUpgrades": "Обновления компонентов:",
@ -828,12 +832,15 @@
"create.gui.goggles.kinetic_stats": "Кинетическая статистика:",
"create.gui.goggles.at_current_speed": "На текущей скорости",
"create.gui.goggles.pole_length": "Длина поршня",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "Калибровочная информация:",
"create.gui.speedometer.title": "Скорость вращения",
"create.gui.stressometer.title": "Сетевой момент",
@ -1321,7 +1328,7 @@
"item.create.wand_of_symmetry.tooltip.action1": "_Создаёт_ или _Перемещает_ зеркало",
"item.create.wand_of_symmetry.tooltip.control2": "ПКМ в воздух",
"item.create.wand_of_symmetry.tooltip.action2": "_Убирает_ зеркало",
"item.create.wand_of_symmetry.tooltip.control3": "ПКМ крадясь",
"item.create.wand_of_symmetry.tooltip.control3": "ПКМ крадучись",
"item.create.wand_of_symmetry.tooltip.action3": "Открывает _интерфейс_ _конфигурации_",
"item.create.handheld_blockzapper.tooltip": "BLOCKZAPPER",
@ -1330,7 +1337,7 @@
"item.create.handheld_blockzapper.tooltip.action1": "Устанавливает выбранный блок как материал.",
"item.create.handheld_blockzapper.tooltip.control2": "ПКМ на блок",
"item.create.handheld_blockzapper.tooltip.action2": "_Размещает_ или _Замещает_ блок.",
"item.create.handheld_blockzapper.tooltip.control3": "ПКМ крадясь",
"item.create.handheld_blockzapper.tooltip.control3": "ПКМ крадучись",
"item.create.handheld_blockzapper.tooltip.action3": "Открывает _интерфейс_ _конфигурации_",
"item.create.handheld_worldshaper.tooltip": "HANDHELD WORLDSHAPER",
@ -1339,7 +1346,7 @@
"item.create.handheld_worldshaper.tooltip.action1": "Устанавливает блоки, помещенные инструментом, в целевой блок.",
"item.create.handheld_worldshaper.tooltip.control2": "ПКМ на блок",
"item.create.handheld_worldshaper.tooltip.action2": "Применяет выбранную _кисть_ и _инструмент_ в выбранном месте.",
"item.create.handheld_worldshaper.tooltip.control3": "ПКМ крадясь",
"item.create.handheld_worldshaper.tooltip.control3": "ПКМ крадучись",
"item.create.handheld_worldshaper.tooltip.action3": "Открывает _интерфейс_ _конфигурации_",
"item.create.tree_fertilizer.tooltip": "TREE FERTILIZER",
@ -1376,7 +1383,7 @@
"item.create.schematic.tooltip.summary": "Содержит структуру, которая будет позиционироваться и помещаться в мир. Расположите голограмму по своему усмотрению и используйте _схематичную пушку_ для ее построения.",
"item.create.schematic.tooltip.condition1": "При удерживании",
"item.create.schematic.tooltip.behaviour1": "Может быть позиционирован с помощью инструментов на экране.",
"item.create.schematic.tooltip.control1": "ПКМ крадясь",
"item.create.schematic.tooltip.control1": "ПКМ крадучись",
"item.create.schematic.tooltip.action1": "Открывает _интерфейс_ для ввода _точных_ _координат_.",
"item.create.schematic_and_quill.tooltip": "SCHEMATIC AND QUILL",
@ -1389,7 +1396,7 @@
"item.create.schematic_and_quill.tooltip.action1": "Выберите угловые точки / подтвердите сохранение.",
"item.create.schematic_and_quill.tooltip.control2": "Удержание Ctrl",
"item.create.schematic_and_quill.tooltip.action2": "Выберите точки в воздухе. Прокрутка для настройки расстояния.",
"item.create.schematic_and_quill.tooltip.control3": "ПКМ крадясь",
"item.create.schematic_and_quill.tooltip.control3": "ПКМ крадучись",
"item.create.schematic_and_quill.tooltip.action3": "_Сбрасывает_ и _удаляет_ выделение.",
"block.create.schematicannon.tooltip": "SCHEMATICANNON",
@ -1441,7 +1448,7 @@
"item.create.belt_connector.tooltip.summary": "Соединяет _2_ _Вала_ с помощью _механического_ _ремня_._ Соединённые валы будут иметь одинаковые _скорость_ и _направление_ _вращения._ Лента может служить как _конвейер_ для _транспортировки._",
"item.create.belt_connector.tooltip.control1": "ПКМ по валу",
"item.create.belt_connector.tooltip.action1": "Выбирает вал в качестве одного шкива конвейера. Оба выбранных вала должны быть _на_ _одной_ _линии_ _вертикально,_ _горизонтально_ либо _диагонально_ по направлению конвейера.",
"item.create.belt_connector.tooltip.control2": "ПКМ крадясь",
"item.create.belt_connector.tooltip.control2": "ПКМ крадучись",
"item.create.belt_connector.tooltip.action2": "_Сбрасывает_ первый выбранный шкив для конвейера.",
"item.create.goggles.tooltip": "GOGGLES",
@ -1450,12 +1457,14 @@
"item.create.goggles.tooltip.behaviour1": "Показывает _цветные_ _индикаторы_, соответствующие _уровню_ _скорости_ размещённого кинетического компонента, а также воздействию момента и мощности отдельных компонентов.",
"item.create.goggles.tooltip.condition2": "При взгляде на датчик",
"item.create.goggles.tooltip.behaviour2": "Показывает подробную информацию о скорости или моменте сети, к которой подключён датчик.",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "WRENCH",
"item.create.wrench.tooltip.summary": "Полезный _инструмент_ для работы с _кинетическими_ штуковинами. Может использоваться для _поворота_, _демонтажа_ и _настройки_ компонентов.",
"item.create.wrench.tooltip.control1": "ПКМ по кинетическому блоку",
"item.create.wrench.tooltip.action1": "_Поворачивает_ _компонент_ с которым вы взаимодействуете _к_ _лицу_ или _от_ _лица_.",
"item.create.wrench.tooltip.control2": "ПКМ крадясь",
"item.create.wrench.tooltip.control2": "ПКМ крадучись",
"item.create.wrench.tooltip.action2": "Разбирает кинетические компоненты и помещает их обратно в ваш инвентарь.",
"block.create.creative_motor.tooltip": "CREATIVE MOTOR",
@ -1688,10 +1697,10 @@
"block.create.redstone_link.tooltip": "REDSTONE LINK",
"block.create.redstone_link.tooltip.summary": "_Беспроводной_ _передатчик_ сигнала красного камня. Можно выбрать _частоты_ с помощью любого предмета. Диапазон сигнала ограничен, но достаточно далёк.",
"block.create.redstone_link.tooltip.condition1": "Когда приведен в действие",
"block.create.redstone_link.tooltip.behaviour1": "Приняв сигнал той-же _частоты_ выдаёт сигнал красного камня или наоборот.",
"block.create.redstone_link.tooltip.behaviour1": "Приняв сигнал той же _частоты_ выдаёт сигнал красного камня или наоборот.",
"block.create.redstone_link.tooltip.control1": "При ПКМ предметом",
"block.create.redstone_link.tooltip.action1": "Устанавливает частоту для этого предмета. Всего _два_ разных предмета могут быть использованы в комбинации для определения частоты.",
"block.create.redstone_link.tooltip.control2": "ПКМ крадясь",
"block.create.redstone_link.tooltip.control2": "ПКМ крадучись",
"block.create.redstone_link.tooltip.action2": "Переключение между режимом _приемника_ и _передатчика_.",
"block.create.nixie_tube.tooltip": "NIXIE TUBE",
@ -1804,6 +1813,480 @@
"create.tooltip.randomWipDescription7": "Этот, возможно, но не для тебя. Как насчет этого?",
"create.tooltip.randomWipDescription8": "Используя его, вы немедленно пожалеете о своем решении.",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 18",
"_": "Missing Localizations: 419",
"_": "->------------------------] Game Elements [------------------------<-",
@ -164,7 +164,7 @@
"block.create.gabbro_cobblestone_stairs": "辉长岩圆石楼梯",
"block.create.gabbro_cobblestone_wall": "辉长岩圆石墙",
"block.create.gabbro_pillar": "竖纹辉长岩",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "十字齿轮箱",
"block.create.gearshift": "反转齿轮箱",
@ -378,6 +378,7 @@
"block.create.spout": "注液器",
"block.create.spruce_window": "云杉窗户",
"block.create.spruce_window_pane": "云杉窗户板",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "黏性动力活塞",
"block.create.stockpile_switch": "存量转换器",
"block.create.stressometer": "应力表",
@ -433,6 +434,7 @@
"item.create.builders_tea": "建造工茶饮",
"item.create.chest_minecart_contraption": "装配过的动力矿车",
"item.create.chocolate_bucket": "巧克力桶",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "异彩化合物",
"item.create.cinder_flour": "下界面粉",
"item.create.copper_ingot": "铜锭",
@ -466,6 +468,7 @@
"item.create.handheld_blockzapper": "手持式方块放置器",
"item.create.handheld_worldshaper": "手持式环境塑形器",
"item.create.honey_bucket": "蜂蜜桶",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "集成电路板",
"item.create.iron_sheet": "铁板",
"item.create.lapis_sheet": "青金石板",
@ -482,6 +485,7 @@
"item.create.schematic_and_quill": "蓝图与笔",
"item.create.shadow_steel": "暗影钢",
"item.create.super_glue": "强力胶",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "树木肥料",
"item.create.vertical_gearbox": "竖直十字齿轮箱",
"item.create.wand_of_symmetry": "对称之杖",
@ -828,12 +832,15 @@
"create.gui.goggles.kinetic_stats": "动力学状态:",
"create.gui.goggles.at_current_speed": "当前速度应力值",
"create.gui.goggles.pole_length": "活塞杆长度:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "仪表信息:",
"create.gui.speedometer.title": "旋转速度",
"create.gui.stressometer.title": "网络应力",
@ -1450,6 +1457,8 @@
"item.create.goggles.tooltip.behaviour1": "根据对应动力组件的_转速等级_显示它的_颜色指示器_也会显示这个组件的_应力影响_以及_应力量_。",
"item.create.goggles.tooltip.condition2": "当看向仪表时",
"item.create.goggles.tooltip.behaviour2": "将会显示与仪表相连的网络的_转速_、_应力_等详细信息。",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "扳手",
"item.create.wrench.tooltip.summary": "操控动力组件的使用工具。可用于_旋转__拆除_以及_配置_组件。",
@ -1804,6 +1813,480 @@
"create.tooltip.randomWipDescription7": "这玩意不是给你用的,换个吧",
"create.tooltip.randomWipDescription8": "试试就逝世。",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

View file

@ -1,5 +1,5 @@
{
"_": "Missing Localizations: 23",
"_": "Missing Localizations: 424",
"_": "->------------------------] Game Elements [------------------------<-",
@ -164,7 +164,7 @@
"block.create.gabbro_cobblestone_stairs": "碎輝長岩樓梯",
"block.create.gabbro_cobblestone_wall": "碎輝長岩牆",
"block.create.gabbro_pillar": "豎紋輝長岩",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion",
"block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "齒輪箱",
"block.create.gearshift": "變速箱",
@ -378,6 +378,7 @@
"block.create.spout": "液體灌注器",
"block.create.spruce_window": "雲杉木窗戶",
"block.create.spruce_window_pane": "雲杉木窗戶片",
"block.create.sticker": "UNLOCALIZED: Sticker",
"block.create.sticky_mechanical_piston": "黏性機械活塞",
"block.create.stockpile_switch": "存量檢測器",
"block.create.stressometer": "動能錶",
@ -433,6 +434,7 @@
"item.create.builders_tea": "工人茶",
"item.create.chest_minecart_contraption": "裝修過的機械礦車",
"item.create.chocolate_bucket": "巧克力桶",
"item.create.chocolate_glazed_berries": "UNLOCALIZED: Chocolate Glazed Berries",
"item.create.chromatic_compound": "異彩化合物",
"item.create.cinder_flour": "地獄麵粉",
"item.create.copper_ingot": "銅錠",
@ -466,6 +468,7 @@
"item.create.handheld_blockzapper": "方塊放置器",
"item.create.handheld_worldshaper": "地形雕塑器",
"item.create.honey_bucket": "蜂蜜桶",
"item.create.honeyed_apple": "UNLOCALIZED: Honeyed Apple",
"item.create.integrated_circuit": "IC板",
"item.create.iron_sheet": "鐵板",
"item.create.lapis_sheet": "青金石板",
@ -482,6 +485,7 @@
"item.create.schematic_and_quill": "藍圖與筆",
"item.create.shadow_steel": "暗影鋼",
"item.create.super_glue": "強力膠",
"item.create.sweet_roll": "UNLOCALIZED: Sweet Roll",
"item.create.tree_fertilizer": "樹木肥料",
"item.create.vertical_gearbox": "豎直齒輪箱",
"item.create.wand_of_symmetry": "對稱杖",
@ -828,12 +832,15 @@
"create.gui.goggles.kinetic_stats": "機械學狀態:",
"create.gui.goggles.at_current_speed": "現在速度動能值",
"create.gui.goggles.pole_length": "UNLOCALIZED: Pole Length:",
"create.gui.goggles.fluid_container": "UNLOCALIZED: Fluid Container Info:",
"create.gui.goggles.fluid_container.capacity": "UNLOCALIZED: Capacity: ",
"create.gui.assembly.exception": "UNLOCALIZED: This Contraption was unable to assemble:",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s %2$s %3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s %2$s %3$s] was not in a loaded chunk",
"create.gui.assembly.exception.unmovableBlock": "UNLOCALIZED: Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
"create.gui.assembly.exception.chunkNotLoaded": "UNLOCALIZED: The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
"create.gui.assembly.exception.structureTooLarge": "UNLOCALIZED: There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.tooManyPistonPoles": "UNLOCALIZED: There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
"create.gui.assembly.exception.noPistonPoles": "UNLOCALIZED: The Piston is missing some extension Poles",
"create.gui.assembly.exception.not_enough_sails": "UNLOCALIZED: Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
"create.gui.gauge.info_header": "儀表訊息:",
"create.gui.speedometer.title": "旋轉速度",
"create.gui.stressometer.title": "網路動能",
@ -1450,6 +1457,8 @@
"item.create.goggles.tooltip.behaviour1": "將會展示該機械元件的_速度_、_動能_等數值",
"item.create.goggles.tooltip.condition2": "當裝備後看向儀表時",
"item.create.goggles.tooltip.behaviour2": "將會展示該儀表所連接網路的_速度_、_動能_等數值。",
"item.create.goggles.tooltip.condition3": "UNLOCALIZED: When looking at fluid containers",
"item.create.goggles.tooltip.behaviour3": "UNLOCALIZED: Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.",
"item.create.wrench.tooltip": "板手",
"item.create.wrench.tooltip.summary": "一種常用的工具能夠調整_動能_的_方向_、_配置_等。",
@ -1804,6 +1813,480 @@
"create.tooltip.randomWipDescription7": "這東西不是給你用的,再找找吧!",
"create.tooltip.randomWipDescription8": "用了就死定了。",
"_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.associated": "UNLOCALIZED: Associated Entries",
"create.ponder.close": "UNLOCALIZED: Close",
"create.ponder.identify": "UNLOCALIZED: Identify",
"create.ponder.next": "UNLOCALIZED: Next Scene",
"create.ponder.previous": "UNLOCALIZED: Previous Scene",
"create.ponder.replay": "UNLOCALIZED: Replay",
"create.ponder.think_back": "UNLOCALIZED: Think Back",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.rpm32": "UNLOCALIZED: 32 RPM",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.storage_on_contraption": "UNLOCALIZED: Inventories attached to the Contraption will pick up their drops automatically",
"create.ponder.shared.behaviour_modify_wrench": "UNLOCALIZED: This behaviour can be modified using a Wrench",
"create.ponder.shared.rpm8": "UNLOCALIZED: 8 RPM",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.shared.rpm16_source": "UNLOCALIZED: Source: 16 RPM",
"create.ponder.shared.rpm16": "UNLOCALIZED: 16 RPM",
"create.ponder.tag.kinetic_sources": "UNLOCALIZED: Kinetic Sources",
"create.ponder.tag.kinetic_sources.description": "UNLOCALIZED: Components which generate Rotational Force",
"create.ponder.tag.contraption_actor": "UNLOCALIZED: Contraption Actors",
"create.ponder.tag.contraption_actor.description": "UNLOCALIZED: Components which expose special behaviour when attached to a moving contraption",
"create.ponder.tag.arm_targets": "UNLOCALIZED: Targets for Mechanical Arms",
"create.ponder.tag.arm_targets.description": "UNLOCALIZED: Components which can be selected as inputs or outputs to the Mechanical Arm",
"create.ponder.tag.contraption_assembly": "UNLOCALIZED: Block Attachment Utility",
"create.ponder.tag.contraption_assembly.description": "UNLOCALIZED: Tools and Components used to assemble structures moved as an animated Contraption",
"create.ponder.tag.logistics": "UNLOCALIZED: Item Transportation",
"create.ponder.tag.logistics.description": "UNLOCALIZED: Components which help moving items around",
"create.ponder.tag.movement_anchor": "UNLOCALIZED: Movement Anchors",
"create.ponder.tag.movement_anchor.description": "UNLOCALIZED: Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
"create.ponder.tag.decoration": "UNLOCALIZED: Aesthetics",
"create.ponder.tag.decoration.description": "UNLOCALIZED: Components used mostly for decorative purposes",
"create.ponder.tag.kinetic_appliances": "UNLOCALIZED: Kinetic Appliances",
"create.ponder.tag.kinetic_appliances.description": "UNLOCALIZED: Components which make use of Rotational Force",
"create.ponder.tag.redstone": "UNLOCALIZED: Logic Components",
"create.ponder.tag.redstone.description": "UNLOCALIZED: Components which help with redstone engineering",
"create.ponder.tag.creative": "UNLOCALIZED: Creative Mode",
"create.ponder.tag.creative.description": "UNLOCALIZED: Components not usually available for Survival Mode",
"create.ponder.tag.kinetic_relays": "UNLOCALIZED: Kinetic Blocks",
"create.ponder.tag.kinetic_relays.description": "UNLOCALIZED: Components which help relaying Rotational Force elsewhere",
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"create.ponder.adjustable_pulse_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Pulse Repeaters",
"create.ponder.adjustable_pulse_repeater.text_1": "UNLOCALIZED: Adjustable Pulse Repeaters emit a short pulse at a delay",
"create.ponder.adjustable_pulse_repeater.text_2": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_pulse_repeater.text_3": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.adjustable_repeater.header": "UNLOCALIZED: Controlling signals using Adjustable Repeaters",
"create.ponder.adjustable_repeater.text_1": "UNLOCALIZED: Adjustable Repeaters behave similarly to regular Repeaters",
"create.ponder.adjustable_repeater.text_2": "UNLOCALIZED: They charge up for a set time...",
"create.ponder.adjustable_repeater.text_3": "UNLOCALIZED: ...and cool down for the same duration",
"create.ponder.adjustable_repeater.text_4": "UNLOCALIZED: Using the mouse wheel, the charge time can be configured",
"create.ponder.adjustable_repeater.text_5": "UNLOCALIZED: Configured delays can range up to 30 minutes",
"create.ponder.analog_lever.header": "UNLOCALIZED: Controlling signals using the Analog Lever",
"create.ponder.analog_lever.text_1": "UNLOCALIZED: Analog Levers make for a compact and precise source of redstone power",
"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.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",
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
"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.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.",
"create.ponder.brass_funnel.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.cart_assembler.header": "UNLOCALIZED: Moving Structures using Cart Assemblers",
"create.ponder.cart_assembler.text_1": "UNLOCALIZED: Powered Cart Assemblers mount attached structures to passing Minecarts",
"create.ponder.cart_assembler.text_2": "UNLOCALIZED: Without a redstone signal, it disassembles passing cart contraptions back into blocks",
"create.ponder.cart_assembler.text_3": "UNLOCALIZED: Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
"create.ponder.cart_assembler_dual.header": "UNLOCALIZED: Assembling Carriage Contraptions",
"create.ponder.cart_assembler_dual.text_1": "UNLOCALIZED: Whenever two Cart Assembers share an attached structure...",
"create.ponder.cart_assembler_dual.text_2": "UNLOCALIZED: Powering either of them will create a Carriage Contraption",
"create.ponder.cart_assembler_dual.text_3": "UNLOCALIZED: The carts will behave like those connected via Minecart Coupling",
"create.ponder.cart_assembler_modes.header": "UNLOCALIZED: Orientation Settings for Minecart Contraptions",
"create.ponder.cart_assembler_modes.text_1": "UNLOCALIZED: Cart Contraptions will rotate to face towards their carts' motion",
"create.ponder.cart_assembler_modes.text_2": "UNLOCALIZED: If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
"create.ponder.cart_assembler_rails.header": "UNLOCALIZED: Other types of Minecarts and Rails",
"create.ponder.cart_assembler_rails.text_1": "UNLOCALIZED: Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
"create.ponder.cart_assembler_rails.text_2": "UNLOCALIZED: When on Powered or Controller Rail, the carts will be held in place until it's Powered",
"create.ponder.cart_assembler_rails.text_3": "UNLOCALIZED: Other types of Minecarts can be used as the anchor",
"create.ponder.cart_assembler_rails.text_4": "UNLOCALIZED: Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
"create.ponder.chain_drive.header": "UNLOCALIZED: Relaying rotational force with Chain Drives",
"create.ponder.chain_drive.text_1": "UNLOCALIZED: Chain Drives relay rotation to each other in a row",
"create.ponder.chain_drive.text_2": "UNLOCALIZED: All shafts connected like this will rotate in the same direction",
"create.ponder.chain_drive.text_3": "UNLOCALIZED: Any part of the row can be rotated by 90 degrees",
"create.ponder.chain_gearshift.header": "UNLOCALIZED: Controlling rotational speed with Chain Gearshifts",
"create.ponder.chain_gearshift.text_1": "UNLOCALIZED: Unpowered Chain Gearshifts behave exacly like Chain Drives",
"create.ponder.chain_gearshift.text_2": "UNLOCALIZED: When Powered, the speed transmitted to other Chain Drives in the row is doubled",
"create.ponder.chain_gearshift.text_3": "UNLOCALIZED: Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
"create.ponder.chain_gearshift.text_4": "UNLOCALIZED: In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
"create.ponder.chain_gearshift.text_5": "UNLOCALIZED: Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
"create.ponder.chain_gearshift.text_6": "UNLOCALIZED: 12 RPM",
"create.ponder.clockwork_bearing.header": "UNLOCALIZED: Animating Structures using Clockwork Bearings",
"create.ponder.clockwork_bearing.text_1": "UNLOCALIZED: Clockwork Bearings attach to blocks in front of them",
"create.ponder.clockwork_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
"create.ponder.clockwork_bearing.text_3": "UNLOCALIZED: 3:00",
"create.ponder.clockwork_bearing.text_4": "UNLOCALIZED: 4:00",
"create.ponder.clockwork_bearing.text_5": "UNLOCALIZED: Right-Click the bearing to start or stop animating the structure",
"create.ponder.clockwork_bearing.text_6": "UNLOCALIZED: In front of the Hour Hand, a second structure can be added",
"create.ponder.clockwork_bearing.text_7": "UNLOCALIZED: Ensure the two Structures are not attached to each other through super glue or similar",
"create.ponder.clockwork_bearing.text_8": "UNLOCALIZED: The Second Structure will now rotate as the Minute Hand",
"create.ponder.clutch.header": "UNLOCALIZED: Controlling rotational force using a Clutch",
"create.ponder.clutch.text_1": "UNLOCALIZED: Clutches will relay rotation in a straight line",
"create.ponder.clutch.text_2": "UNLOCALIZED: When powered by Redstone, it breaks the connection",
"create.ponder.cog_speedup.header": "UNLOCALIZED: Gearshifting with Cogs",
"create.ponder.cog_speedup.text_1": "UNLOCALIZED: Large and Small cogs can be connected diagonally",
"create.ponder.cog_speedup.text_2": "UNLOCALIZED: Shifting from large to small cogs, the conveyed speed will be doubled",
"create.ponder.cog_speedup.text_3": "UNLOCALIZED: Shifting the opposite way, the conveyed speed will be halved",
"create.ponder.cogwheel.header": "UNLOCALIZED: Relaying rotational force using Cogwheels",
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
"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.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",
"create.ponder.deployer.text_11": "UNLOCALIZED: Items can also be inserted automatically",
"create.ponder.deployer.text_12": "UNLOCALIZED: Deployers carry a filter slot",
"create.ponder.deployer.text_13": "UNLOCALIZED: When a filter is set, it activates only while holding a matching item",
"create.ponder.deployer.text_14": "UNLOCALIZED: Only items matching the filter can now be inserted...",
"create.ponder.deployer.text_15": "UNLOCALIZED: ...and only non-matching items will be extracted",
"create.ponder.deployer.text_2": "UNLOCALIZED: It will always interact with the position 2 blocks in front of itself",
"create.ponder.deployer.text_3": "UNLOCALIZED: Blocks directly in front will not obstruct it",
"create.ponder.deployer.text_4": "UNLOCALIZED: Deployers can:",
"create.ponder.deployer.text_5": "UNLOCALIZED: Place Blocks,",
"create.ponder.deployer.text_6": "UNLOCALIZED: Use Items,",
"create.ponder.deployer.text_7": "UNLOCALIZED: Activate Blocks,",
"create.ponder.deployer.text_8": "UNLOCALIZED: Harvest blocks",
"create.ponder.deployer.text_9": "UNLOCALIZED: and Attack Mobs",
"create.ponder.deployer_contraption.header": "UNLOCALIZED: Using Deployers on Contraptions",
"create.ponder.deployer_contraption.text_1": "UNLOCALIZED: Whenever Deployers are moved as part of an animated Contraption...",
"create.ponder.deployer_contraption.text_2": "UNLOCALIZED: They activate at each visited location, using items from inventories anywhere on the contraption",
"create.ponder.deployer_contraption.text_3": "UNLOCALIZED: The Filter slot can be used to specify which items to pull",
"create.ponder.deployer_modes.header": "UNLOCALIZED: Modes of the Deployer",
"create.ponder.deployer_modes.text_1": "UNLOCALIZED: By default, a Deployer imitates a Right-click interaction",
"create.ponder.deployer_modes.text_2": "UNLOCALIZED: Using a Wrench, it can be set to imitate a Left-click instead",
"create.ponder.deployer_redstone.header": "UNLOCALIZED: Controlling Deployers with Redstone",
"create.ponder.deployer_redstone.text_1": "UNLOCALIZED: When powered by Redstone, Deployers will not activate",
"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.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",
"create.ponder.fan_processing.header": "UNLOCALIZED: Processing Items using Encased Fans",
"create.ponder.fan_processing.text_1": "UNLOCALIZED: When passing through lava, the Air Flow becomes Heated",
"create.ponder.fan_processing.text_2": "UNLOCALIZED: Items caught in the area will be smelted",
"create.ponder.fan_processing.text_3": "UNLOCALIZED: Food items thrown here would be incinerated",
"create.ponder.fan_processing.text_4": "UNLOCALIZED: Instead, a setup for Smoking using Fire should be used for them",
"create.ponder.fan_processing.text_5": "UNLOCALIZED: Air Flows passing through water create a Washing Setup",
"create.ponder.fan_processing.text_6": "UNLOCALIZED: Some interesting new processing can be done with it",
"create.ponder.fan_processing.text_7": "UNLOCALIZED: The Speed of the Fan does NOT affect the processing speed, only its range",
"create.ponder.fan_processing.text_8": "UNLOCALIZED: Fan Processing can also be applied to Items on Depots and Belts",
"create.ponder.fan_source.header": "UNLOCALIZED: Generating Rotational Force using Encased Fans",
"create.ponder.fan_source.text_1": "UNLOCALIZED: Fans facing down into a source of heat can provide Rotational Force",
"create.ponder.fan_source.text_2": "UNLOCALIZED: When given a Redstone Signal, the Fans will start providing power",
"create.ponder.flywheel.header": "UNLOCALIZED: Generating Rotational Force using the Flywheel",
"create.ponder.flywheel.text_1": "UNLOCALIZED: Flywheels are required for generating rotational force with the Furnace Engine",
"create.ponder.flywheel.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.flywheel.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.funnel_compat.text_3": "UNLOCALIZED: Depots",
"create.ponder.funnel_compat.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.funnel_direction.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.funnel_direction.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.funnel_direction.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.funnel_direction.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.funnel_direction.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.funnel_direction.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.funnel_intro.header": "UNLOCALIZED: Using funnels",
"create.ponder.funnel_intro.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.funnel_redstone.header": "UNLOCALIZED: Redstone control",
"create.ponder.funnel_redstone.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.funnel_transfer.header": "UNLOCALIZED: Direct transfer",
"create.ponder.funnel_transfer.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.funnel_transfer.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.funnel_transfer.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.furnace_engine.header": "UNLOCALIZED: Generating Rotational Force using the Furnace Engine",
"create.ponder.furnace_engine.text_1": "UNLOCALIZED: Furnace Engines generate Rotational Force while their attached Furnace is running",
"create.ponder.furnace_engine.text_2": "UNLOCALIZED: The provided Rotational Force has a very large stress capacity",
"create.ponder.furnace_engine.text_3": "UNLOCALIZED: Using a Blast Furnace will double the efficiency of the Engine",
"create.ponder.gantry_carriage.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_cascaded.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_cascaded.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_cascaded.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_cascaded.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.gantry_direction.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_direction.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_direction.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_direction.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_direction.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_redstone.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_redstone.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_redstone.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_shaft.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.gantry_shaft.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.gantry_shaft.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gearbox.header": "UNLOCALIZED: Relaying rotational force using Gearboxes",
"create.ponder.gearbox.text_1": "UNLOCALIZED: Jumping between axes of rotation can get bulky quickly",
"create.ponder.gearbox.text_2": "UNLOCALIZED: A gearbox is the more compact equivalent of this setup",
"create.ponder.gearbox.text_3": "UNLOCALIZED: Shafts around corners rotate in mirrored directions",
"create.ponder.gearbox.text_4": "UNLOCALIZED: Straight connections will be reversed",
"create.ponder.gearshift.header": "UNLOCALIZED: Controlling rotational force using a Gearshift",
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
"create.ponder.linear_chassis_attachment.header": "UNLOCALIZED: Attaching blocks using Linear Chassis",
"create.ponder.linear_chassis_attachment.text_1": "UNLOCALIZED: The open faces of a Linear Chassis can be made Sticky",
"create.ponder.linear_chassis_attachment.text_2": "UNLOCALIZED: Click again to make the opposite side sticky",
"create.ponder.linear_chassis_attachment.text_3": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.linear_chassis_attachment.text_4": "UNLOCALIZED: Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
"create.ponder.linear_chassis_attachment.text_5": "UNLOCALIZED: Using a Wrench, a precise Range can be specified for this chassis",
"create.ponder.linear_chassis_attachment.text_6": "UNLOCALIZED: Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks",
"create.ponder.linear_chassis_attachment.text_7": "UNLOCALIZED: Attaching blocks to any other side requires the use of Super Glue",
"create.ponder.linear_chassis_attachment.text_8": "UNLOCALIZED: Using these mechanics, structures of any shape can move as a Contraption",
"create.ponder.linear_chassis_group.header": "UNLOCALIZED: Moving Linear Chassis in groups",
"create.ponder.linear_chassis_group.text_1": "UNLOCALIZED: Linear Chassis connect to identical Chassis blocks next to them",
"create.ponder.linear_chassis_group.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.linear_chassis_group.text_3": "UNLOCALIZED: Chassis of a different type or facing another direction will not attach",
"create.ponder.mechanical_bearing.header": "UNLOCALIZED: Movings Structures using the Mechanical Bearing",
"create.ponder.mechanical_bearing.text_1": "UNLOCALIZED: Mechanical Bearings attach to the block in front of them",
"create.ponder.mechanical_bearing.text_2": "UNLOCALIZED: Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
"create.ponder.mechanical_drill.header": "UNLOCALIZED: Breaking Blocks with the Mechanical Drill",
"create.ponder.mechanical_drill.text_1": "UNLOCALIZED: When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
"create.ponder.mechanical_drill.text_2": "UNLOCALIZED: Its mining speed depends on the Rotational Input",
"create.ponder.mechanical_drill_contraption.header": "UNLOCALIZED: Using Mechanical Drills on Contraptions",
"create.ponder.mechanical_drill_contraption.text_1": "UNLOCALIZED: Whenever Drills are moved as part of an animated Contraption...",
"create.ponder.mechanical_drill_contraption.text_2": "UNLOCALIZED: ...they will break blocks the contraption runs them into",
"create.ponder.mechanical_harvester.header": "UNLOCALIZED: Using Mechanical Harvesters on Contraptions",
"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_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",
"create.ponder.mechanical_piston.text_3": "UNLOCALIZED: Sticky Mechanical Pistons can pull the attached blocks back",
"create.ponder.mechanical_piston_modes.header": "UNLOCALIZED: Movement Modes of the Mechanical Piston",
"create.ponder.mechanical_piston_modes.text_1": "UNLOCALIZED: Whenever Pistons stop moving, the moved structure reverts to blocks",
"create.ponder.mechanical_piston_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.mechanical_plough.header": "UNLOCALIZED: Using Mechanical Ploughs on Contraptions",
"create.ponder.mechanical_plough.text_1": "UNLOCALIZED: Whenever Ploughs are moved as part of an animated Contraption...",
"create.ponder.mechanical_plough.text_2": "UNLOCALIZED: ...they will break blocks without a solid collision hitbox",
"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_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",
"create.ponder.mechanical_saw_contraption.header": "UNLOCALIZED: Using Mechanical Saws on Contraptions",
"create.ponder.mechanical_saw_contraption.text_1": "UNLOCALIZED: Whenever Saws are moved as part of an animated Contraption...",
"create.ponder.mechanical_saw_contraption.text_2": "UNLOCALIZED: ...they will cut any trees the contraption runs them into",
"create.ponder.mechanical_saw_processing.header": "UNLOCALIZED: Processing Items on the Mechanical Saw",
"create.ponder.mechanical_saw_processing.text_1": "UNLOCALIZED: Upward facing Mechanical Saws can process a variety of items",
"create.ponder.mechanical_saw_processing.text_2": "UNLOCALIZED: The processed item always moves against the rotational input to the saw",
"create.ponder.mechanical_saw_processing.text_3": "UNLOCALIZED: Saws can work in-line with Mechanical Belts",
"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.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",
"create.ponder.portable_storage_interface.header": "UNLOCALIZED: Contraption Storage Exchange",
"create.ponder.portable_storage_interface.text_1": "UNLOCALIZED: Inventories on moving contraptions cannot be accessed by players.",
"create.ponder.portable_storage_interface.text_2": "UNLOCALIZED: This component can interact with storage without the need to stop the contraption.",
"create.ponder.portable_storage_interface.text_3": "UNLOCALIZED: Place a second one with a gap of 1 or 2 blocks inbetween",
"create.ponder.portable_storage_interface.text_4": "UNLOCALIZED: Whenever they pass by each other, they will engage in a connection",
"create.ponder.portable_storage_interface.text_5": "UNLOCALIZED: While engaged, the stationary interface will represent ALL inventories on the contraption",
"create.ponder.portable_storage_interface.text_6": "UNLOCALIZED: Items can now be inserted...",
"create.ponder.portable_storage_interface.text_7": "UNLOCALIZED: ...or extracted from the contraption",
"create.ponder.portable_storage_interface.text_8": "UNLOCALIZED: After no items have been exchanged for a while, the contraption will continue on its way",
"create.ponder.portable_storage_interface_redstone.header": "UNLOCALIZED: Redstone Control",
"create.ponder.portable_storage_interface_redstone.text_1": "UNLOCALIZED: Redstone power will prevent the stationary interface from engaging",
"create.ponder.powered_latch.header": "UNLOCALIZED: Controlling signals using the Powered Latch",
"create.ponder.powered_latch.text_1": "UNLOCALIZED: Powered Latches are redstone controllable Levers",
"create.ponder.powered_latch.text_2": "UNLOCALIZED: Signals at the back switch it on",
"create.ponder.powered_latch.text_3": "UNLOCALIZED: Signals from the side switch it back off",
"create.ponder.powered_latch.text_4": "UNLOCALIZED: Powered latches can also be toggled manually",
"create.ponder.powered_toggle_latch.header": "UNLOCALIZED: Controlling signals using the Powered Toggle Latch",
"create.ponder.powered_toggle_latch.text_1": "UNLOCALIZED: Powered Toggle Latches are redstone controllable Levers",
"create.ponder.powered_toggle_latch.text_2": "UNLOCALIZED: Signals at the back will toggle its state",
"create.ponder.powered_toggle_latch.text_3": "UNLOCALIZED: ...on and back off",
"create.ponder.powered_toggle_latch.text_4": "UNLOCALIZED: Powered toggle latches can also be toggled manually",
"create.ponder.pulse_repeater.header": "UNLOCALIZED: Controlling signals using Pulse Repeaters",
"create.ponder.pulse_repeater.text_1": "UNLOCALIZED: Pulse Repeaters will shorten any redstone signal to a single pulse",
"create.ponder.radial_chassis.header": "UNLOCALIZED: Attaching blocks using Radial Chassis",
"create.ponder.radial_chassis.text_1": "UNLOCALIZED: Radial Chassis connect to identical Chassis blocks in a row",
"create.ponder.radial_chassis.text_2": "UNLOCALIZED: When one is moved by a Contraption, the others are dragged with it",
"create.ponder.radial_chassis.text_3": "UNLOCALIZED: The side faces of a Radial Chassis can be made Sticky",
"create.ponder.radial_chassis.text_4": "UNLOCALIZED: Click again to make all other sides sticky",
"create.ponder.radial_chassis.text_5": "UNLOCALIZED: Sneak and Right-Click with an empty hand to remove the slime",
"create.ponder.radial_chassis.text_6": "UNLOCALIZED: Whenever a Block is next to a sticky face...",
"create.ponder.radial_chassis.text_7": "UNLOCALIZED: ...it will attach all reachable blocks within a radius on that layer",
"create.ponder.radial_chassis.text_8": "UNLOCALIZED: Using a Wrench, a precise Radius can be specified for this chassis",
"create.ponder.radial_chassis.text_9": "UNLOCALIZED: Blocks not reachable by any sticky face will not attach",
"create.ponder.redstone_contact.header": "UNLOCALIZED: Redstone Contacts",
"create.ponder.redstone_contact.text_1": "UNLOCALIZED: Redstone Contacts facing each other will emit a redstone signal",
"create.ponder.redstone_contact.text_2": "UNLOCALIZED: This still applies when one of them is part of a moving Contraption",
"create.ponder.redstone_link.header": "UNLOCALIZED: Using Redstone Links",
"create.ponder.redstone_link.text_1": "UNLOCALIZED: Redstone Links can transmit redstone signals wirelessly",
"create.ponder.redstone_link.text_2": "UNLOCALIZED: Right-click while Sneaking to toggle receive mode",
"create.ponder.redstone_link.text_3": "UNLOCALIZED: A simple Right-click with a Wrench can do the same",
"create.ponder.redstone_link.text_4": "UNLOCALIZED: Receivers emit the redstone power of transmitters within 128 blocks",
"create.ponder.redstone_link.text_5": "UNLOCALIZED: Placing items in the two slots can specify a Frequency",
"create.ponder.redstone_link.text_6": "UNLOCALIZED: Only the links with matching Frequencies will communicate",
"create.ponder.rope_pulley.header": "UNLOCALIZED: Moving Structures using Rope Pulleys",
"create.ponder.rope_pulley.text_1": "UNLOCALIZED: Rope Pulleys can move blocks vertically when given Rotational Force",
"create.ponder.rope_pulley.text_2": "UNLOCALIZED: Direction and Speed of movement depend on the Rotational Input",
"create.ponder.rope_pulley_attachment.header": "UNLOCALIZED: Moving Pulleys as part of a Contraption",
"create.ponder.rope_pulley_attachment.text_1": "UNLOCALIZED: Whenever Pulleys are themselves being moved by a Contraption...",
"create.ponder.rope_pulley_attachment.text_2": "UNLOCALIZED: ...its attached structure will be dragged with it",
"create.ponder.rope_pulley_attachment.text_3": "UNLOCALIZED: Mind that pulleys are only movable while stopped",
"create.ponder.rope_pulley_modes.header": "UNLOCALIZED: Movement Modes of the Rope Pulley",
"create.ponder.rope_pulley_modes.text_1": "UNLOCALIZED: Whenever Pulleys stop moving, the moved structure reverts to blocks",
"create.ponder.rope_pulley_modes.text_2": "UNLOCALIZED: It can be configured never to revert to solid blocks, or only at the location it started at",
"create.ponder.rotation_speed_controller.header": "UNLOCALIZED: Using the Rotational Speed Controller",
"create.ponder.rotation_speed_controller.text_1": "UNLOCALIZED: Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
"create.ponder.rotation_speed_controller.text_2": "UNLOCALIZED: Using the scroll input on its side, the conveyed speed can be configured",
"create.ponder.sequenced_gearshift.header": "UNLOCALIZED: Controlling Rotational Speed using Sequenced Gearshifts",
"create.ponder.sequenced_gearshift.text_1": "UNLOCALIZED: Seq. Gearshifts relay rotation by following a timed list of instructions",
"create.ponder.sequenced_gearshift.text_2": "UNLOCALIZED: Right-click it to open the Configuration UI",
"create.ponder.sequenced_gearshift.text_3": "UNLOCALIZED: Upon receiving a Redstone Signal, it will start running its configured sequence",
"create.ponder.sequenced_gearshift.text_4": "UNLOCALIZED: Once finished, it waits for the next Redstone Signal and starts over",
"create.ponder.sequenced_gearshift.text_5": "UNLOCALIZED: A redstone comparator can be used to read the current progress",
"create.ponder.shaft.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"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.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",
"create.ponder.stabilized_bearings.text_3": "UNLOCALIZED: Once again, the bearing will attach to the block in front of it",
"create.ponder.stabilized_bearings.text_4": "UNLOCALIZED: As a result, the entire sub-Contraption will stay upright",
"create.ponder.sticker.header": "UNLOCALIZED: Attaching blocks using the Sticker",
"create.ponder.sticker.text_1": "UNLOCALIZED: Stickers are ideal for Redstone-controlled block attachment",
"create.ponder.sticker.text_2": "UNLOCALIZED: Upon receiving a signal, it will toggle its state",
"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.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",
"create.ponder.super_glue.text_3": "UNLOCALIZED: Whenever Super Glue is held in the off-hand...",
"create.ponder.super_glue.text_4": "UNLOCALIZED: ...added blocks will be glued to the face they were placed on automatically",
"create.ponder.super_glue.text_5": "UNLOCALIZED: Super Glue can be removed with Left-Click",
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
"create.ponder.windmill_source.header": "UNLOCALIZED: Generating Rotational Force using Windmill Bearings",
"create.ponder.windmill_source.text_1": "UNLOCALIZED: Windmill Bearings attach to the block in front of them",
"create.ponder.windmill_source.text_2": "UNLOCALIZED: If enough Sail-like blocks are attached to the block, it can act as a Windmill",
"create.ponder.windmill_source.text_3": "UNLOCALIZED: Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
"create.ponder.windmill_source.text_4": "UNLOCALIZED: The Amount of Sail Blocks determine its Rotation Speed",
"create.ponder.windmill_source.text_5": "UNLOCALIZED: Use a Wrench to configure its rotation direction",
"create.ponder.windmill_source.text_6": "UNLOCALIZED: Right-click the Bearing anytime to stop and edit the Structure again",
"create.ponder.windmill_structure.header": "UNLOCALIZED: Windmill Contraptions",
"create.ponder.windmill_structure.text_1": "UNLOCALIZED: Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
"_": "Thank you for translating Create!"
}

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@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_ceiling",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back"
}
}

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@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_ceiling",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel_powered",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_ceiling",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_floor",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel_powered",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back"
}
}

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@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_floor",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel_powered",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back"
}
}

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@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_floor",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back"
"3": "create:block/andesite_funnel_back",
"6": "create:block/andesite_funnel"
}
}

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@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_wall",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel_powered",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back"
"3": "create:block/andesite_funnel_back",
"6": "create:block/andesite_funnel_powered"
}
}

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@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_floor",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back"
"3": "create:block/andesite_funnel_back",
"6": "create:block/andesite_funnel"
}
}

View file

@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_ceiling",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel_powered",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back"
"3": "create:block/andesite_funnel_back",
"6": "create:block/andesite_funnel_powered"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical_filterless",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back",
"8": "create:block/andesite_casing",
"9": "create:block/andesite_funnel_slope",
"10": "create:block/funnel_open"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical_filterless",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back",
"8": "create:block/andesite_casing",
"9": "create:block/andesite_funnel_slope",
"10": "create:block/funnel_closed"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical_filterless",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back",
"8": "create:block/andesite_casing",
"9": "create:block/andesite_funnel_slope",
"10": "create:block/funnel_open"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical_filterless",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back",
"8": "create:block/andesite_casing",
"9": "create:block/andesite_funnel_slope",
"10": "create:block/funnel_closed"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_wall",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_pull",
"3": "create:block/andesite_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_wall",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel",
"5": "create:block/andesite_funnel_tall",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_wall",
"textures": {
"particle": "create:block/andesite_casing",
"7": "create:block/andesite_funnel_plating",
"6": "create:block/andesite_funnel_powered",
"5": "create:block/andesite_funnel_tall_powered",
"2_2": "create:block/andesite_funnel_push",
"3": "create:block/andesite_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_ceiling",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel_powered",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_ceiling",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_ceiling",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel_powered",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_floor",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_floor",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_floor",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel_powered",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_ceiling",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back"
"3": "create:block/brass_funnel_back",
"6": "create:block/brass_funnel"
}
}

View file

@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_floor",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel_powered",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back"
"3": "create:block/brass_funnel_back",
"6": "create:block/brass_funnel_powered"
}
}

View file

@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_wall",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back"
"3": "create:block/brass_funnel_back",
"6": "create:block/brass_funnel"
}
}

View file

@ -1,11 +1,11 @@
{
"parent": "create:block/funnel/block_wall",
"parent": "create:block/funnel/block_horizontal",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel_powered",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back"
"3": "create:block/brass_funnel_back",
"6": "create:block/brass_funnel_powered"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back",
"8": "create:block/brass_casing",
"9": "create:block/brass_funnel_slope",
"10": "create:block/funnel_open"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back",
"8": "create:block/brass_casing",
"9": "create:block/brass_funnel_slope",
"10": "create:block/funnel_closed"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back",
"8": "create:block/brass_casing",
"9": "create:block/brass_funnel_slope",
"10": "create:block/funnel_open"
}
}

View file

@ -0,0 +1,13 @@
{
"parent": "create:block/funnel/block_vertical",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_push",
"3": "create:block/brass_funnel_back",
"8": "create:block/brass_casing",
"9": "create:block/brass_funnel_slope",
"10": "create:block/funnel_closed"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_wall",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel",
"5": "create:block/brass_funnel_tall",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -1,11 +0,0 @@
{
"parent": "create:block/funnel/block_wall",
"textures": {
"particle": "create:block/brass_casing",
"7": "create:block/brass_funnel_plating",
"6": "create:block/brass_funnel_powered",
"5": "create:block/brass_funnel_tall_powered",
"2_2": "create:block/brass_funnel_pull",
"3": "create:block/brass_funnel_back"
}
}

View file

@ -0,0 +1,6 @@
{
"parent": "item/generated",
"textures": {
"layer0": "create:item/chocolate_glazed_berries"
}
}

View file

@ -0,0 +1,3 @@
{
"parent": "create:block/gantry_carriage/item"
}

View file

@ -1,3 +0,0 @@
{
"parent": "create:block/gantry_pinion/item"
}

View file

@ -0,0 +1,6 @@
{
"parent": "item/generated",
"textures": {
"layer0": "create:item/goggles"
}
}

View file

@ -0,0 +1,6 @@
{
"parent": "item/generated",
"textures": {
"layer0": "create:item/honeyed_apple"
}
}

View file

@ -0,0 +1,3 @@
{
"parent": "create:block/sticker/item"
}

View file

@ -0,0 +1,6 @@
{
"parent": "item/generated",
"textures": {
"layer0": "create:item/sweet_roll"
}
}

View file

@ -2,7 +2,7 @@
"parent": "minecraft:recipes/root",
"rewards": {
"recipes": [
"create:crafting/kinetics/gantry_pinion"
"create:crafting/kinetics/gantry_carriage"
]
},
"criteria": {
@ -19,7 +19,7 @@
"has_the_recipe": {
"trigger": "minecraft:recipe_unlocked",
"conditions": {
"recipe": "create:crafting/kinetics/gantry_pinion"
"recipe": "create:crafting/kinetics/gantry_carriage"
}
}
},

View file

@ -0,0 +1,32 @@
{
"parent": "minecraft:recipes/root",
"rewards": {
"recipes": [
"create:crafting/kinetics/sticker"
]
},
"criteria": {
"has_item": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": [
{
"item": "create:andesite_alloy"
}
]
}
},
"has_the_recipe": {
"trigger": "minecraft:recipe_unlocked",
"conditions": {
"recipe": "create:crafting/kinetics/sticker"
}
}
},
"requirements": [
[
"has_item",
"has_the_recipe"
]
]
}

View file

@ -0,0 +1,19 @@
{
"type": "minecraft:block",
"pools": [
{
"rolls": 1,
"entries": [
{
"type": "minecraft:item",
"name": "create:gantry_carriage"
}
],
"conditions": [
{
"condition": "minecraft:survives_explosion"
}
]
}
]
}

View file

@ -6,7 +6,7 @@
"entries": [
{
"type": "minecraft:item",
"name": "create:gantry_pinion"
"name": "create:sticker"
}
],
"conditions": [

View file

@ -20,6 +20,6 @@
}
},
"result": {
"item": "create:gantry_pinion"
"item": "create:gantry_carriage"
}
}

View file

@ -0,0 +1,24 @@
{
"type": "minecraft:crafting_shaped",
"pattern": [
"ISI",
"CRC"
],
"key": {
"I": {
"item": "create:andesite_alloy"
},
"C": {
"tag": "forge:cobblestone"
},
"R": {
"tag": "forge:dusts/redstone"
},
"S": {
"tag": "forge:slimeballs"
}
},
"result": {
"item": "create:sticker"
}
}

View file

@ -0,0 +1,18 @@
{
"type": "create:filling",
"ingredients": [
{
"item": "minecraft:sweet_berries"
},
{
"fluid": "create:chocolate",
"nbt": {},
"amount": 250
}
],
"results": [
{
"item": "create:chocolate_glazed_berries"
}
]
}

View file

@ -0,0 +1,17 @@
{
"type": "create:filling",
"ingredients": [
{
"item": "minecraft:apple"
},
{
"fluidTag": "forge:honey",
"amount": 250
}
],
"results": [
{
"item": "create:honeyed_apple"
}
]
}

View file

@ -0,0 +1,17 @@
{
"type": "create:filling",
"ingredients": [
{
"item": "minecraft:bread"
},
{
"fluidTag": "forge:milk",
"amount": 250
}
],
"results": [
{
"item": "create:sweet_roll"
}
]
}

View file

@ -7,6 +7,7 @@
"minecraft:glass_bottle",
"minecraft:potion",
"minecraft:splash_potion",
"minecraft:lingering_potion"
"minecraft:lingering_potion",
"minecraft:honey_bottle"
]
}

View file

@ -16,8 +16,11 @@ import com.simibubi.create.content.contraptions.fluids.FluidTransportBehaviour.A
import com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlock.HeatLevel;
import com.simibubi.create.content.contraptions.relays.belt.BeltData;
import com.simibubi.create.foundation.render.SuperByteBuffer;
import com.simibubi.create.foundation.render.backend.RenderMaterials;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import com.simibubi.create.foundation.render.backend.instancing.RenderMaterial;
import com.simibubi.create.foundation.render.backend.instancing.impl.ModelData;
import com.simibubi.create.foundation.utility.AngleHelper;
import com.simibubi.create.foundation.utility.Iterate;
import com.simibubi.create.foundation.utility.Lang;
@ -77,7 +80,7 @@ public class AllBlockPartials {
CUCKOO_RIGHT_DOOR = get("cuckoo_clock/right_door"), CUCKOO_PIG = get("cuckoo_clock/pig"),
CUCKOO_CREEPER = get("cuckoo_clock/creeper"),
GANTRY_COGS = get("gantry_pinion/wheels"),
GANTRY_COGS = get("gantry_carriage/wheels"),
ROPE_COIL = get("rope_pulley/rope_coil"),
ROPE_HALF = get("rope_pulley/rope_half"),
@ -93,6 +96,8 @@ public class AllBlockPartials {
SYMMETRY_PLANE = get("symmetry_effect/plane"), SYMMETRY_CROSSPLANE = get("symmetry_effect/crossplane"),
SYMMETRY_TRIPLEPLANE = get("symmetry_effect/tripleplane"),
STICKER_HEAD = get("sticker/head"),
PORTABLE_STORAGE_INTERFACE_MIDDLE = get("portable_storage_interface/block_middle"),
PORTABLE_STORAGE_INTERFACE_MIDDLE_POWERED = get("portable_storage_interface/block_middle_powered"),
@ -117,6 +122,8 @@ public class AllBlockPartials {
SPEED_CONTROLLER_BRACKET = get("rotation_speed_controller/bracket"),
GOGGLES = get("goggles"),
COUPLING_ATTACHMENT = getEntity("minecart_coupling/attachment"),
COUPLING_RING = getEntity("minecart_coupling/ring"),
COUPLING_CONNECTOR = getEntity("minecart_coupling/connector")
@ -255,4 +262,22 @@ public class AllBlockPartials {
return dispatcher.getMaterial(KineticRenderMaterials.ROTATING).getModel(this, referenceState, facing, ms);
}
public InstancedModel<ModelData> renderOnHorizontalModel(InstancedTileRenderer<?> dispatcher, BlockState referenceState) {
Direction facing = referenceState.get(HORIZONTAL_FACING);
return renderOnDirectionalSouthModel(dispatcher, referenceState, facing);
}
public InstancedModel<ModelData> renderOnDirectionalSouthModel(InstancedTileRenderer<?> dispatcher, BlockState referenceState, Direction facing) {
Supplier<MatrixStack> ms = () -> {
MatrixStack stack = new MatrixStack();
MatrixStacker.of(stack)
.centre()
.rotateY(AngleHelper.horizontalAngle(facing))
.rotateX(AngleHelper.verticalAngle(facing))
.unCentre();
return stack;
};
return dispatcher.getMaterial(RenderMaterials.MODELS).getModel(this, referenceState, facing, ms);
}
}

View file

@ -1,29 +1,10 @@
package com.simibubi.create;
import static com.simibubi.create.AllMovementBehaviours.addMovementBehaviour;
import static com.simibubi.create.AllTags.tagBlockAndItem;
import static com.simibubi.create.content.AllSections.SCHEMATICS;
import static com.simibubi.create.foundation.data.BlockStateGen.axisBlock;
import static com.simibubi.create.foundation.data.BlockStateGen.oxidizedBlockstate;
import static com.simibubi.create.foundation.data.CreateRegistrate.connectedTextures;
import static com.simibubi.create.foundation.data.ModelGen.customItemModel;
import static com.simibubi.create.foundation.data.ModelGen.oxidizedItemModel;
import com.simibubi.create.AllTags.AllBlockTags;
import com.simibubi.create.AllTags.AllItemTags;
import com.simibubi.create.content.AllSections;
import com.simibubi.create.content.contraptions.base.CasingBlock;
import com.simibubi.create.content.contraptions.components.actors.DrillBlock;
import com.simibubi.create.content.contraptions.components.actors.DrillMovementBehaviour;
import com.simibubi.create.content.contraptions.components.actors.HarvesterBlock;
import com.simibubi.create.content.contraptions.components.actors.HarvesterMovementBehaviour;
import com.simibubi.create.content.contraptions.components.actors.PloughBlock;
import com.simibubi.create.content.contraptions.components.actors.PloughMovementBehaviour;
import com.simibubi.create.content.contraptions.components.actors.PortableStorageInterfaceBlock;
import com.simibubi.create.content.contraptions.components.actors.PortableStorageInterfaceMovement;
import com.simibubi.create.content.contraptions.components.actors.SawMovementBehaviour;
import com.simibubi.create.content.contraptions.components.actors.SeatBlock;
import com.simibubi.create.content.contraptions.components.actors.SeatMovementBehaviour;
import com.simibubi.create.content.contraptions.components.actors.*;
import com.simibubi.create.content.contraptions.components.clock.CuckooClockBlock;
import com.simibubi.create.content.contraptions.components.crafter.CrafterCTBehaviour;
import com.simibubi.create.content.contraptions.components.crafter.MechanicalCrafterBlock;
@ -46,15 +27,12 @@ import com.simibubi.create.content.contraptions.components.motor.CreativeMotorGe
import com.simibubi.create.content.contraptions.components.press.MechanicalPressBlock;
import com.simibubi.create.content.contraptions.components.saw.SawBlock;
import com.simibubi.create.content.contraptions.components.saw.SawGenerator;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.ClockworkBearingBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.MechanicalBearingBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.SailBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.StabilizedBearingMovementBehaviour;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.WindmillBearingBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.*;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.LinearChassisBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.LinearChassisBlock.ChassisCTBehaviour;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.RadialChassisBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.StickerBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlock.MinecartAnchorBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlockItem;
@ -72,15 +50,7 @@ import com.simibubi.create.content.contraptions.fluids.PumpBlock;
import com.simibubi.create.content.contraptions.fluids.actors.HosePulleyBlock;
import com.simibubi.create.content.contraptions.fluids.actors.ItemDrainBlock;
import com.simibubi.create.content.contraptions.fluids.actors.SpoutBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.BracketBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.BracketBlockItem;
import com.simibubi.create.content.contraptions.fluids.pipes.BracketGenerator;
import com.simibubi.create.content.contraptions.fluids.pipes.EncasedPipeBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.FluidPipeBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.FluidValveBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.GlassFluidPipeBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.SmartFluidPipeBlock;
import com.simibubi.create.content.contraptions.fluids.pipes.SmartFluidPipeGenerator;
import com.simibubi.create.content.contraptions.fluids.pipes.*;
import com.simibubi.create.content.contraptions.fluids.tank.FluidTankBlock;
import com.simibubi.create.content.contraptions.fluids.tank.FluidTankGenerator;
import com.simibubi.create.content.contraptions.fluids.tank.FluidTankItem;
@ -102,13 +72,7 @@ import com.simibubi.create.content.contraptions.relays.elementary.BracketedKinet
import com.simibubi.create.content.contraptions.relays.elementary.CogWheelBlock;
import com.simibubi.create.content.contraptions.relays.elementary.CogwheelBlockItem;
import com.simibubi.create.content.contraptions.relays.elementary.ShaftBlock;
import com.simibubi.create.content.contraptions.relays.encased.AdjustablePulleyBlock;
import com.simibubi.create.content.contraptions.relays.encased.ClutchBlock;
import com.simibubi.create.content.contraptions.relays.encased.EncasedBeltBlock;
import com.simibubi.create.content.contraptions.relays.encased.EncasedBeltGenerator;
import com.simibubi.create.content.contraptions.relays.encased.EncasedCTBehaviour;
import com.simibubi.create.content.contraptions.relays.encased.EncasedShaftBlock;
import com.simibubi.create.content.contraptions.relays.encased.GearshiftBlock;
import com.simibubi.create.content.contraptions.relays.encased.*;
import com.simibubi.create.content.contraptions.relays.gauge.GaugeBlock;
import com.simibubi.create.content.contraptions.relays.gauge.GaugeGenerator;
import com.simibubi.create.content.contraptions.relays.gearbox.GearboxBlock;
@ -120,42 +84,18 @@ import com.simibubi.create.content.logistics.block.chute.ChuteGenerator;
import com.simibubi.create.content.logistics.block.chute.ChuteItem;
import com.simibubi.create.content.logistics.block.chute.SmartChuteBlock;
import com.simibubi.create.content.logistics.block.depot.DepotBlock;
import com.simibubi.create.content.logistics.block.diodes.AbstractDiodeGenerator;
import com.simibubi.create.content.logistics.block.diodes.AdjustableRepeaterBlock;
import com.simibubi.create.content.logistics.block.diodes.AdjustableRepeaterGenerator;
import com.simibubi.create.content.logistics.block.diodes.PoweredLatchBlock;
import com.simibubi.create.content.logistics.block.diodes.PoweredLatchGenerator;
import com.simibubi.create.content.logistics.block.diodes.PulseRepeaterBlock;
import com.simibubi.create.content.logistics.block.diodes.PulseRepeaterGenerator;
import com.simibubi.create.content.logistics.block.diodes.ToggleLatchBlock;
import com.simibubi.create.content.logistics.block.diodes.ToggleLatchGenerator;
import com.simibubi.create.content.logistics.block.funnel.AndesiteFunnelBlock;
import com.simibubi.create.content.logistics.block.funnel.BeltFunnelBlock;
import com.simibubi.create.content.logistics.block.funnel.BeltFunnelGenerator;
import com.simibubi.create.content.logistics.block.funnel.BrassFunnelBlock;
import com.simibubi.create.content.logistics.block.funnel.FunnelMovementBehaviour;
import com.simibubi.create.content.logistics.block.diodes.*;
import com.simibubi.create.content.logistics.block.funnel.*;
import com.simibubi.create.content.logistics.block.inventories.AdjustableCrateBlock;
import com.simibubi.create.content.logistics.block.inventories.CreativeCrateBlock;
import com.simibubi.create.content.logistics.block.mechanicalArm.ArmBlock;
import com.simibubi.create.content.logistics.block.mechanicalArm.ArmItem;
import com.simibubi.create.content.logistics.block.redstone.AnalogLeverBlock;
import com.simibubi.create.content.logistics.block.redstone.ContactMovementBehaviour;
import com.simibubi.create.content.logistics.block.redstone.ContentObserverBlock;
import com.simibubi.create.content.logistics.block.redstone.NixieTubeBlock;
import com.simibubi.create.content.logistics.block.redstone.NixieTubeGenerator;
import com.simibubi.create.content.logistics.block.redstone.RedstoneContactBlock;
import com.simibubi.create.content.logistics.block.redstone.RedstoneLinkBlock;
import com.simibubi.create.content.logistics.block.redstone.RedstoneLinkGenerator;
import com.simibubi.create.content.logistics.block.redstone.StockpileSwitchBlock;
import com.simibubi.create.content.logistics.block.redstone.*;
import com.simibubi.create.content.schematics.block.SchematicTableBlock;
import com.simibubi.create.content.schematics.block.SchematicannonBlock;
import com.simibubi.create.foundation.block.ItemUseOverrides;
import com.simibubi.create.foundation.config.StressConfigDefaults;
import com.simibubi.create.foundation.data.AssetLookup;
import com.simibubi.create.foundation.data.BlockStateGen;
import com.simibubi.create.foundation.data.BuilderTransformers;
import com.simibubi.create.foundation.data.CreateRegistrate;
import com.simibubi.create.foundation.data.ModelGen;
import com.simibubi.create.foundation.data.SharedProperties;
import com.simibubi.create.foundation.data.*;
import com.simibubi.create.foundation.item.TooltipHelper;
import com.simibubi.create.foundation.utility.DyeHelper;
import com.simibubi.create.foundation.worldgen.OxidizingBlock;
@ -181,6 +121,15 @@ import net.minecraftforge.client.model.generators.ModelFile;
import net.minecraftforge.common.Tags;
import net.minecraftforge.common.ToolType;
import static com.simibubi.create.AllMovementBehaviours.addMovementBehaviour;
import static com.simibubi.create.AllTags.tagBlockAndItem;
import static com.simibubi.create.content.AllSections.SCHEMATICS;
import static com.simibubi.create.foundation.data.BlockStateGen.axisBlock;
import static com.simibubi.create.foundation.data.BlockStateGen.oxidizedBlockstate;
import static com.simibubi.create.foundation.data.CreateRegistrate.connectedTextures;
import static com.simibubi.create.foundation.data.ModelGen.customItemModel;
import static com.simibubi.create.foundation.data.ModelGen.oxidizedItemModel;
public class AllBlocks {
private static final CreateRegistrate REGISTRATE = Create.registrate()
@ -371,6 +320,7 @@ public class AllBlocks {
.blockstate(BlockStateGen.directionalBlockProvider(true))
.transform(StressConfigDefaults.setCapacity(8.0))
.tag(AllBlockTags.BRITTLE.tag)
.onRegister(ItemUseOverrides::addBlock)
.item()
.transform(customItemModel())
.register();
@ -691,8 +641,8 @@ public class AllBlocks {
.getString() + "/head"))))
.register();
public static final BlockEntry<GantryPinionBlock> GANTRY_PINION =
REGISTRATE.block("gantry_pinion", GantryPinionBlock::new)
public static final BlockEntry<GantryCarriageBlock> GANTRY_CARRIAGE =
REGISTRATE.block("gantry_carriage", GantryCarriageBlock::new)
.initialProperties(SharedProperties::stone)
.properties(Block.Properties::nonOpaque)
.blockstate(BlockStateGen.directionalAxisBlockProvider())
@ -845,6 +795,15 @@ public class AllBlocks {
.build()
.register();
public static final BlockEntry<StickerBlock> STICKER = REGISTRATE.block("sticker", StickerBlock::new)
.initialProperties(SharedProperties::stone)
.properties(Block.Properties::nonOpaque)
.addLayer(() -> RenderType::getCutoutMipped)
.blockstate((c, p) -> p.directionalBlock(c.get(), AssetLookup.forPowered(c, p)))
.item()
.transform(customItemModel())
.register();
public static final BlockEntry<DrillBlock> MECHANICAL_DRILL = REGISTRATE.block("mechanical_drill", DrillBlock::new)
.initialProperties(SharedProperties::stone)
.blockstate(BlockStateGen.directionalBlockProvider(true))
@ -1082,7 +1041,10 @@ public class AllBlocks {
.initialProperties(SharedProperties::stone)
.tag(AllBlockTags.SAFE_NBT.tag)
.onRegister(addMovementBehaviour(FunnelMovementBehaviour.andesite()))
.transform(BuilderTransformers.funnel("andesite", Create.asResource("block/andesite_casing")))
.blockstate(new FunnelGenerator("andesite", false)::generate)
.item(FunnelItem::new)
.model(FunnelGenerator.itemModel("andesite"))
.build()
.register();
public static final BlockEntry<BeltFunnelBlock> ANDESITE_BELT_FUNNEL =
@ -1098,7 +1060,10 @@ public class AllBlocks {
.initialProperties(SharedProperties::softMetal)
.tag(AllBlockTags.SAFE_NBT.tag)
.onRegister(addMovementBehaviour(FunnelMovementBehaviour.brass()))
.transform(BuilderTransformers.funnel("brass", Create.asResource("block/brass_casing")))
.blockstate(new FunnelGenerator("brass", true)::generate)
.item(FunnelItem::new)
.model(FunnelGenerator.itemModel("brass"))
.build()
.register();
public static final BlockEntry<BeltFunnelBlock> BRASS_BELT_FUNNEL =
@ -1180,6 +1145,7 @@ public class AllBlocks {
.initialProperties(() -> Blocks.LEVER)
.tag(AllBlockTags.SAFE_NBT.tag)
.blockstate((c, p) -> p.horizontalFaceBlock(c.get(), AssetLookup.partialBaseModel(c, p)))
.onRegister(ItemUseOverrides::addBlock)
.item()
.transform(customItemModel())
.register();

View file

@ -31,9 +31,9 @@ public class AllEntityTypes {
contraption("gantry_contraption", GantryContraptionEntity::new, 10, 40, false);
public static final RegistryEntry<EntityType<SuperGlueEntity>> SUPER_GLUE = register("super_glue",
SuperGlueEntity::new, EntityClassification.MISC, 10, Integer.MAX_VALUE, false, SuperGlueEntity::build);
SuperGlueEntity::new, EntityClassification.MISC, 10, Integer.MAX_VALUE, false, true, SuperGlueEntity::build);
public static final RegistryEntry<EntityType<SeatEntity>> SEAT =
register("seat", SeatEntity::new, EntityClassification.MISC, 0, Integer.MAX_VALUE, false, SeatEntity::build);
register("seat", SeatEntity::new, EntityClassification.MISC, 0, Integer.MAX_VALUE, false, true, SeatEntity::build);
//
@ -41,12 +41,12 @@ public class AllEntityTypes {
private static <T extends Entity> RegistryEntry<EntityType<T>> contraption(String name, IFactory<T> factory,
int range, int updateFrequency, boolean sendVelocity) {
return register(name, factory, EntityClassification.MISC, range, updateFrequency, sendVelocity,
return register(name, factory, EntityClassification.MISC, range, updateFrequency, sendVelocity, true,
AbstractContraptionEntity::build);
}
private static <T extends Entity> RegistryEntry<EntityType<T>> register(String name, IFactory<T> factory,
EntityClassification group, int range, int updateFrequency, boolean sendVelocity,
EntityClassification group, int range, int updateFrequency, boolean sendVelocity, boolean immuneToFire,
NonNullConsumer<EntityType.Builder<T>> propertyBuilder) {
String id = Lang.asId(name);
return Create.registrate()
@ -55,6 +55,10 @@ public class AllEntityTypes {
.setUpdateInterval(updateFrequency)
.setShouldReceiveVelocityUpdates(sendVelocity))
.properties(propertyBuilder)
.properties(b -> {
if (immuneToFire)
b.immuneToFire();
})
.register();
}

View file

@ -16,6 +16,7 @@ import com.simibubi.create.content.contraptions.components.structureMovement.glu
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.MinecartContraptionItem;
import com.simibubi.create.content.contraptions.components.structureMovement.train.MinecartCouplingItem;
import com.simibubi.create.content.contraptions.goggles.GogglesItem;
import com.simibubi.create.content.contraptions.goggles.GogglesModel;
import com.simibubi.create.content.contraptions.processing.burner.BlazeBurnerBlockItem;
import com.simibubi.create.content.contraptions.relays.belt.item.BeltConnectorItem;
import com.simibubi.create.content.contraptions.relays.gearbox.VerticalGearboxItem;
@ -67,6 +68,74 @@ public class AllItems {
REGISTRATE.startSection(MATERIALS);
}
public static final ItemEntry<Item> WHEAT_FLOUR = ingredient("wheat_flour"), DOUGH = ingredient("dough"),
CINDER_FLOUR = ingredient("cinder_flour"), POWDERED_OBSIDIAN = ingredient("powdered_obsidian"),
ROSE_QUARTZ = ingredient("rose_quartz"), POLISHED_ROSE_QUARTZ = ingredient("polished_rose_quartz"),
PROPELLER = ingredient("propeller"), WHISK = ingredient("whisk"), BRASS_HAND = ingredient("brass_hand"),
CRAFTER_SLOT_COVER = ingredient("crafter_slot_cover"), ELECTRON_TUBE = ingredient("electron_tube"),
INTEGRATED_CIRCUIT = ingredient("integrated_circuit");
public static final ItemEntry<HiddenIngredientItem> BLAZE_CAKE_BASE =
REGISTRATE.item("blaze_cake_base", HiddenIngredientItem::new)
.tag(AllItemTags.UPRIGHT_ON_BELT.tag)
.register();
public static final ItemEntry<CombustibleItem> BLAZE_CAKE = REGISTRATE.item("blaze_cake", CombustibleItem::new)
.tag(AllItemTags.UPRIGHT_ON_BELT.tag)
.register();
public static final ItemEntry<Item> BAR_OF_CHOCOLATE = REGISTRATE.item("bar_of_chocolate", Item::new)
.properties(p -> p.food(new Food.Builder().hunger(6)
.saturation(0.3F)
.build()))
.lang("Bar of Chocolate")
.register();
public static final ItemEntry<Item> SWEET_ROLL = REGISTRATE.item("sweet_roll", Item::new)
.properties(p -> p.food(new Food.Builder().hunger(6)
.saturation(0.8F)
.build()))
.register();
public static final ItemEntry<Item> CHOCOLATE_BERRIES = REGISTRATE.item("chocolate_glazed_berries", Item::new)
.properties(p -> p.food(new Food.Builder().hunger(7)
.saturation(0.8F)
.build()))
.register();
public static final ItemEntry<Item> HONEYED_APPLE = REGISTRATE.item("honeyed_apple", Item::new)
.properties(p -> p.food(new Food.Builder().hunger(8)
.saturation(0.8F)
.build()))
.register();
public static final ItemEntry<BuildersTeaItem> BUILDERS_TEA = REGISTRATE.item("builders_tea", BuildersTeaItem::new)
.tag(AllItemTags.UPRIGHT_ON_BELT.tag)
.properties(p -> p.maxStackSize(16))
.lang("Builder's Tea")
.register();
public static final ItemEntry<Item> ANDESITE_ALLOY = ingredient("andesite_alloy"),
COPPER_INGOT = taggedIngredient("copper_ingot", forgeItemTag("ingots/copper"), CREATE_INGOTS.tag),
ZINC_INGOT = taggedIngredient("zinc_ingot", forgeItemTag("ingots/zinc"), CREATE_INGOTS.tag),
BRASS_INGOT = taggedIngredient("brass_ingot", forgeItemTag("ingots/brass"), CREATE_INGOTS.tag);
public static final ItemEntry<ChromaticCompoundItem> CHROMATIC_COMPOUND =
REGISTRATE.item("chromatic_compound", ChromaticCompoundItem::new)
.properties(p -> p.rarity(Rarity.UNCOMMON))
.model(AssetLookup.existingItemModel())
.onRegister(CreateRegistrate.itemColors(() -> ChromaticCompoundColor::new))
.register();
public static final ItemEntry<ShadowSteelItem> SHADOW_STEEL = REGISTRATE.item("shadow_steel", ShadowSteelItem::new)
.properties(p -> p.rarity(Rarity.UNCOMMON))
.register();
public static final ItemEntry<RefinedRadianceItem> REFINED_RADIANCE =
REGISTRATE.item("refined_radiance", RefinedRadianceItem::new)
.properties(p -> p.rarity(Rarity.UNCOMMON))
.register();
public static final ItemEntry<Item> COPPER_NUGGET =
taggedIngredient("copper_nugget", forgeItemTag("nuggets/copper"), NUGGETS.tag),
ZINC_NUGGET = taggedIngredient("zinc_nugget", forgeItemTag("nuggets/zinc"), NUGGETS.tag),
@ -90,59 +159,6 @@ public class AllItems {
CRUSHED_QUICKSILVER = compatCrushedOre("quicksilver"), CRUSHED_BAUXITE = compatCrushedOre("aluminum"),
CRUSHED_URANIUM = compatCrushedOre("uranium"), CRUSHED_NICKEL = compatCrushedOre("nickel");
public static final ItemEntry<Item> ANDESITE_ALLOY = ingredient("andesite_alloy"),
COPPER_INGOT = taggedIngredient("copper_ingot", forgeItemTag("ingots/copper"), CREATE_INGOTS.tag),
ZINC_INGOT = taggedIngredient("zinc_ingot", forgeItemTag("ingots/zinc"), CREATE_INGOTS.tag),
BRASS_INGOT = taggedIngredient("brass_ingot", forgeItemTag("ingots/brass"), CREATE_INGOTS.tag),
WHEAT_FLOUR = ingredient("wheat_flour"), DOUGH = ingredient("dough"), CINDER_FLOUR = ingredient("cinder_flour"),
POWDERED_OBSIDIAN = ingredient("powdered_obsidian"), ROSE_QUARTZ = ingredient("rose_quartz"),
POLISHED_ROSE_QUARTZ = ingredient("polished_rose_quartz"), PROPELLER = ingredient("propeller"),
WHISK = ingredient("whisk"), BRASS_HAND = ingredient("brass_hand"),
CRAFTER_SLOT_COVER = ingredient("crafter_slot_cover");
public static final ItemEntry<HiddenIngredientItem> BLAZE_CAKE_BASE =
REGISTRATE.item("blaze_cake_base", HiddenIngredientItem::new)
.tag(AllItemTags.UPRIGHT_ON_BELT.tag)
.register();
public static final ItemEntry<CombustibleItem> BLAZE_CAKE = REGISTRATE.item("blaze_cake", CombustibleItem::new)
.tag(AllItemTags.UPRIGHT_ON_BELT.tag)
.register();
public static final ItemEntry<Item> BAR_OF_CHOCOLATE = REGISTRATE.item("bar_of_chocolate", Item::new)
.properties(p -> p.food(new Food.Builder().hunger(5)
.saturation(0.6F)
.build()))
.lang("Bar of Chocolate")
.register();
public static final ItemEntry<BuildersTeaItem> BUILDERS_TEA = REGISTRATE.item("builders_tea", BuildersTeaItem::new)
.tag(AllItemTags.UPRIGHT_ON_BELT.tag)
.properties(p -> p.maxStackSize(16))
.lang("Builder's Tea")
.register();
public static final ItemEntry<ChromaticCompoundItem> CHROMATIC_COMPOUND =
REGISTRATE.item("chromatic_compound", ChromaticCompoundItem::new)
.properties(p -> p.rarity(Rarity.UNCOMMON))
.model(AssetLookup.existingItemModel())
.onRegister(CreateRegistrate.itemColors(() -> ChromaticCompoundColor::new))
.register();
public static final ItemEntry<ShadowSteelItem> SHADOW_STEEL = REGISTRATE.item("shadow_steel", ShadowSteelItem::new)
.properties(p -> p.rarity(Rarity.UNCOMMON))
.register();
public static final ItemEntry<RefinedRadianceItem> REFINED_RADIANCE =
REGISTRATE.item("refined_radiance", RefinedRadianceItem::new)
.properties(p -> p.rarity(Rarity.UNCOMMON))
.register();
public static final ItemEntry<Item>
ELECTRON_TUBE = ingredient("electron_tube"), INTEGRATED_CIRCUIT = ingredient("integrated_circuit");
// Kinetics
static {
@ -165,6 +181,12 @@ public class AllItems {
.model(AssetLookup.<BlazeBurnerBlockItem>customItemModel("blaze_burner", "block"))
.register();
public static final ItemEntry<GogglesItem> GOGGLES = REGISTRATE.item("goggles", GogglesItem::new)
.properties(p -> p.maxStackSize(1))
.onRegister(CreateRegistrate.itemModel(() -> GogglesModel::new))
.lang("Engineer's Goggles")
.register();
public static final ItemEntry<SuperGlueItem> SUPER_GLUE = REGISTRATE.item("super_glue", SuperGlueItem::new)
.register();
@ -187,12 +209,6 @@ public class AllItems {
.model(AssetLookup.itemModelWithPartials())
.register();
public static final ItemEntry<GogglesItem> GOGGLES = REGISTRATE.item("goggles", GogglesItem::new)
.properties(p -> p.maxStackSize(1))
.model(AssetLookup.existingItemModel())
.lang("Engineer's Goggles")
.register();
public static final ItemEntry<MinecartContraptionItem> MINECART_CONTRAPTION =
REGISTRATE.item("minecart_contraption", MinecartContraptionItem::rideable)
.register();

View file

@ -78,7 +78,7 @@ public class AllShapes {
.add(0.1, 1, 10, 15.9, 5, 14)
.add(0.1, -3, 11, 15.9, 1, 15)
.forHorizontal(NORTH),
FUNNEL = shape(2, 2, 14, 14, 14, 18).add(1, 8, 12, 15, 15, 14)
FUNNEL_WALL = shape(2, 2, 14, 14, 14, 18).add(1, 8, 12, 15, 15, 14)
.add(0.1, 13, 7, 15.9, 15, 11)
.add(0.1, 9, 8, 15.9, 13, 12)
.add(0.1, 5, 9, 15.9, 9, 13)
@ -187,10 +187,10 @@ public class AllShapes {
TANK_TOP_BOTTOM = shape(TANK_BOTTOM_LID).add(TANK_TOP_LID)
.add(TANK)
.build(),
FUNNEL_FLOOR = shape(2, -2, 2, 14, 8, 14).add(1, 2, 1, 15, 8, 15)
FUNNEL_FLOOR = shape(2, -2, 2, 14, 8, 14).add(1, 1, 1, 15, 8, 15)
.add(0, 4, 0, 16, 10, 16)
.build(),
FUNNEL_CEILING = shape(2, 8, 2, 14, 18, 14).add(1, 8, 1, 15, 14, 15)
FUNNEL_CEILING = shape(2, 8, 2, 14, 18, 14).add(1, 8, 1, 15, 15, 15)
.add(0, 6, 0, 16, 12, 16)
.build(),
DEPOT = shape(CASING_11PX.get(Direction.UP)).add(1, 11, 1, 15, 13, 15)

View file

@ -44,7 +44,10 @@ public class AllSpriteShifts {
SHADOW_STEEL_CASING = omni("shadow_steel_casing"), REFINED_RADIANCE_CASING = omni("refined_radiance_casing"),
CREATIVE_CASING = getCT(CTType.CROSS, "creative_casing");
public static final CTSpriteShiftEntry CHASSIS = getCT(CTType.OMNIDIRECTIONAL, "linear_chassis_end"),
public static final CTSpriteShiftEntry
CHASSIS_SIDE = getCT(CTType.OMNIDIRECTIONAL, "linear_chassis_side"),
SECONDARY_CHASSIS_SIDE = getCT(CTType.OMNIDIRECTIONAL, "secondary_linear_chassis_side"),
CHASSIS = getCT(CTType.OMNIDIRECTIONAL, "linear_chassis_end"),
CHASSIS_STICKY = getCT(CTType.OMNIDIRECTIONAL, "linear_chassis_end_sticky");
public static final CTSpriteShiftEntry BRASS_TUNNEL_TOP = vertical("brass_tunnel_top"),

View file

@ -189,7 +189,8 @@ public class AllTags {
AllItemTags.CREATE_INGOTS.includeIn(AllItemTags.BEACON_PAYMENT);
AllItemTags.CREATE_INGOTS.includeIn(AllItemTags.INGOTS);
AllItemTags.UPRIGHT_ON_BELT.add(Items.GLASS_BOTTLE, Items.POTION, Items.SPLASH_POTION, Items.LINGERING_POTION);
AllItemTags.UPRIGHT_ON_BELT.add(Items.GLASS_BOTTLE, Items.POTION, Items.SPLASH_POTION, Items.LINGERING_POTION,
Items.HONEY_BOTTLE);
AllBlockTags.WINDMILL_SAILS.includeAll(BlockTags.WOOL);

View file

@ -1,28 +1,18 @@
package com.simibubi.create;
import com.simibubi.create.content.contraptions.base.BackHalfShaftInstance;
import com.simibubi.create.content.contraptions.base.HalfShaftInstance;
import com.simibubi.create.content.contraptions.base.HorizontalHalfShaftInstance;
import com.simibubi.create.content.contraptions.base.KineticTileEntityRenderer;
import com.simibubi.create.content.contraptions.base.ShaftlessCogInstance;
import com.simibubi.create.content.contraptions.base.SingleRotatingInstance;
import com.simibubi.create.content.contraptions.components.actors.DrillInstance;
import com.simibubi.create.content.contraptions.components.actors.DrillRenderer;
import com.simibubi.create.content.contraptions.components.actors.DrillTileEntity;
import com.simibubi.create.content.contraptions.components.actors.HarvesterRenderer;
import com.simibubi.create.content.contraptions.components.actors.HarvesterTileEntity;
import com.simibubi.create.content.contraptions.components.actors.PortableFluidInterfaceTileEntity;
import com.simibubi.create.content.contraptions.components.actors.PortableItemInterfaceTileEntity;
import com.simibubi.create.content.contraptions.components.actors.PortableStorageInterfaceRenderer;
import com.simibubi.create.content.contraptions.base.*;
import com.simibubi.create.content.contraptions.components.actors.*;
import com.simibubi.create.content.contraptions.components.clock.CuckooClockRenderer;
import com.simibubi.create.content.contraptions.components.clock.CuckooClockTileEntity;
import com.simibubi.create.content.contraptions.components.crafter.MechanicalCrafterInstance;
import com.simibubi.create.content.contraptions.components.crafter.MechanicalCrafterRenderer;
import com.simibubi.create.content.contraptions.components.crafter.MechanicalCrafterTileEntity;
import com.simibubi.create.content.contraptions.components.crank.HandCrankInstance;
import com.simibubi.create.content.contraptions.components.crank.HandCrankRenderer;
import com.simibubi.create.content.contraptions.components.crank.HandCrankTileEntity;
import com.simibubi.create.content.contraptions.components.crusher.CrushingWheelControllerTileEntity;
import com.simibubi.create.content.contraptions.components.crusher.CrushingWheelTileEntity;
import com.simibubi.create.content.contraptions.components.deployer.DeployerInstance;
import com.simibubi.create.content.contraptions.components.deployer.DeployerRenderer;
import com.simibubi.create.content.contraptions.components.deployer.DeployerTileEntity;
import com.simibubi.create.content.contraptions.components.fan.EncasedFanRenderer;
@ -32,6 +22,7 @@ import com.simibubi.create.content.contraptions.components.fan.NozzleTileEntity;
import com.simibubi.create.content.contraptions.components.flywheel.FlyWheelInstance;
import com.simibubi.create.content.contraptions.components.flywheel.FlywheelRenderer;
import com.simibubi.create.content.contraptions.components.flywheel.FlywheelTileEntity;
import com.simibubi.create.content.contraptions.components.flywheel.engine.EngineInstance;
import com.simibubi.create.content.contraptions.components.flywheel.engine.EngineRenderer;
import com.simibubi.create.content.contraptions.components.flywheel.engine.FurnaceEngineTileEntity;
import com.simibubi.create.content.contraptions.components.millstone.MillStoneCogInstance;
@ -39,10 +30,12 @@ import com.simibubi.create.content.contraptions.components.millstone.MillstoneRe
import com.simibubi.create.content.contraptions.components.millstone.MillstoneTileEntity;
import com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerRenderer;
import com.simibubi.create.content.contraptions.components.mixer.MechanicalMixerTileEntity;
import com.simibubi.create.content.contraptions.components.mixer.MixerInstance;
import com.simibubi.create.content.contraptions.components.motor.CreativeMotorRenderer;
import com.simibubi.create.content.contraptions.components.motor.CreativeMotorTileEntity;
import com.simibubi.create.content.contraptions.components.press.MechanicalPressRenderer;
import com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity;
import com.simibubi.create.content.contraptions.components.press.PressInstance;
import com.simibubi.create.content.contraptions.components.saw.SawInstance;
import com.simibubi.create.content.contraptions.components.saw.SawRenderer;
import com.simibubi.create.content.contraptions.components.saw.SawTileEntity;
@ -51,8 +44,12 @@ import com.simibubi.create.content.contraptions.components.structureMovement.bea
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.MechanicalBearingTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.WindmillBearingTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.ChassisTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.StickerInstance;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.StickerRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.StickerTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageInstance;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonTileEntity;
@ -63,18 +60,8 @@ import com.simibubi.create.content.contraptions.components.waterwheel.WaterWheel
import com.simibubi.create.content.contraptions.fluids.PumpCogInstance;
import com.simibubi.create.content.contraptions.fluids.PumpRenderer;
import com.simibubi.create.content.contraptions.fluids.PumpTileEntity;
import com.simibubi.create.content.contraptions.fluids.actors.HosePulleyRenderer;
import com.simibubi.create.content.contraptions.fluids.actors.HosePulleyTileEntity;
import com.simibubi.create.content.contraptions.fluids.actors.ItemDrainRenderer;
import com.simibubi.create.content.contraptions.fluids.actors.ItemDrainTileEntity;
import com.simibubi.create.content.contraptions.fluids.actors.SpoutRenderer;
import com.simibubi.create.content.contraptions.fluids.actors.SpoutTileEntity;
import com.simibubi.create.content.contraptions.fluids.pipes.FluidPipeTileEntity;
import com.simibubi.create.content.contraptions.fluids.pipes.FluidValveRenderer;
import com.simibubi.create.content.contraptions.fluids.pipes.FluidValveTileEntity;
import com.simibubi.create.content.contraptions.fluids.pipes.SmartFluidPipeTileEntity;
import com.simibubi.create.content.contraptions.fluids.pipes.StraightPipeTileEntity;
import com.simibubi.create.content.contraptions.fluids.pipes.TransparentStraightPipeRenderer;
import com.simibubi.create.content.contraptions.fluids.actors.*;
import com.simibubi.create.content.contraptions.fluids.pipes.*;
import com.simibubi.create.content.contraptions.fluids.tank.CreativeFluidTankTileEntity;
import com.simibubi.create.content.contraptions.fluids.tank.FluidTankRenderer;
import com.simibubi.create.content.contraptions.fluids.tank.FluidTankTileEntity;
@ -90,13 +77,8 @@ import com.simibubi.create.content.contraptions.relays.belt.BeltInstance;
import com.simibubi.create.content.contraptions.relays.belt.BeltRenderer;
import com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity;
import com.simibubi.create.content.contraptions.relays.elementary.SimpleKineticTileEntity;
import com.simibubi.create.content.contraptions.relays.encased.AdjustablePulleyTileEntity;
import com.simibubi.create.content.contraptions.relays.encased.ClutchTileEntity;
import com.simibubi.create.content.contraptions.relays.encased.EncasedShaftRenderer;
import com.simibubi.create.content.contraptions.relays.encased.EncasedShaftTileEntity;
import com.simibubi.create.content.contraptions.relays.encased.ShaftInstance;
import com.simibubi.create.content.contraptions.relays.encased.SplitShaftInstance;
import com.simibubi.create.content.contraptions.relays.encased.SplitShaftRenderer;
import com.simibubi.create.content.contraptions.relays.encased.*;
import com.simibubi.create.content.contraptions.relays.gauge.GaugeInstance;
import com.simibubi.create.content.contraptions.relays.gauge.GaugeRenderer;
import com.simibubi.create.content.contraptions.relays.gauge.SpeedGaugeTileEntity;
import com.simibubi.create.content.contraptions.relays.gauge.StressGaugeTileEntity;
@ -104,6 +86,7 @@ import com.simibubi.create.content.contraptions.relays.gearbox.GearboxInstance;
import com.simibubi.create.content.contraptions.relays.gearbox.GearboxRenderer;
import com.simibubi.create.content.contraptions.relays.gearbox.GearboxTileEntity;
import com.simibubi.create.content.contraptions.relays.gearbox.GearshiftTileEntity;
import com.simibubi.create.content.logistics.block.belts.tunnel.BeltTunnelInstance;
import com.simibubi.create.content.logistics.block.belts.tunnel.BeltTunnelRenderer;
import com.simibubi.create.content.logistics.block.belts.tunnel.BeltTunnelTileEntity;
import com.simibubi.create.content.logistics.block.belts.tunnel.BrassTunnelTileEntity;
@ -116,6 +99,7 @@ import com.simibubi.create.content.logistics.block.depot.DepotTileEntity;
import com.simibubi.create.content.logistics.block.diodes.AdjustablePulseRepeaterTileEntity;
import com.simibubi.create.content.logistics.block.diodes.AdjustableRepeaterRenderer;
import com.simibubi.create.content.logistics.block.diodes.AdjustableRepeaterTileEntity;
import com.simibubi.create.content.logistics.block.funnel.FunnelInstance;
import com.simibubi.create.content.logistics.block.funnel.FunnelRenderer;
import com.simibubi.create.content.logistics.block.funnel.FunnelTileEntity;
import com.simibubi.create.content.logistics.block.inventories.AdjustableCrateTileEntity;
@ -123,24 +107,22 @@ import com.simibubi.create.content.logistics.block.inventories.CreativeCrateTile
import com.simibubi.create.content.logistics.block.mechanicalArm.ArmInstance;
import com.simibubi.create.content.logistics.block.mechanicalArm.ArmRenderer;
import com.simibubi.create.content.logistics.block.mechanicalArm.ArmTileEntity;
import com.simibubi.create.content.logistics.block.redstone.AnalogLeverRenderer;
import com.simibubi.create.content.logistics.block.redstone.AnalogLeverTileEntity;
import com.simibubi.create.content.logistics.block.redstone.ContentObserverTileEntity;
import com.simibubi.create.content.logistics.block.redstone.NixieTubeRenderer;
import com.simibubi.create.content.logistics.block.redstone.NixieTubeTileEntity;
import com.simibubi.create.content.logistics.block.redstone.RedstoneLinkTileEntity;
import com.simibubi.create.content.logistics.block.redstone.StockpileSwitchTileEntity;
import com.simibubi.create.content.logistics.block.redstone.*;
import com.simibubi.create.content.schematics.block.SchematicTableTileEntity;
import com.simibubi.create.content.schematics.block.SchematicannonInstance;
import com.simibubi.create.content.schematics.block.SchematicannonRenderer;
import com.simibubi.create.content.schematics.block.SchematicannonTileEntity;
import com.simibubi.create.foundation.tileEntity.renderer.SmartTileEntityRenderer;
import com.tterrag.registrate.util.entry.TileEntityEntry;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.fml.DistExecutor;
public class AllTileEntities {
// Schematics
public static final TileEntityEntry<SchematicannonTileEntity> SCHEMATICANNON = Create.registrate()
.tileEntity("schematicannon", SchematicannonTileEntity::new)
.instance(() -> SchematicannonInstance::new)
.validBlocks(AllBlocks.SCHEMATICANNON)
.renderer(() -> SchematicannonRenderer::new)
.register();
@ -153,44 +135,44 @@ public class AllTileEntities {
// Kinetics
public static final TileEntityEntry<SimpleKineticTileEntity> SIMPLE_KINETIC = Create.registrate()
.tileEntity("simple_kinetic", SimpleKineticTileEntity::new)
.instance(() -> SingleRotatingInstance::new)
.validBlocks(AllBlocks.SHAFT, AllBlocks.COGWHEEL, AllBlocks.LARGE_COGWHEEL)
.renderer(() -> KineticTileEntityRenderer::new)
.onRegister(SingleRotatingInstance::register)
.register();
public static final TileEntityEntry<CreativeMotorTileEntity> MOTOR = Create.registrate()
.tileEntity("motor", CreativeMotorTileEntity::new)
.instance(() -> HalfShaftInstance::new)
.validBlocks(AllBlocks.CREATIVE_MOTOR)
.renderer(() -> CreativeMotorRenderer::new)
.onRegister(HalfShaftInstance::register)
.register();
public static final TileEntityEntry<GearboxTileEntity> GEARBOX = Create.registrate()
.tileEntity("gearbox", GearboxTileEntity::new)
.instance(() -> GearboxInstance::new)
.validBlocks(AllBlocks.GEARBOX)
.renderer(() -> GearboxRenderer::new)
.onRegister(GearboxInstance::register)
.register();
public static final TileEntityEntry<EncasedShaftTileEntity> ENCASED_SHAFT = Create.registrate()
.tileEntity("encased_shaft", EncasedShaftTileEntity::new)
.instance(() -> ShaftInstance::new)
.validBlocks(AllBlocks.ANDESITE_ENCASED_SHAFT, AllBlocks.BRASS_ENCASED_SHAFT, AllBlocks.ENCASED_CHAIN_DRIVE)
.renderer(() -> EncasedShaftRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<AdjustablePulleyTileEntity> ADJUSTABLE_PULLEY = Create.registrate()
.tileEntity("adjustable_pulley", AdjustablePulleyTileEntity::new)
.instance(() -> ShaftInstance::new)
.validBlocks(AllBlocks.ADJUSTABLE_CHAIN_GEARSHIFT)
.renderer(() -> EncasedShaftRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<EncasedFanTileEntity> ENCASED_FAN = Create.registrate()
.tileEntity("encased_fan", EncasedFanTileEntity::new)
.instance(() -> FanInstance::new)
.validBlocks(AllBlocks.ENCASED_FAN)
.renderer(() -> EncasedFanRenderer::new)
.onRegister(FanInstance::register)
.register();
public static final TileEntityEntry<NozzleTileEntity> NOZZLE = Create.registrate()
@ -201,59 +183,59 @@ public class AllTileEntities {
public static final TileEntityEntry<ClutchTileEntity> CLUTCH = Create.registrate()
.tileEntity("clutch", ClutchTileEntity::new)
.instance(() -> SplitShaftInstance::new)
.validBlocks(AllBlocks.CLUTCH)
.renderer(() -> SplitShaftRenderer::new)
.onRegister(SplitShaftInstance::register)
.register();
public static final TileEntityEntry<GearshiftTileEntity> GEARSHIFT = Create.registrate()
.tileEntity("gearshift", GearshiftTileEntity::new)
.instance(() -> SplitShaftInstance::new)
.validBlocks(AllBlocks.GEARSHIFT)
.renderer(() -> SplitShaftRenderer::new)
.onRegister(SplitShaftInstance::register)
.register();
public static final TileEntityEntry<TurntableTileEntity> TURNTABLE = Create.registrate()
.tileEntity("turntable", TurntableTileEntity::new)
.instance(() -> SingleRotatingInstance::new)
.validBlocks(AllBlocks.TURNTABLE)
.renderer(() -> KineticTileEntityRenderer::new)
.onRegister(SingleRotatingInstance::register)
.register();
public static final TileEntityEntry<HandCrankTileEntity> HAND_CRANK = Create.registrate()
.tileEntity("hand_crank", HandCrankTileEntity::new)
.instance(() -> HandCrankInstance::new)
.validBlocks(AllBlocks.HAND_CRANK, AllBlocks.COPPER_VALVE_HANDLE)
.validBlocks(AllBlocks.DYED_VALVE_HANDLES)
.renderer(() -> HandCrankRenderer::new)
.onRegister(SingleRotatingInstance::register)
.register();
public static final TileEntityEntry<CuckooClockTileEntity> CUCKOO_CLOCK = Create.registrate()
.tileEntity("cuckoo_clock", CuckooClockTileEntity::new)
.instance(() -> HorizontalHalfShaftInstance::new)
.validBlocks(AllBlocks.CUCKOO_CLOCK, AllBlocks.MYSTERIOUS_CUCKOO_CLOCK)
.renderer(() -> CuckooClockRenderer::new)
.onRegister(HorizontalHalfShaftInstance::register)
.register();
public static final TileEntityEntry<GantryShaftTileEntity> GANTRY_SHAFT = Create.registrate()
.tileEntity("gantry_shaft", GantryShaftTileEntity::new)
.instance(() -> SingleRotatingInstance::new)
.validBlocks(AllBlocks.GANTRY_SHAFT)
.renderer(() -> KineticTileEntityRenderer::new)
.onRegister(SingleRotatingInstance::register)
.register();
public static final TileEntityEntry<GantryPinionTileEntity> GANTRY_PINION = Create.registrate()
.tileEntity("gantry_pinion", GantryPinionTileEntity::new)
.validBlocks(AllBlocks.GANTRY_PINION)
.renderer(() -> GantryPinionRenderer::new)
.onRegister(ShaftInstance::register)
public static final TileEntityEntry<GantryCarriageTileEntity> GANTRY_PINION = Create.registrate()
.tileEntity("gantry_pinion", GantryCarriageTileEntity::new)
.instance(() -> GantryCarriageInstance::new)
.validBlocks(AllBlocks.GANTRY_CARRIAGE)
.renderer(() -> GantryCarriageRenderer::new)
.register();
public static final TileEntityEntry<PumpTileEntity> MECHANICAL_PUMP = Create.registrate()
.tileEntity("mechanical_pump", PumpTileEntity::new)
.instance(() -> PumpCogInstance::new)
.validBlocks(AllBlocks.MECHANICAL_PUMP)
.renderer(() -> PumpRenderer::new)
.onRegister(PumpCogInstance::register)
.register();
public static final TileEntityEntry<SmartFluidPipeTileEntity> SMART_FLUID_PIPE = Create.registrate()
@ -280,9 +262,9 @@ public class AllTileEntities {
public static final TileEntityEntry<FluidValveTileEntity> FLUID_VALVE = Create.registrate()
.tileEntity("fluid_valve", FluidValveTileEntity::new)
.instance(() -> FluidValveInstance::new)
.validBlocks(AllBlocks.FLUID_VALVE)
.renderer(() -> FluidValveRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<FluidTankTileEntity> FLUID_TANK = Create.registrate()
@ -299,9 +281,9 @@ public class AllTileEntities {
public static final TileEntityEntry<HosePulleyTileEntity> HOSE_PULLEY = Create.registrate()
.tileEntity("hose_pulley", HosePulleyTileEntity::new)
.instance(() -> ShaftInstance::new)
.validBlocks(AllBlocks.HOSE_PULLEY)
.renderer(() -> HosePulleyRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<SpoutTileEntity> SPOUT = Create.registrate()
@ -318,9 +300,9 @@ public class AllTileEntities {
public static final TileEntityEntry<BeltTileEntity> BELT = Create.registrate()
.tileEntity("belt", BeltTileEntity::new)
.instance(() -> BeltInstance::new)
.validBlocks(AllBlocks.BELT)
.renderer(() -> BeltRenderer::new)
.onRegister(BeltInstance::register)
.register();
public static final TileEntityEntry<ChuteTileEntity> CHUTE = Create.registrate()
@ -337,56 +319,58 @@ public class AllTileEntities {
public static final TileEntityEntry<BeltTunnelTileEntity> ANDESITE_TUNNEL = Create.registrate()
.tileEntity("andesite_tunnel", BeltTunnelTileEntity::new)
.instance(() -> BeltTunnelInstance::new)
.validBlocks(AllBlocks.ANDESITE_TUNNEL)
.renderer(() -> BeltTunnelRenderer::new)
.register();
public static final TileEntityEntry<BrassTunnelTileEntity> BRASS_TUNNEL = Create.registrate()
.tileEntity("brass_tunnel", BrassTunnelTileEntity::new)
.instance(() -> BeltTunnelInstance::new)
.validBlocks(AllBlocks.BRASS_TUNNEL)
.renderer(() -> BeltTunnelRenderer::new)
.register();
public static final TileEntityEntry<ArmTileEntity> MECHANICAL_ARM = Create.registrate()
.tileEntity("mechanical_arm", ArmTileEntity::new)
.instance(() -> ArmInstance::new)
.validBlocks(AllBlocks.MECHANICAL_ARM)
.renderer(() -> ArmRenderer::new)
.onRegister(ArmInstance::register)
.register();
public static final TileEntityEntry<MechanicalPistonTileEntity> MECHANICAL_PISTON = Create.registrate()
.tileEntity("mechanical_piston", MechanicalPistonTileEntity::new)
.instance(() -> ShaftInstance::new)
.validBlocks(AllBlocks.MECHANICAL_PISTON, AllBlocks.STICKY_MECHANICAL_PISTON)
.renderer(() -> MechanicalPistonRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<WindmillBearingTileEntity> WINDMILL_BEARING = Create.registrate()
.tileEntity("windmill_bearing", WindmillBearingTileEntity::new)
.instance(() -> BackHalfShaftInstance::new)
.validBlocks(AllBlocks.WINDMILL_BEARING)
.renderer(() -> BearingRenderer::new)
.onRegister(BackHalfShaftInstance::register)
.register();
public static final TileEntityEntry<MechanicalBearingTileEntity> MECHANICAL_BEARING = Create.registrate()
.tileEntity("mechanical_bearing", MechanicalBearingTileEntity::new)
.instance(() -> BackHalfShaftInstance::new)
.validBlocks(AllBlocks.MECHANICAL_BEARING)
.renderer(() -> BearingRenderer::new)
.onRegister(BackHalfShaftInstance::register)
.register();
public static final TileEntityEntry<ClockworkBearingTileEntity> CLOCKWORK_BEARING = Create.registrate()
.tileEntity("clockwork_bearing", ClockworkBearingTileEntity::new)
.instance(() -> BackHalfShaftInstance::new)
.validBlocks(AllBlocks.CLOCKWORK_BEARING)
.renderer(() -> BearingRenderer::new)
.onRegister(BackHalfShaftInstance::register)
.register();
public static final TileEntityEntry<PulleyTileEntity> ROPE_PULLEY = Create.registrate()
.tileEntity("rope_pulley", PulleyTileEntity::new)
.instance(() -> ShaftInstance::new)
.validBlocks(AllBlocks.ROPE_PULLEY)
.renderer(() -> PulleyRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<ChassisTileEntity> CHASSIS = Create.registrate()
@ -394,19 +378,26 @@ public class AllTileEntities {
.validBlocks(AllBlocks.RADIAL_CHASSIS, AllBlocks.LINEAR_CHASSIS, AllBlocks.SECONDARY_LINEAR_CHASSIS)
// .renderer(() -> renderer)
.register();
public static final TileEntityEntry<StickerTileEntity> STICKER = Create.registrate()
.tileEntity("sticker", StickerTileEntity::new)
.instance(() -> StickerInstance::new)
.validBlocks(AllBlocks.STICKER)
.renderer(() -> StickerRenderer::new)
.register();
public static final TileEntityEntry<DrillTileEntity> DRILL = Create.registrate()
.tileEntity("drill", DrillTileEntity::new)
.instance(() -> DrillInstance::new)
.validBlocks(AllBlocks.MECHANICAL_DRILL)
.renderer(() -> DrillRenderer::new)
.onRegister(DrillInstance::register)
.register();
public static final TileEntityEntry<SawTileEntity> SAW = Create.registrate()
.tileEntity("saw", SawTileEntity::new)
.instance(() -> SawInstance::new)
.validBlocks(AllBlocks.MECHANICAL_SAW)
.renderer(() -> SawRenderer::new)
.onRegister(SawInstance::register)
.register();
public static final TileEntityEntry<HarvesterTileEntity> HARVESTER = Create.registrate()
@ -430,29 +421,30 @@ public class AllTileEntities {
public static final TileEntityEntry<FlywheelTileEntity> FLYWHEEL = Create.registrate()
.tileEntity("flywheel", FlywheelTileEntity::new)
.instance(() -> FlyWheelInstance::new)
.validBlocks(AllBlocks.FLYWHEEL)
.renderer(() -> FlywheelRenderer::new)
.onRegister(FlyWheelInstance::register)
.register();
public static final TileEntityEntry<FurnaceEngineTileEntity> FURNACE_ENGINE = Create.registrate()
.tileEntity("furnace_engine", FurnaceEngineTileEntity::new)
.instance(() -> EngineInstance::new)
.validBlocks(AllBlocks.FURNACE_ENGINE)
.renderer(() -> EngineRenderer::new)
.register();
public static final TileEntityEntry<MillstoneTileEntity> MILLSTONE = Create.registrate()
.tileEntity("millstone", MillstoneTileEntity::new)
.instance(() -> MillStoneCogInstance::new)
.validBlocks(AllBlocks.MILLSTONE)
.renderer(() -> MillstoneRenderer::new)
.onRegister(MillStoneCogInstance::register)
.register();
public static final TileEntityEntry<CrushingWheelTileEntity> CRUSHING_WHEEL = Create.registrate()
.tileEntity("crushing_wheel", CrushingWheelTileEntity::new)
.instance(() -> SingleRotatingInstance::new)
.validBlocks(AllBlocks.CRUSHING_WHEEL)
.renderer(() -> KineticTileEntityRenderer::new)
.onRegister(SingleRotatingInstance::register)
.register();
public static final TileEntityEntry<CrushingWheelControllerTileEntity> CRUSHING_WHEEL_CONTROLLER =
@ -464,30 +456,30 @@ public class AllTileEntities {
public static final TileEntityEntry<WaterWheelTileEntity> WATER_WHEEL = Create.registrate()
.tileEntity("water_wheel", WaterWheelTileEntity::new)
.instance(() -> SingleRotatingInstance::new)
.validBlocks(AllBlocks.WATER_WHEEL)
.renderer(() -> KineticTileEntityRenderer::new)
.onRegister(SingleRotatingInstance::register)
.register();
public static final TileEntityEntry<MechanicalPressTileEntity> MECHANICAL_PRESS = Create.registrate()
.tileEntity("mechanical_press", MechanicalPressTileEntity::new)
.instance(() -> PressInstance::new)
.validBlocks(AllBlocks.MECHANICAL_PRESS)
.renderer(() -> MechanicalPressRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<MechanicalMixerTileEntity> MECHANICAL_MIXER = Create.registrate()
.tileEntity("mechanical_mixer", MechanicalMixerTileEntity::new)
.instance(() -> MixerInstance::new)
.validBlocks(AllBlocks.MECHANICAL_MIXER)
.renderer(() -> MechanicalMixerRenderer::new)
.onRegister(ShaftlessCogInstance::register)
.register();
public static final TileEntityEntry<DeployerTileEntity> DEPLOYER = Create.registrate()
.tileEntity("deployer", DeployerTileEntity::new)
.instance(() -> DeployerInstance::new)
.validBlocks(AllBlocks.DEPLOYER)
.renderer(() -> DeployerRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<BasinTileEntity> BASIN = Create.registrate()
@ -504,41 +496,42 @@ public class AllTileEntities {
public static final TileEntityEntry<MechanicalCrafterTileEntity> MECHANICAL_CRAFTER = Create.registrate()
.tileEntity("mechanical_crafter", MechanicalCrafterTileEntity::new)
.instance(() -> MechanicalCrafterInstance::new)
.validBlocks(AllBlocks.MECHANICAL_CRAFTER)
.renderer(() -> MechanicalCrafterRenderer::new)
.onRegister(MechanicalCrafterInstance::register)
.register();
public static final TileEntityEntry<SequencedGearshiftTileEntity> SEQUENCED_GEARSHIFT = Create.registrate()
.tileEntity("sequenced_gearshift", SequencedGearshiftTileEntity::new)
.instance(() -> SplitShaftInstance::new)
.validBlocks(AllBlocks.SEQUENCED_GEARSHIFT)
.renderer(() -> SplitShaftRenderer::new)
.onRegister(SplitShaftInstance::register)
.register();
public static final TileEntityEntry<SpeedControllerTileEntity> ROTATION_SPEED_CONTROLLER = Create.registrate()
.tileEntity("rotation_speed_controller", SpeedControllerTileEntity::new)
.instance(() -> ShaftInstance::new)
.validBlocks(AllBlocks.ROTATION_SPEED_CONTROLLER)
.renderer(() -> SpeedControllerRenderer::new)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<SpeedGaugeTileEntity> SPEEDOMETER = Create.registrate()
.tileEntity("speedometer", SpeedGaugeTileEntity::new)
.instance(() -> GaugeInstance.Speed::new)
.validBlocks(AllBlocks.SPEEDOMETER)
.renderer(() -> GaugeRenderer::speed)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<StressGaugeTileEntity> STRESSOMETER = Create.registrate()
.tileEntity("stressometer", StressGaugeTileEntity::new)
.instance(() -> GaugeInstance.Stress::new)
.validBlocks(AllBlocks.STRESSOMETER)
.renderer(() -> GaugeRenderer::stress)
.onRegister(ShaftInstance::register)
.register();
public static final TileEntityEntry<AnalogLeverTileEntity> ANALOG_LEVER = Create.registrate()
.tileEntity("analog_lever", AnalogLeverTileEntity::new)
.instance(() -> AnalogLeverInstance::new)
.validBlocks(AllBlocks.ANALOG_LEVER)
.renderer(() -> AnalogLeverRenderer::new)
.register();
@ -588,6 +581,7 @@ public class AllTileEntities {
public static final TileEntityEntry<FunnelTileEntity> FUNNEL = Create.registrate()
.tileEntity("funnel", FunnelTileEntity::new)
.instance(() -> FunnelInstance::new)
.validBlocks(AllBlocks.BRASS_FUNNEL, AllBlocks.BRASS_BELT_FUNNEL, AllBlocks.ANDESITE_FUNNEL,
AllBlocks.ANDESITE_BELT_FUNNEL)
.renderer(() -> FunnelRenderer::new)

View file

@ -1,10 +1,5 @@
package com.simibubi.create;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.function.Function;
import com.simibubi.create.content.contraptions.base.KineticTileEntityRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.render.ContraptionRenderDispatcher;
import com.simibubi.create.content.contraptions.relays.encased.CasingConnectivity;
@ -14,15 +9,20 @@ import com.simibubi.create.content.schematics.client.SchematicHandler;
import com.simibubi.create.foundation.ResourceReloadHandler;
import com.simibubi.create.foundation.block.render.CustomBlockModels;
import com.simibubi.create.foundation.block.render.SpriteShifter;
import com.simibubi.create.foundation.gui.UIRenderHelper;
import com.simibubi.create.foundation.item.CustomItemModels;
import com.simibubi.create.foundation.item.CustomRenderedItems;
import com.simibubi.create.foundation.ponder.content.PonderIndex;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.render.AllProgramSpecs;
import com.simibubi.create.foundation.render.KineticRenderer;
import com.simibubi.create.foundation.render.SuperByteBufferCache;
import com.simibubi.create.foundation.render.backend.Backend;
import com.simibubi.create.foundation.render.backend.OptifineHandler;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import com.simibubi.create.foundation.utility.WorldAttached;
import com.simibubi.create.foundation.utility.ghost.GhostBlocks;
import com.simibubi.create.foundation.utility.outliner.Outliner;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.BlockModelShapes;
@ -33,6 +33,7 @@ import net.minecraft.item.Item;
import net.minecraft.resources.IReloadableResourceManager;
import net.minecraft.resources.IResourceManager;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.IWorld;
import net.minecraftforge.client.event.ModelBakeEvent;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.client.event.TextureStitchEvent;
@ -40,13 +41,19 @@ import net.minecraftforge.client.model.ModelLoader;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import javax.annotation.Nullable;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.function.Function;
public class CreateClient {
public static ClientSchematicLoader schematicSender;
public static SchematicHandler schematicHandler;
public static SchematicAndQuillHandler schematicAndQuillHandler;
public static SuperByteBufferCache bufferCache;
public static KineticRenderer kineticRenderer;
public static WorldAttached<KineticRenderer> kineticRenderer;
public static final Outliner outliner = new Outliner();
public static GhostBlocks ghostBlocks;
@ -68,7 +75,8 @@ public class CreateClient {
}
public static void clientInit(FMLClientSetupEvent event) {
kineticRenderer = new KineticRenderer();
AllProgramSpecs.init();
kineticRenderer = new WorldAttached<>(KineticRenderer::new);
schematicSender = new ClientSchematicLoader();
schematicHandler = new SchematicHandler();
@ -77,6 +85,7 @@ public class CreateClient {
bufferCache = new SuperByteBufferCache();
bufferCache.registerCompartment(KineticTileEntityRenderer.KINETIC_TILE);
bufferCache.registerCompartment(ContraptionRenderDispatcher.CONTRAPTION, 20);
bufferCache.registerCompartment(WorldSectionElement.DOC_WORLD_SECTION, 20);
ghostBlocks = new GhostBlocks();
@ -86,6 +95,10 @@ public class CreateClient {
AllEntityTypes.registerRenderers();
getColorHandler().init();
AllFluids.assignRenderLayers();
PonderIndex.register();
PonderIndex.registerTags();
UIRenderHelper.init();
IResourceManager resourceManager = Minecraft.getInstance()
.getResourceManager();
@ -185,8 +198,18 @@ public class CreateClient {
}
public static void invalidateRenderers() {
CreateClient.bufferCache.invalidate();
CreateClient.kineticRenderer.invalidate();
invalidateRenderers(null);
}
public static void invalidateRenderers(@Nullable IWorld world) {
bufferCache.invalidate();
if (world != null) {
kineticRenderer.get(world).invalidate();
} else {
kineticRenderer.forEach(InstancedTileRenderer::invalidate);
}
ContraptionRenderDispatcher.invalidateAll();
}
}

View file

@ -1,5 +1,38 @@
package com.simibubi.create.compat.jei;
import com.google.common.base.Predicates;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.AllItems;
import com.simibubi.create.AllRecipeTypes;
import com.simibubi.create.Create;
import com.simibubi.create.compat.jei.category.*;
import com.simibubi.create.compat.jei.category.BlockCuttingCategory.CondensedBlockCuttingRecipe;
import com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity;
import com.simibubi.create.content.contraptions.components.saw.SawTileEntity;
import com.simibubi.create.content.contraptions.fluids.recipe.PotionMixingRecipeManager;
import com.simibubi.create.content.contraptions.processing.BasinRecipe;
import com.simibubi.create.content.logistics.block.inventories.AdjustableCrateScreen;
import com.simibubi.create.content.logistics.item.filter.AbstractFilterScreen;
import com.simibubi.create.content.logistics.item.filter.AttributeFilterScreen;
import com.simibubi.create.content.logistics.item.filter.FilterScreen;
import com.simibubi.create.content.schematics.block.SchematicTableScreen;
import com.simibubi.create.content.schematics.block.SchematicannonScreen;
import com.simibubi.create.foundation.config.AllConfigs;
import com.simibubi.create.foundation.config.CRecipes;
import com.simibubi.create.foundation.config.ConfigBase.ConfigBool;
import mezz.jei.api.IModPlugin;
import mezz.jei.api.JeiPlugin;
import mezz.jei.api.registration.*;
import mezz.jei.api.runtime.IIngredientManager;
import net.minecraft.client.Minecraft;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.item.crafting.*;
import net.minecraft.util.IItemProvider;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.ModList;
import javax.annotation.Nonnull;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
@ -8,63 +41,6 @@ import java.util.function.Predicate;
import java.util.function.Supplier;
import java.util.stream.Collectors;
import javax.annotation.Nonnull;
import com.google.common.base.Predicates;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.AllItems;
import com.simibubi.create.AllRecipeTypes;
import com.simibubi.create.Create;
import com.simibubi.create.compat.jei.category.BlockCuttingCategory;
import com.simibubi.create.compat.jei.category.BlockCuttingCategory.CondensedBlockCuttingRecipe;
import com.simibubi.create.compat.jei.category.BlockzapperUpgradeCategory;
import com.simibubi.create.compat.jei.category.CreateRecipeCategory;
import com.simibubi.create.compat.jei.category.CrushingCategory;
import com.simibubi.create.compat.jei.category.FanBlastingCategory;
import com.simibubi.create.compat.jei.category.FanSmokingCategory;
import com.simibubi.create.compat.jei.category.FanWashingCategory;
import com.simibubi.create.compat.jei.category.ItemDrainCategory;
import com.simibubi.create.compat.jei.category.MechanicalCraftingCategory;
import com.simibubi.create.compat.jei.category.MillingCategory;
import com.simibubi.create.compat.jei.category.MixingCategory;
import com.simibubi.create.compat.jei.category.MysteriousItemConversionCategory;
import com.simibubi.create.compat.jei.category.PackingCategory;
import com.simibubi.create.compat.jei.category.PolishingCategory;
import com.simibubi.create.compat.jei.category.PressingCategory;
import com.simibubi.create.compat.jei.category.ProcessingViaFanCategory;
import com.simibubi.create.compat.jei.category.SawingCategory;
import com.simibubi.create.compat.jei.category.SpoutCategory;
import com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity;
import com.simibubi.create.content.contraptions.components.saw.SawTileEntity;
import com.simibubi.create.content.contraptions.fluids.recipe.PotionMixingRecipeManager;
import com.simibubi.create.content.contraptions.processing.BasinRecipe;
import com.simibubi.create.content.logistics.block.inventories.AdjustableCrateScreen;
import com.simibubi.create.content.logistics.item.filter.AbstractFilterScreen;
import com.simibubi.create.content.schematics.block.SchematicannonScreen;
import com.simibubi.create.foundation.config.AllConfigs;
import com.simibubi.create.foundation.config.CRecipes;
import com.simibubi.create.foundation.config.ConfigBase.ConfigBool;
import mezz.jei.api.IModPlugin;
import mezz.jei.api.JeiPlugin;
import mezz.jei.api.registration.IGuiHandlerRegistration;
import mezz.jei.api.registration.IRecipeCatalystRegistration;
import mezz.jei.api.registration.IRecipeCategoryRegistration;
import mezz.jei.api.registration.IRecipeRegistration;
import mezz.jei.api.registration.ISubtypeRegistration;
import mezz.jei.api.runtime.IIngredientManager;
import net.minecraft.client.Minecraft;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.item.crafting.ICraftingRecipe;
import net.minecraft.item.crafting.IRecipe;
import net.minecraft.item.crafting.IRecipeSerializer;
import net.minecraft.item.crafting.IRecipeType;
import net.minecraft.item.crafting.ShapedRecipe;
import net.minecraft.util.IItemProvider;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.ModList;
@JeiPlugin
@SuppressWarnings("unused")
public class CreateJEI implements IModPlugin {
@ -226,8 +202,12 @@ public class CreateJEI implements IModPlugin {
@Override
public void registerGuiHandlers(IGuiHandlerRegistration registration) {
registration.addGuiContainerHandler(AdjustableCrateScreen.class, new SlotMover<>());
registration.addGuiContainerHandler(SchematicannonScreen.class, new SlotMover<>());
SlotMover slotMover = new SlotMover();
registration.addGuiContainerHandler(AdjustableCrateScreen.class, slotMover);
registration.addGuiContainerHandler(SchematicannonScreen.class, slotMover);
registration.addGuiContainerHandler(SchematicTableScreen.class, slotMover);
registration.addGuiContainerHandler(FilterScreen.class, slotMover);
registration.addGuiContainerHandler(AttributeFilterScreen.class, slotMover);
registration.addGhostIngredientHandler(AbstractFilterScreen.class, new FilterGhostIngredientHandler());
}

View file

@ -1,22 +1,20 @@
package com.simibubi.create.compat.jei;
import java.util.List;
import com.simibubi.create.foundation.gui.AbstractSimiContainerScreen;
import mezz.jei.api.gui.handlers.IGuiContainerHandler;
import net.minecraft.client.renderer.Rectangle2d;
import net.minecraft.inventory.container.Container;
import java.util.List;
/**
* Allows a {@link AbstractSimiContainerScreen} to specify an area in getExtraArea() that will be avoided by JEI
*
* Name is taken from CoFHCore's 1.12 implementation.
*/
public class SlotMover<T extends Container> implements IGuiContainerHandler<AbstractSimiContainerScreen<T>> {
public class SlotMover implements IGuiContainerHandler<AbstractSimiContainerScreen<?>> {
@Override
public List<Rectangle2d> getGuiExtraAreas(AbstractSimiContainerScreen<T> containerScreen) {
public List<Rectangle2d> getGuiExtraAreas(AbstractSimiContainerScreen<?> containerScreen) {
return containerScreen.getExtraAreas();
}
}

View file

@ -1,16 +1,11 @@
package com.simibubi.create.compat.jei.category;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.compat.jei.category.BlockCuttingCategory.CondensedBlockCuttingRecipe;
import com.simibubi.create.compat.jei.category.animations.AnimatedSaw;
import com.simibubi.create.foundation.gui.AllGuiTextures;
import com.simibubi.create.foundation.item.ItemHelper;
import mezz.jei.api.constants.VanillaTypes;
import mezz.jei.api.gui.IRecipeLayout;
import mezz.jei.api.gui.ingredient.IGuiItemStackGroup;
@ -22,6 +17,10 @@ import net.minecraft.item.crafting.Ingredient;
import net.minecraft.item.crafting.StonecuttingRecipe;
import net.minecraft.util.ResourceLocation;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
public class BlockCuttingCategory extends CreateRecipeCategory<CondensedBlockCuttingRecipe> {
private AnimatedSaw saw = new AnimatedSaw();
@ -34,7 +33,7 @@ public class BlockCuttingCategory extends CreateRecipeCategory<CondensedBlockCut
public Class<? extends CondensedBlockCuttingRecipe> getRecipeClass() {
return CondensedBlockCuttingRecipe.class;
}
@Override
public void setIngredients(CondensedBlockCuttingRecipe recipe, IIngredients ingredients) {
ingredients.setInputIngredients(recipe.getIngredients());
@ -119,6 +118,11 @@ public class BlockCuttingCategory extends CreateRecipeCategory<CondensedBlockCut
}
return condensed;
}
@Override
public boolean isDynamic() {
return true;
}
}

View file

@ -1,10 +1,5 @@
package com.simibubi.create.compat.jei.category;
import java.util.ArrayList;
import java.util.List;
import java.util.function.Supplier;
import java.util.stream.Collectors;
import com.simibubi.create.AllFluids;
import com.simibubi.create.Create;
import com.simibubi.create.compat.jei.DoubleItemIcon;
@ -15,7 +10,6 @@ import com.simibubi.create.content.contraptions.processing.ProcessingRecipe;
import com.simibubi.create.foundation.fluid.FluidIngredient;
import com.simibubi.create.foundation.gui.AllGuiTextures;
import com.simibubi.create.foundation.utility.Lang;
import mezz.jei.api.gui.drawable.IDrawable;
import mezz.jei.api.gui.ingredient.IGuiFluidStackGroup;
import mezz.jei.api.gui.ingredient.IGuiItemStackGroup;
@ -29,6 +23,11 @@ import net.minecraft.util.text.StringTextComponent;
import net.minecraft.util.text.TextFormatting;
import net.minecraftforge.fluids.FluidStack;
import java.util.ArrayList;
import java.util.List;
import java.util.function.Supplier;
import java.util.stream.Collectors;
public abstract class CreateRecipeCategory<T extends IRecipe<?>> implements IRecipeCategory<T> {
public List<Supplier<? extends Object>> recipeCatalysts = new ArrayList<>();
@ -104,11 +103,10 @@ public abstract class CreateRecipeCategory<T extends IRecipe<?>> implements IRec
ProcessingOutput output = results.get(slotIndex - 1);
float chance = output.getChance();
if (chance != 1)
tooltip.add(1, Lang.translate("recipe.processing.chance", chance < 0.01 ? "<1" : (int) (chance * 100))
.formatted(TextFormatting.GOLD));
tooltip.add(1, Lang.translate("recipe.processing.chance", chance < 0.01 ? "<1" : (int) (chance * 100)).formatted(TextFormatting.GOLD));
});
}
public List<FluidStack> withImprovedVisibility(List<FluidStack> stacks) {
return stacks.stream()
.map(this::withImprovedVisibility)
@ -131,7 +129,7 @@ public abstract class CreateRecipeCategory<T extends IRecipe<?>> implements IRec
fluidStacks.addTooltipCallback((slotIndex, input, fluid, tooltip) -> {
if (fluid.getFluid()
.isEquivalentTo(AllFluids.POTION.get())) {
ITextComponent name = PotionFluidHandler.getPotionName(fluid);
ITextComponent name = fluid.getDisplayName();
if (tooltip.isEmpty())
tooltip.add(0, name);
else

View file

@ -3,7 +3,6 @@ package com.simibubi.create.compat.jei.category.animations;
import com.simibubi.create.AllBlockPartials;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import mezz.jei.api.gui.drawable.IDrawable;
import net.minecraft.block.BlockState;
import net.minecraft.state.properties.BlockStateProperties;
@ -12,7 +11,7 @@ import net.minecraft.util.Direction.Axis;
public abstract class AnimatedKinetics implements IDrawable {
public static float getCurrentAngle() {
return ((AnimationTickHolder.getRenderTick()) * 4f) % 360;
return ((AnimationTickHolder.getRenderTime()) * 4f) % 360;
}
protected BlockState shaft(Axis axis) {

View file

@ -5,7 +5,6 @@ import com.simibubi.create.AllBlockPartials;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.foundation.gui.GuiGameElement;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3f;
@ -30,7 +29,7 @@ public class AnimatedMixer extends AnimatedKinetics {
.scale(scale)
.render(matrixStack);
float animation = ((MathHelper.sin(AnimationTickHolder.getRenderTick() / 32f) + 1) / 5) + .5f;
float animation = ((MathHelper.sin(AnimationTickHolder.getRenderTime() / 32f) + 1) / 5) + .5f;
GuiGameElement.of(AllBlockPartials.MECHANICAL_MIXER_POLE)
.atLocal(0, animation, 0)

View file

@ -5,7 +5,6 @@ import com.simibubi.create.AllBlockPartials;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.foundation.gui.GuiGameElement;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import net.minecraft.util.Direction.Axis;
import net.minecraft.util.math.vector.Vector3f;
@ -49,7 +48,7 @@ public class AnimatedPress extends AnimatedKinetics {
}
private float getAnimatedHeadOffset() {
float cycle = (AnimationTickHolder.getRenderTick()) % 30;
float cycle = (AnimationTickHolder.getRenderTime()) % 30;
if (cycle < 10) {
float progress = cycle / 10;
return -(progress * progress * progress);

View file

@ -1,14 +1,11 @@
package com.simibubi.create.compat.jei.category.animations;
import java.util.List;
import com.mojang.blaze3d.matrix.MatrixStack;
import com.simibubi.create.AllBlockPartials;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.foundation.fluid.FluidRenderer;
import com.simibubi.create.foundation.gui.GuiGameElement;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.IRenderTypeBuffer.Impl;
import net.minecraft.client.renderer.Tessellator;
@ -16,6 +13,8 @@ import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.vector.Vector3f;
import net.minecraftforge.fluids.FluidStack;
import java.util.List;
public class AnimatedSpout extends AnimatedKinetics {
private List<FluidStack> fluids;
@ -37,7 +36,7 @@ public class AnimatedSpout extends AnimatedKinetics {
.scale(scale)
.render(matrixStack);
float cycle = AnimationTickHolder.getRenderTick() % 30;
float cycle = AnimationTickHolder.getRenderTime() % 30;
float squeeze = cycle < 20 ? MathHelper.sin((float) (cycle / 20f * Math.PI)) : 0;
squeeze *= 20;

View file

@ -1,21 +1,11 @@
package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderRegistry;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.tileentity.TileEntityType;
import net.minecraft.util.Direction;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.fml.DistExecutor;
public class BackHalfShaftInstance extends HalfShaftInstance {
public static void register(TileEntityType<? extends KineticTileEntity> type) {
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () ->
InstancedTileRenderRegistry.instance.register(type, BackHalfShaftInstance::new));
}
public BackHalfShaftInstance(InstancedTileRenderer modelManager, KineticTileEntity tile) {
public BackHalfShaftInstance(InstancedTileRenderer<?> modelManager, KineticTileEntity tile) {
super(modelManager, tile);
}

View file

@ -2,21 +2,11 @@ package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.AllBlockPartials;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderRegistry;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.tileentity.TileEntityType;
import net.minecraft.util.Direction;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.fml.DistExecutor;
public class HalfShaftInstance extends SingleRotatingInstance {
public static void register(TileEntityType<? extends KineticTileEntity> type) {
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () ->
InstancedTileRenderRegistry.instance.register(type, HalfShaftInstance::new));
}
public HalfShaftInstance(InstancedTileRenderer<?> modelManager, KineticTileEntity tile) {
super(modelManager, tile);
}

View file

@ -1,19 +1,10 @@
package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderRegistry;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.tileentity.TileEntityType;
import net.minecraft.util.Direction;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.fml.DistExecutor;
public class HorizontalHalfShaftInstance extends HalfShaftInstance {
public static void register(TileEntityType<? extends KineticTileEntity> type) {
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () ->
InstancedTileRenderRegistry.instance.register(type, HorizontalHalfShaftInstance::new));
}
public HorizontalHalfShaftInstance(InstancedTileRenderer<?> modelManager, KineticTileEntity tile) {
super(modelManager, tile);

View file

@ -1,15 +1,15 @@
package com.simibubi.create.content.contraptions.base;
import java.nio.ByteBuffer;
import com.simibubi.create.foundation.render.backend.instancing.InstanceData;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.impl.IFlatLight;
import com.simibubi.create.foundation.utility.ColorHelper;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.vector.Vector3f;
public class KineticData<D extends KineticData<D>> extends InstanceData {
import java.nio.ByteBuffer;
public class KineticData<D extends KineticData<D>> extends InstanceData implements IFlatLight<D> {
private float x;
private float y;
private float z;
@ -58,11 +58,20 @@ public class KineticData<D extends KineticData<D>> extends InstanceData {
return (D) this;
}
public D nudge(float x, float y, float z) {
this.x += x;
this.y += y;
this.z += z;
return (D) this;
}
@Override
public D setBlockLight(int blockLight) {
this.blockLight = (byte) ((blockLight & 0xF) << 4);
return (D) this;
}
@Override
public D setSkyLight(int skyLight) {
this.skyLight = (byte) ((skyLight & 0xF) << 4);
return (D) this;

View file

@ -2,6 +2,7 @@ package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.content.contraptions.components.actors.ContraptionActorData;
import com.simibubi.create.content.contraptions.relays.belt.BeltData;
import com.simibubi.create.content.logistics.block.FlapData;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.MaterialType;
@ -10,4 +11,6 @@ public class KineticRenderMaterials {
public static final MaterialType<InstancedModel<BeltData>> BELTS = new MaterialType<>();
public static final MaterialType<InstancedModel<ContraptionActorData>> ACTORS = new MaterialType<>();
public static final MaterialType<InstancedModel<FlapData>> FLAPS = new MaterialType<>();
}

View file

@ -1,21 +1,12 @@
package com.simibubi.create.content.contraptions.base;
import static net.minecraft.util.text.TextFormatting.GOLD;
import static net.minecraft.util.text.TextFormatting.GRAY;
import java.util.List;
import javax.annotation.Nullable;
import com.simibubi.create.Create;
import com.simibubi.create.CreateClient;
import com.simibubi.create.content.contraptions.KineticNetwork;
import com.simibubi.create.content.contraptions.RotationPropagator;
import com.simibubi.create.content.contraptions.base.IRotate.SpeedLevel;
import com.simibubi.create.content.contraptions.base.IRotate.StressImpact;
import com.simibubi.create.content.contraptions.goggles.IHaveGoggleInformation;
import com.simibubi.create.content.contraptions.goggles.IHaveHoveringInformation;
import com.simibubi.create.foundation.advancement.AllTriggers;
import com.simibubi.create.foundation.config.AllConfigs;
import com.simibubi.create.foundation.item.TooltipHelper;
import com.simibubi.create.foundation.render.backend.FastRenderDispatcher;
@ -23,7 +14,6 @@ import com.simibubi.create.foundation.render.backend.instancing.IInstanceRendere
import com.simibubi.create.foundation.tileEntity.SmartTileEntity;
import com.simibubi.create.foundation.tileEntity.TileEntityBehaviour;
import com.simibubi.create.foundation.utility.Lang;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.client.resources.I18n;
@ -43,7 +33,12 @@ import net.minecraft.util.text.TextFormatting;
import net.minecraft.world.World;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.fml.DistExecutor;
import javax.annotation.Nullable;
import java.util.List;
import static net.minecraft.util.text.TextFormatting.GOLD;
import static net.minecraft.util.text.TextFormatting.GRAY;
public abstract class KineticTileEntity extends SmartTileEntity
implements ITickableTileEntity, IHaveGoggleInformation, IHaveHoveringInformation, IInstanceRendered {
@ -75,7 +70,7 @@ public abstract class KineticTileEntity extends SmartTileEntity
@Override
public void initialize() {
if (hasNetwork()) {
if (hasNetwork() && !world.isRemote) {
KineticNetwork network = getOrCreateNetwork();
if (!network.initialized)
network.initFromTE(capacity, stress, networkSize);
@ -224,6 +219,7 @@ public abstract class KineticTileEntity extends SmartTileEntity
boolean overStressedBefore = overStressed;
clearKineticInformation();
cachedBoundingBox = null;
// DO NOT READ kinetic information when placed after movement
if (wasMoved) {
super.fromTag(state, compound, clientPacket);
@ -528,19 +524,6 @@ public abstract class KineticTileEntity extends SmartTileEntity
return block.hasIntegratedCogwheel(world, pos, state);
}
@Override
public void onLoad() {
super.onLoad();
if (world != null && world.isRemote)
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () -> CreateClient.kineticRenderer.add(this));
}
@Override
public void onChunkUnloaded() {
if (world != null && world.isRemote)
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () -> CreateClient.kineticRenderer.remove(this));
}
@Override
public void requestModelDataUpdate() {
super.requestModelDataUpdate();
@ -549,11 +532,6 @@ public abstract class KineticTileEntity extends SmartTileEntity
}
}
@Override
public void onChunkLightUpdate() {
CreateClient.kineticRenderer.onLightUpdate(this);
}
protected AxisAlignedBB cachedBoundingBox;
@OnlyIn(Dist.CLIENT)
public AxisAlignedBB getRenderBoundingBox() {

View file

@ -12,7 +12,6 @@ import com.simibubi.create.foundation.render.backend.FastRenderDispatcher;
import com.simibubi.create.foundation.tileEntity.renderer.SafeTileEntityRenderer;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import com.simibubi.create.foundation.utility.ColorHelper;
import net.minecraft.block.BlockState;
import net.minecraft.client.renderer.IRenderTypeBuffer;
import net.minecraft.client.renderer.RenderType;
@ -58,7 +57,7 @@ public class KineticTileEntityRenderer extends SafeTileEntityRenderer<KineticTil
}
public static float getAngleForTe(KineticTileEntity te, final BlockPos pos, Axis axis) {
float time = AnimationTickHolder.getRenderTick();
float time = AnimationTickHolder.getRenderTime(te.getWorld());
float offset = getRotationOffsetForPosition(te, pos, axis);
float angle = ((time * te.getSpeed() * 3f / 10 + offset) % 360) / 180 * (float) Math.PI;
return angle;

View file

@ -1,16 +1,9 @@
package com.simibubi.create.content.contraptions.base;
import java.util.function.Consumer;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.content.contraptions.relays.elementary.CogWheelBlock;
import com.simibubi.create.content.contraptions.relays.elementary.ShaftBlock;
import com.simibubi.create.foundation.render.backend.instancing.InstanceKey;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import com.simibubi.create.foundation.render.backend.instancing.RenderMaterial;
import com.simibubi.create.foundation.render.backend.instancing.TileEntityInstance;
import com.simibubi.create.foundation.render.backend.instancing.*;
import net.minecraft.block.BlockState;
import net.minecraft.util.Direction;
import net.minecraft.world.LightType;
@ -22,28 +15,23 @@ public abstract class KineticTileInstance<T extends KineticTileEntity> extends T
}
protected final void updateRotation(InstanceKey<RotatingData> key, Direction.Axis axis) {
key.modifyInstance(data -> {
data.setColor(tile.network)
.setRotationalSpeed(tile.getSpeed())
.setRotationOffset(getRotationOffset(axis))
.setRotationAxis(axis);
});
key.getInstance()
.setColor(tile.network)
.setRotationalSpeed(tile.getSpeed())
.setRotationOffset(getRotationOffset(axis))
.setRotationAxis(axis);
}
protected final Consumer<RotatingData> setupFunc(float speed, Direction.Axis axis) {
return data -> {
data.setBlockLight(world.getLightLevel(LightType.BLOCK, pos))
.setSkyLight(world.getLightLevel(LightType.SKY, pos))
.setTileEntity(tile)
.setRotationalSpeed(speed)
.setRotationOffset(getRotationOffset(axis))
.setRotationAxis(axis);
};
}
protected final InstanceKey<RotatingData> setup(InstanceKey<RotatingData> key, float speed, Direction.Axis axis) {
key.getInstance()
.setBlockLight(world.getLightLevel(LightType.BLOCK, pos))
.setSkyLight(world.getLightLevel(LightType.SKY, pos))
.setTileEntity(tile)
.setRotationalSpeed(speed)
.setRotationOffset(getRotationOffset(axis))
.setRotationAxis(axis);
protected final void relight(KineticData<?> data) {
data.setBlockLight(world.getLightLevel(LightType.BLOCK, pos))
.setSkyLight(world.getLightLevel(LightType.SKY, pos));
return key;
}
protected float getRotationOffset(final Direction.Axis axis) {

View file

@ -1,6 +1,7 @@
package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.foundation.render.backend.gl.attrib.CommonAttributes;
import com.simibubi.create.foundation.render.backend.gl.attrib.IAttribSpec;
import com.simibubi.create.foundation.render.backend.gl.attrib.IVertexAttrib;
import com.simibubi.create.foundation.render.backend.gl.attrib.VertexAttribSpec;
@ -26,7 +27,7 @@ public enum KineticVertexAttributes implements IVertexAttrib {
}
@Override
public VertexAttribSpec attribSpec() {
public IAttribSpec attribSpec() {
return spec;
}

View file

@ -1,6 +1,7 @@
package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.foundation.render.backend.gl.attrib.CommonAttributes;
import com.simibubi.create.foundation.render.backend.gl.attrib.IAttribSpec;
import com.simibubi.create.foundation.render.backend.gl.attrib.IVertexAttrib;
import com.simibubi.create.foundation.render.backend.gl.attrib.VertexAttribSpec;
@ -22,7 +23,7 @@ public enum RotatingVertexAttributes implements IVertexAttrib {
}
@Override
public VertexAttribSpec attribSpec() {
public IAttribSpec attribSpec() {
return spec;
}

View file

@ -2,20 +2,11 @@ package com.simibubi.create.content.contraptions.base;
import com.simibubi.create.AllBlockPartials;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderRegistry;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import net.minecraft.tileentity.TileEntityType;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.fml.DistExecutor;
public class ShaftlessCogInstance extends SingleRotatingInstance {
public static void register(TileEntityType<? extends KineticTileEntity> type) {
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () ->
InstancedTileRenderRegistry.instance.register(type, ShaftlessCogInstance::new));
}
public ShaftlessCogInstance(InstancedTileRenderer modelManager, KineticTileEntity tile) {
public ShaftlessCogInstance(InstancedTileRenderer<?> modelManager, KineticTileEntity tile) {
super(modelManager, tile);
}

View file

@ -1,34 +1,25 @@
package com.simibubi.create.content.contraptions.base;
import static com.simibubi.create.content.contraptions.base.KineticTileEntityRenderer.KINETIC_TILE;
import com.simibubi.create.foundation.render.backend.instancing.InstanceKey;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderRegistry;
import com.simibubi.create.foundation.render.backend.instancing.InstancedTileRenderer;
import net.minecraft.block.BlockState;
import net.minecraft.tileentity.TileEntityType;
import net.minecraft.util.Direction;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.fml.DistExecutor;
import static com.simibubi.create.content.contraptions.base.KineticTileEntityRenderer.KINETIC_TILE;
public class SingleRotatingInstance extends KineticTileInstance<KineticTileEntity> {
public static void register(TileEntityType<? extends KineticTileEntity> type) {
DistExecutor.unsafeRunWhenOn(Dist.CLIENT, () -> () ->
InstancedTileRenderRegistry.instance.register(type, SingleRotatingInstance::new));
}
protected InstanceKey<RotatingData> rotatingModelKey;
public SingleRotatingInstance(InstancedTileRenderer modelManager, KineticTileEntity tile) {
public SingleRotatingInstance(InstancedTileRenderer<?> modelManager, KineticTileEntity tile) {
super(modelManager, tile);
}
@Override
protected void init() {
Direction.Axis axis = ((IRotate) lastState.getBlock()).getRotationAxis(lastState);
rotatingModelKey = getModel().setupInstance(setupFunc(tile.getSpeed(), axis));
rotatingModelKey = setup(getModel().createInstance(), tile.getSpeed(), axis);
}
@Override
@ -39,7 +30,7 @@ public class SingleRotatingInstance extends KineticTileInstance<KineticTileEntit
@Override
public void updateLight() {
rotatingModelKey.modifyInstance(this::relight);
relight(pos, rotatingModelKey.getInstance());
}
@Override

View file

@ -1,6 +1,7 @@
package com.simibubi.create.content.contraptions.components.actors;
import com.simibubi.create.foundation.render.backend.gl.attrib.CommonAttributes;
import com.simibubi.create.foundation.render.backend.gl.attrib.IAttribSpec;
import com.simibubi.create.foundation.render.backend.gl.attrib.IVertexAttrib;
import com.simibubi.create.foundation.render.backend.gl.attrib.VertexAttribSpec;
@ -9,8 +10,9 @@ public enum ActorVertexAttributes implements IVertexAttrib {
LIGHT("aModelLight", CommonAttributes.LIGHT),
OFFSET("aOffset", CommonAttributes.FLOAT),
AXIS("aAxis", CommonAttributes.NORMAL),
INSTANCE_ROTATION("aInstanceRot", CommonAttributes.VEC3),
INSTANCE_ROTATION("aInstanceRot", CommonAttributes.QUATERNION),
ROTATION_CENTER("aRotationCenter", CommonAttributes.NORMAL),
SPEED("aSpeed", CommonAttributes.FLOAT),
;
private final String name;
@ -27,7 +29,7 @@ public enum ActorVertexAttributes implements IVertexAttrib {
}
@Override
public VertexAttribSpec attribSpec() {
public IAttribSpec attribSpec() {
return spec;
}

View file

@ -1,14 +1,14 @@
package com.simibubi.create.content.contraptions.components.actors;
import java.nio.ByteBuffer;
import com.simibubi.create.foundation.render.backend.gl.attrib.VertexFormat;
import com.simibubi.create.foundation.render.backend.instancing.InstanceData;
import com.simibubi.create.foundation.render.backend.instancing.InstancedModel;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.vector.Quaternion;
import net.minecraft.util.math.vector.Vector3f;
import java.nio.ByteBuffer;
public class ContraptionActorData extends InstanceData {
public static VertexFormat FORMAT = VertexFormat.builder()
.addAttributes(ActorVertexAttributes.class)
@ -23,13 +23,16 @@ public class ContraptionActorData extends InstanceData {
private byte rotationAxisX;
private byte rotationAxisY;
private byte rotationAxisZ;
private float localRotationX;
private float localRotationY;
private float localRotationZ;
private float qX;
private float qY;
private float qZ;
private float qW;
private byte rotationCenterX = 64;
private byte rotationCenterY = 64;
private byte rotationCenterZ = 64;
private float speed;
protected ContraptionActorData(InstancedModel<?> owner) {
super(owner);
}
@ -57,6 +60,11 @@ public class ContraptionActorData extends InstanceData {
return this;
}
public ContraptionActorData setSpeed(float speed) {
this.speed = speed;
return this;
}
public ContraptionActorData setRotationAxis(Vector3f axis) {
setRotationAxis(axis.getX(), axis.getY(), axis.getZ());
return this;
@ -81,15 +89,11 @@ public class ContraptionActorData extends InstanceData {
return this;
}
public ContraptionActorData setLocalRotation(Vector3f axis) {
setLocalRotation(axis.getX(), axis.getY(), axis.getZ());
return this;
}
public ContraptionActorData setLocalRotation(float localRotationX, float localRotationY, float localRotationZ) {
this.localRotationX = localRotationX;
this.localRotationY = localRotationY;
this.localRotationZ = localRotationZ;
public ContraptionActorData setLocalRotation(Quaternion q) {
this.qX = q.getX();
this.qY = q.getY();
this.qZ = q.getZ();
this.qW = q.getW();
return this;
}
@ -99,8 +103,9 @@ public class ContraptionActorData extends InstanceData {
putVec2(buf, blockLight, skyLight);
put(buf, rotationOffset);
putVec3(buf, rotationAxisX, rotationAxisY, rotationAxisZ);
putVec3(buf, localRotationX, localRotationY, localRotationZ);
putVec4(buf, qX, qY, qZ, qW);
putVec3(buf, rotationCenterX, rotationCenterY, rotationCenterZ);
put(buf, speed);
}
}

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