Cutting imaginary trees

- Fixed TEs not ticking properly when wrap-around-skipping to a keyframe
- Added a block restoration instruction
- Scenes for the Saw
- runData catching up
This commit is contained in:
simibubi 2021-03-15 05:49:29 +01:00
parent 2bf9672d92
commit f1b940ea18
26 changed files with 2217 additions and 101 deletions

View file

@ -337,7 +337,7 @@ e8b0a401c10d1ba67ed71ba31bd5f9bc28571b65 assets/create/blockstates/powered_toggl
d06cd9a1101b18d306a786320aab12018b1325d6 assets/create/blockstates/purple_sail.json
92957119abd5fbcca36a113b2a80255fd70fc303 assets/create/blockstates/purple_seat.json
61035f8afe75ff7bbd291da5d8690bcbebe679eb assets/create/blockstates/purple_valve_handle.json
6fa36883e76e9e403bb429c8f86b8c0d3bba0cff assets/create/blockstates/radial_chassis.json
4439fc83a8c7370ab44b211a3fd48abde20a4728 assets/create/blockstates/radial_chassis.json
45877c4d90a7185c2f304edbd67379d800920439 assets/create/blockstates/red_sail.json
da1b08387af7afa0855ee8d040f620c01f20660a assets/create/blockstates/red_seat.json
722fc77bbf387af8a4016e42cbf9501d2b968881 assets/create/blockstates/red_valve_handle.json
@ -402,19 +402,19 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
2b12f3cf99e498899207a8c4855210e7b5dc55cd assets/create/lang/en_ud.json
70c01b50697866652585552dca5c9216934b93e3 assets/create/lang/en_us.json
8723f59cbb46b42a85996195a10b4d68b748b839 assets/create/lang/unfinished/de_de.json
680047cc58a781b0a4fcec0ca36b1194082c6679 assets/create/lang/unfinished/es_es.json
c78a6aa75c3a7afdabb98cfb71d6f5f57d994d04 assets/create/lang/unfinished/es_mx.json
3ee909ec33725d9bfeb8a32e81707b5ad53bfae1 assets/create/lang/unfinished/fr_fr.json
dbd795f8b92e38de488bde470644c92de590c6c4 assets/create/lang/unfinished/it_it.json
b1d41b49c118e588aad2c8edf0e08acf9e14f20a assets/create/lang/unfinished/ja_jp.json
7546ffae02cbda0c17fe77ad6e72a6959303591a assets/create/lang/unfinished/ko_kr.json
030af4ddbc9eaef3f7aafb988e7dac960e232149 assets/create/lang/unfinished/nl_nl.json
3e2dfe4b4d915c48d9e0e130bcb823296310fad9 assets/create/lang/unfinished/pt_br.json
5f423b6846ef1344c7c517af8d7909c6fc284c2e assets/create/lang/unfinished/ru_ru.json
a766c823e582e861782698cc7dba4e52c63e085a assets/create/lang/unfinished/zh_cn.json
25f61a27cc6a48e29fb5db421ce3306b55923cd1 assets/create/lang/unfinished/zh_tw.json
6d00aa2e085c5754a9b7f5fffdea8702c474f5a6 assets/create/lang/en_us.json
be6252adfc657c2ee9f0f30bcca3155dc9ca98d8 assets/create/lang/unfinished/de_de.json
64baba74aa6a1e980dc4a7d469dba660a308e42c assets/create/lang/unfinished/es_es.json
e5fa6c5ad75b424382ae0d202547908bab13f569 assets/create/lang/unfinished/es_mx.json
945e755bdfa2996060129e6edad5ef6a3ed171e0 assets/create/lang/unfinished/fr_fr.json
bb0cc8cc01bf99b33f8c42c333ecac5e65f0c134 assets/create/lang/unfinished/it_it.json
37d0b9d5ccb0072b52f1896f836cea8d042a9156 assets/create/lang/unfinished/ja_jp.json
c380bc0d1933a41fdf64d323775a43dfe6ac92b1 assets/create/lang/unfinished/ko_kr.json
d003e93a08a630e803293612793a9ecd3b38017a assets/create/lang/unfinished/nl_nl.json
0c3c6e0c574c22e4e39a1ee88e13e0c2c677845d assets/create/lang/unfinished/pt_br.json
a376c60e64007b73f034ebd2f46551f7d4f63237 assets/create/lang/unfinished/ru_ru.json
20530fd24391fcd010d2d20965ed1797142c0ec4 assets/create/lang/unfinished/zh_cn.json
ee78cba92550be14a61bc862d5ae63d31258cc75 assets/create/lang/unfinished/zh_tw.json
846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json

View file

@ -89,8 +89,8 @@
},
{
"when": {
"sticky_west": "true",
"axis": "x"
"axis": "x",
"sticky_west": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_x_sticky",
@ -99,8 +99,8 @@
},
{
"when": {
"sticky_west": "true",
"axis": "y"
"axis": "y",
"sticky_west": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_y_sticky",
@ -109,8 +109,8 @@
},
{
"when": {
"sticky_west": "true",
"axis": "z"
"axis": "z",
"sticky_west": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_z_sticky",
@ -119,8 +119,8 @@
},
{
"when": {
"sticky_west": "false",
"axis": "x"
"axis": "x",
"sticky_west": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_x",
@ -129,8 +129,8 @@
},
{
"when": {
"sticky_west": "false",
"axis": "y"
"axis": "y",
"sticky_west": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_y",
@ -139,8 +139,8 @@
},
{
"when": {
"sticky_west": "false",
"axis": "z"
"axis": "z",
"sticky_west": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_z",
@ -149,8 +149,8 @@
},
{
"when": {
"sticky_north": "true",
"axis": "x"
"axis": "x",
"sticky_north": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_x_sticky"
@ -158,8 +158,8 @@
},
{
"when": {
"sticky_north": "true",
"axis": "y"
"axis": "y",
"sticky_north": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_y_sticky",
@ -168,8 +168,8 @@
},
{
"when": {
"sticky_north": "true",
"axis": "z"
"axis": "z",
"sticky_north": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_x_sticky",
@ -178,8 +178,8 @@
},
{
"when": {
"sticky_north": "false",
"axis": "x"
"axis": "x",
"sticky_north": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_x"
@ -187,8 +187,8 @@
},
{
"when": {
"sticky_north": "false",
"axis": "y"
"axis": "y",
"sticky_north": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_y",
@ -197,8 +197,8 @@
},
{
"when": {
"sticky_north": "false",
"axis": "z"
"axis": "z",
"sticky_north": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_x",
@ -207,8 +207,8 @@
},
{
"when": {
"sticky_east": "true",
"axis": "x"
"axis": "x",
"sticky_east": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_x_sticky",
@ -217,8 +217,8 @@
},
{
"when": {
"sticky_east": "true",
"axis": "y"
"axis": "y",
"sticky_east": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_y_sticky",
@ -227,8 +227,8 @@
},
{
"when": {
"sticky_east": "true",
"axis": "z"
"axis": "z",
"sticky_east": "true"
},
"apply": {
"model": "create:block/radial_chassis_side_z_sticky"
@ -236,8 +236,8 @@
},
{
"when": {
"sticky_east": "false",
"axis": "x"
"axis": "x",
"sticky_east": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_x",
@ -246,8 +246,8 @@
},
{
"when": {
"sticky_east": "false",
"axis": "y"
"axis": "y",
"sticky_east": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_y",
@ -256,8 +256,8 @@
},
{
"when": {
"sticky_east": "false",
"axis": "z"
"axis": "z",
"sticky_east": "false"
},
"apply": {
"model": "create:block/radial_chassis_side_z"

View file

@ -1819,6 +1819,8 @@
"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",
@ -1829,6 +1831,8 @@
"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",
@ -1846,6 +1850,10 @@
"create.ponder.tag.fluids": "Fluid Manipulators",
"create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids",
"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",
@ -1889,6 +1897,16 @@
"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",
@ -1991,6 +2009,61 @@
"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_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_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.",
@ -2004,12 +2077,59 @@
"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.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.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.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",
@ -2023,6 +2143,17 @@
"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: 1155",
"_": "Missing Localizations: 1263",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 186",
"_": "Missing Localizations: 294",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 1085",
"_": "Missing Localizations: 1193",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 867",
"_": "Missing Localizations: 975",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 203",
"_": "Missing Localizations: 311",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 210",
"_": "Missing Localizations: 318",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 256",
"_": "Missing Localizations: 364",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 1354",
"_": "Missing Localizations: 1462",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 1420",
"_": "Missing Localizations: 1528",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 206",
"_": "Missing Localizations: 314",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 204",
"_": "Missing Localizations: 312",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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: 209",
"_": "Missing Localizations: 317",
"_": "->------------------------] Game Elements [------------------------<-",
@ -1820,6 +1820,8 @@
"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",
@ -1830,6 +1832,8 @@
"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",
@ -1847,6 +1851,10 @@
"create.ponder.tag.fluids": "UNLOCALIZED: Fluid Manipulators",
"create.ponder.tag.fluids.description": "UNLOCALIZED: Components which help relaying and making use of Fluids",
"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",
@ -1890,6 +1898,16 @@
"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",
@ -1992,6 +2010,61 @@
"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_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_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.",
@ -2005,12 +2078,59 @@
"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.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.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.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",
@ -2024,6 +2144,17 @@
"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

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

View file

@ -4,6 +4,8 @@ public class PonderElement {
boolean visible = true;
public void whileSkipping(PonderScene scene) {}
public void tick(PonderScene scene) {}
public void reset(PonderScene scene) {}

View file

@ -26,10 +26,10 @@ import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.ponder.instructions.HideAllInstruction;
import com.simibubi.create.foundation.renderState.SuperRenderTypeBuffer;
import com.simibubi.create.foundation.utility.AnimationTickHolder;
import com.simibubi.create.foundation.utility.animation.LerpedFloat;
import com.simibubi.create.foundation.utility.MatrixStacker;
import com.simibubi.create.foundation.utility.Pair;
import com.simibubi.create.foundation.utility.VecHelper;
import com.simibubi.create.foundation.utility.animation.LerpedFloat;
import com.simibubi.create.foundation.utility.outliner.Outliner;
import net.minecraft.block.BlockState;
@ -90,7 +90,9 @@ public class PonderScene {
int currentTime;
public PonderScene(PonderWorld world, ResourceLocation component, Collection<PonderTag> tags) {
world.scene = this;
if (world != null)
world.scene = this;
pointOfInterest = Vec3d.ZERO;
textIndex = 1;
@ -289,8 +291,11 @@ public class PonderScene {
throw new IllegalStateException("Cannot seek backwards. Rewind first.");
while (currentTime < time && !finished) {
forEach(e -> e.whileSkipping(this));
tick();
}
forEach(WorldSectionElement.class, WorldSectionElement::queueRedraw);
}
public void addToSceneTime(int time) {

View file

@ -48,7 +48,7 @@ import net.minecraftforge.registries.ForgeRegistries;
public class PonderWorld extends SchematicWorld {
public PonderScene scene;
protected Map<BlockPos, BlockState> originalBlocks;
protected Map<BlockPos, TileEntity> originalTileEntities;
protected Map<BlockPos, Integer> blockBreakingProgressions;
@ -101,6 +101,13 @@ public class PonderWorld extends SchematicWorld {
fixVirtualTileEntities();
}
public void restoreBlocks(Selection selection) {
selection.forEach(p -> {
if (originalBlocks.containsKey(p))
blocks.put(p, originalBlocks.get(p));
});
}
public void pushFakeLight(int light) {
this.overrideLight = light;
}
@ -184,6 +191,9 @@ public class PonderWorld extends SchematicWorld {
entity.lastTickPosZ = entity.getZ();
entity.tick();
if (entity.getY() <= -.5f)
entity.remove();
if (!entity.isAlive())
iterator.remove();
}
@ -230,14 +240,14 @@ public class PonderWorld extends SchematicWorld {
}
}
}
public void setBlockBreakingProgress(BlockPos pos, int damage) {
if (damage == 0)
blockBreakingProgressions.remove(pos);
else
blockBreakingProgressions.put(pos, damage - 1);
}
public Map<BlockPos, Integer> getBlockBreakingProgressions() {
return blockBreakingProgressions;
}

View file

@ -25,8 +25,27 @@ import com.simibubi.create.foundation.ponder.elements.ParrotElement.ParrotPose;
import com.simibubi.create.foundation.ponder.elements.ParrotElement.SpinOnComponentPose;
import com.simibubi.create.foundation.ponder.elements.TextWindowElement;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.ponder.instructions.*;
import com.simibubi.create.foundation.ponder.instructions.AnimateParrotInstruction;
import com.simibubi.create.foundation.ponder.instructions.AnimateTileEntityInstruction;
import com.simibubi.create.foundation.ponder.instructions.AnimateWorldSectionInstruction;
import com.simibubi.create.foundation.ponder.instructions.ChaseAABBInstruction;
import com.simibubi.create.foundation.ponder.instructions.CreateParrotInstruction;
import com.simibubi.create.foundation.ponder.instructions.DelayInstruction;
import com.simibubi.create.foundation.ponder.instructions.DisplayWorldSectionInstruction;
import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction;
import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction.Emitter;
import com.simibubi.create.foundation.ponder.instructions.FadeOutOfSceneInstruction;
import com.simibubi.create.foundation.ponder.instructions.HighlightValueBoxInstruction;
import com.simibubi.create.foundation.ponder.instructions.KeyframeInstruction;
import com.simibubi.create.foundation.ponder.instructions.LineInstruction;
import com.simibubi.create.foundation.ponder.instructions.MarkAsFinishedInstruction;
import com.simibubi.create.foundation.ponder.instructions.MovePoiInstruction;
import com.simibubi.create.foundation.ponder.instructions.OutlineSelectionInstruction;
import com.simibubi.create.foundation.ponder.instructions.ReplaceBlocksInstruction;
import com.simibubi.create.foundation.ponder.instructions.RotateSceneInstruction;
import com.simibubi.create.foundation.ponder.instructions.ShowInputInstruction;
import com.simibubi.create.foundation.ponder.instructions.TextInstruction;
import com.simibubi.create.foundation.ponder.instructions.TileEntityDataInstruction;
import com.simibubi.create.foundation.tileEntity.SmartTileEntity;
import com.simibubi.create.foundation.tileEntity.behaviour.belt.DirectBeltInputBehaviour;
import com.simibubi.create.foundation.tileEntity.behaviour.belt.TransportedItemStackHandlerBehaviour;
@ -315,6 +334,12 @@ public class SceneBuilder {
expands, duration));
}
public void showFilterSlotInput(Vec3d location, int duration) {
float s = .1f;
Vec3d expands = new Vec3d(s, s, s);
addInstruction(new HighlightValueBoxInstruction(location, expands, duration));
}
public void showLine(PonderPalette color, Vec3d start, Vec3d end, int duration) {
addInstruction(new LineInstruction(color, start, end, duration));
}
@ -428,6 +453,10 @@ public class SceneBuilder {
addInstruction(new FadeOutOfSceneInstruction<>(15, fadeOutDirection, link));
}
public void restoreBlocks(Selection selection) {
addInstruction(scene -> scene.world.restoreBlocks(selection));
}
public ElementLink<WorldSectionElement> makeSectionIndependent(Selection selection) {
WorldSectionElement worldSectionElement = new WorldSectionElement(selection);
ElementLink<WorldSectionElement> elementLink = new ElementLink<>(WorldSectionElement.class);
@ -608,7 +637,7 @@ public class SceneBuilder {
BeltTileEntity beltTileEntity = (BeltTileEntity) tileEntity;
TransportedItemStackHandlerBehaviour transporter =
beltTileEntity.getBehaviour(TransportedItemStackHandlerBehaviour.TYPE);
transporter.handleProcessingOnAllItems(tis -> TransportedResult.removeItem());
transporter.handleCenteredProcessingOnAllItems(.52f, tis -> TransportedResult.removeItem());
});
}

View file

@ -54,12 +54,12 @@ public class MechanicalDrillScenes {
ElementLink<EntityElement> plankEntity = scene.world.createItemEntity(util.vector.centerOf(breakingPos),
util.vector.of(0, .1f, 0), new ItemStack(Items.OAK_PLANKS));
scene.idle(20);
scene.idle(15);
scene.world.modifyEntity(plankEntity, Entity::remove);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> 4 * f);
scene.effects.rotationSpeedIndicator(breakingPos.east(3));
scene.idle(20);
scene.world.modifyEntity(plankEntity, Entity::remove);
scene.idle(5);
scene.world.setBlock(breakingPos, Blocks.OAK_PLANKS.getDefaultState(), false);
scene.world.showSection(util.select.position(breakingPos), Direction.DOWN);
@ -169,7 +169,7 @@ public class MechanicalDrillScenes {
.attachKeyFrame()
.placeNearTarget()
.pointAt(util.vector.blockSurface(util.grid.at(4, 3, 2), Direction.WEST))
.text("Inventories attached to the Contraption will pick up their drops automatically");
.sharedText("storage_on_contraption");
scene.idle(70);
scene.world.showSection(planks, Direction.DOWN);

View file

@ -1,10 +1,26 @@
package com.simibubi.create.foundation.ponder.content;
import com.simibubi.create.AllBlocks;
import com.simibubi.create.content.contraptions.components.saw.SawTileEntity;
import com.simibubi.create.content.contraptions.relays.elementary.ShaftBlock;
import com.simibubi.create.foundation.ponder.ElementLink;
import com.simibubi.create.foundation.ponder.SceneBuilder;
import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
import com.simibubi.create.foundation.ponder.Selection;
import com.simibubi.create.foundation.ponder.elements.EntityElement;
import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.utility.Pointing;
import net.minecraft.block.Blocks;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.ItemEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
public class MechanicalSawScenes {
@ -12,27 +28,367 @@ public class MechanicalSawScenes {
scene.title("mechanical_saw_processing", "Processing Items on the Mechanical Saw");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos shaftPos = util.grid.at(2, 1, 3);
scene.world.setBlock(shaftPos, AllBlocks.SHAFT.getDefaultState()
.with(ShaftBlock.AXIS, Axis.Z), false);
BlockPos sawPos = util.grid.at(2, 1, 2);
Selection sawSelect = util.select.position(sawPos);
scene.world.modifyTileNBT(sawSelect, SawTileEntity.class, nbt -> nbt.putInt("RecipeIndex", 0));
scene.idle(5);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
scene.world.showSection(util.select.fromTo(2, 1, 3, 2, 1, 5), Direction.DOWN);
scene.idle(10);
scene.effects.rotationDirectionIndicator(shaftPos);
scene.world.showSection(sawSelect, Direction.DOWN);
scene.idle(10);
scene.overlay.showText(50)
.attachKeyFrame()
.text("Upward facing Mechanical Saws can process a variety of items")
.pointAt(util.vector.blockSurface(sawPos, Direction.WEST))
.placeNearTarget();
scene.idle(45);
ItemStack log = new ItemStack(Items.OAK_LOG);
ItemStack strippedLog = new ItemStack(Items.STRIPPED_OAK_LOG);
ItemStack planks = new ItemStack(Items.OAK_PLANKS);
Vec3d itemSpawn = util.vector.centerOf(sawPos.up()
.west());
ElementLink<EntityElement> logItem = scene.world.createItemEntity(itemSpawn, util.vector.of(0, 0, 0), log);
scene.idle(12);
scene.overlay.showControls(new InputWindowElement(itemSpawn, Pointing.DOWN).withItem(log), 20);
scene.idle(10);
scene.world.modifyEntity(logItem, e -> e.setMotion(util.vector.of(0.05, 0.2, 0)));
scene.idle(12);
scene.world.modifyEntity(logItem, Entity::remove);
scene.world.createItemOnBeltLike(sawPos, Direction.WEST, log);
scene.idle(30);
logItem = scene.world.createItemEntity(util.vector.topOf(sawPos)
.add(0.5, -.1, 0), util.vector.of(0.05, 0.18, 0), strippedLog);
scene.idle(12);
scene.overlay.showControls(new InputWindowElement(itemSpawn.add(2, 0, 0), Pointing.DOWN).withItem(strippedLog),
20);
scene.idle(30);
scene.overlay.showText(60)
.attachKeyFrame()
.text("The processed item always moves against the rotational input to the saw")
.pointAt(util.vector.blockSurface(sawPos, Direction.UP))
.placeNearTarget();
scene.idle(70);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.effects.rotationDirectionIndicator(shaftPos);
scene.world.modifyEntity(logItem, e -> e.setMotion(util.vector.of(-0.05, 0.2, 0)));
scene.idle(12);
scene.world.modifyEntity(logItem, Entity::remove);
scene.world.createItemOnBeltLike(sawPos, Direction.EAST, strippedLog);
scene.idle(40);
logItem = scene.world.createItemEntity(util.vector.topOf(sawPos)
.add(-0.5, -.1, 0), util.vector.of(-0.05, 0.18, 0), planks);
scene.idle(22);
Selection otherBelt = util.select.fromTo(3, 1, 3, 4, 1, 2);
Selection belt = util.select.fromTo(0, 1, 2, 1, 1, 3);
scene.world.setKineticSpeed(otherBelt, 0);
scene.world.setKineticSpeed(belt, 0);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.modifyEntity(logItem, Entity::remove);
scene.world.setBlock(shaftPos, AllBlocks.COGWHEEL.getDefaultState()
.with(ShaftBlock.AXIS, Axis.Z), true);
scene.idle(3);
scene.addKeyframe();
ElementLink<WorldSectionElement> beltSection = scene.world.showIndependentSection(belt, Direction.EAST);
scene.world.moveSection(beltSection, util.vector.of(0, 100, 0), 0);
scene.idle(1);
scene.world.removeItemsFromBelt(util.grid.at(1, 1, 2));
scene.idle(1);
scene.world.setKineticSpeed(belt, -64);
scene.idle(1);
scene.world.moveSection(beltSection, util.vector.of(0, -100, 0), 0);
scene.idle(3);
ElementLink<WorldSectionElement> otherBeltSection =
scene.world.showIndependentSection(otherBelt, Direction.WEST);
scene.world.moveSection(otherBeltSection, util.vector.of(0, 100, 0), 0);
scene.idle(1);
scene.world.removeItemsFromBelt(util.grid.at(3, 1, 2));
scene.idle(1);
scene.world.setKineticSpeed(otherBelt, -64);
scene.idle(1);
scene.world.moveSection(otherBeltSection, util.vector.of(0, -100, 0), 0);
scene.idle(3);
ItemStack stone = new ItemStack(Blocks.STONE);
BlockPos firstBelt = util.grid.at(0, 1, 2);
scene.world.createItemOnBelt(firstBelt, Direction.WEST, stone);
scene.overlay.showText(60)
.text("Saws can work in-line with Mechanical Belts")
.pointAt(util.vector.blockSurface(firstBelt, Direction.WEST))
.placeNearTarget();
scene.idle(60);
scene.rotateCameraY(-90);
scene.idle(20);
Vec3d filter = util.vector.of(2.5, 1 + 13 / 16f, 2.75);
scene.overlay.showFilterSlotInput(filter, 80);
ItemStack bricks = new ItemStack(Blocks.STONE_BRICKS);
scene.overlay.showControls(new InputWindowElement(filter, Pointing.DOWN).withItem(bricks), 80);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
scene.idle(7);
scene.world.setFilterData(util.select.position(sawPos), SawTileEntity.class, bricks);
scene.idle(10);
scene.overlay.showText(80)
.attachKeyFrame()
.text("When an ingredient has multiple possible outcomes, the filter slot can specify it")
.pointAt(filter)
.placeNearTarget();
scene.idle(90);
scene.rotateCameraY(90);
scene.world.createItemOnBelt(firstBelt, Direction.WEST, stone);
scene.idle(20);
scene.markAsFinished();
scene.overlay.showText(100)
.text("Without filter, the Saw would cycle through all outcomes instead")
.colored(PonderPalette.RED)
.pointAt(filter)
.placeNearTarget();
scene.idle(65);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
}
public static void treeCutting(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_saw_breaker", "Cutting Trees with the Mechanical Saw");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.setBlock(util.grid.at(2, 0, 2), Blocks.GRASS_BLOCK.getDefaultState(), false);
scene.world.showSection(util.select.layer(0)
.add(util.select.position(3, 1, 1))
.add(util.select.position(1, 1, 2)), Direction.UP);
scene.world.setKineticSpeed(util.select.position(5, 0, 1), -8);
scene.world.setKineticSpeed(util.select.fromTo(3, 1, 2, 5, 1, 2), 16);
scene.idle(5);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
scene.world.showSection(util.select.fromTo(4, 1, 2, 5, 1, 2), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(3, 1, 2), Direction.DOWN);
scene.idle(20);
scene.world.showSection(util.select.fromTo(2, 1, 2, 2, 3, 2), Direction.UP);
scene.world.showSection(util.select.layersFrom(4), Direction.UP);
BlockPos breakingPos = util.grid.at(2, 1, 2);
scene.idle(5);
for (int i = 0; i < 10; i++) {
scene.idle(10);
scene.world.incrementBlockBreakingProgress(breakingPos);
if (i == 1) {
scene.overlay.showText(80)
.attachKeyFrame()
.placeNearTarget()
.pointAt(util.vector.blockSurface(breakingPos, Direction.WEST))
.text("When given Rotational Force, a Mechanical Saw will cut trees directly in front of it");
}
}
scene.world.replaceBlocks(util.select.fromTo(2, 2, 2, 2, 6, 2), Blocks.AIR.getDefaultState(), true);
scene.world.destroyBlock(util.grid.at(3, 5, 0));
scene.world.destroyBlock(util.grid.at(0, 4, 1));
scene.world.destroyBlock(util.grid.at(2, 6, 1));
scene.world.destroyBlock(util.grid.at(1, 4, 0));
scene.world.destroyBlock(util.grid.at(1, 6, 2));
scene.world.destroyBlock(util.grid.at(1, 5, 3));
scene.world.destroyBlock(util.grid.at(0, 4, 3));
scene.world.replaceBlocks(util.select.layersFrom(4), Blocks.AIR.getDefaultState(), false);
for (int i = 0; i < 5; i++) {
Vec3d dropPos = util.vector.centerOf(breakingPos.up(i));
float distance = (float) dropPos.distanceTo(util.vector.centerOf(breakingPos));
scene.world.createItemEntity(dropPos, util.vector.of(-distance / 20, 0, 0), new ItemStack(Items.OAK_LOG));
}
scene.idle(35);
scene.world.destroyBlock(util.grid.at(1, 1, 2));
scene.world.hideSection(util.select.layersFrom(2)
.add(util.select.fromTo(2, 1, 2, 1, 1, 3)), Direction.UP);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
scene.idle(15);
scene.world.setBlocks(util.select.fromTo(2, 1, 2, 1, 20, 3), Blocks.JUNGLE_LOG.getDefaultState(), false);
scene.world.showSection(util.select.layersFrom(2)
.add(util.select.fromTo(2, 1, 2, 1, 1, 3)), Direction.UP);
scene.idle(15);
scene.world.hideSection(util.select.fromTo(2, 1, 2, 1, 1, 3)
.substract(util.select.position(breakingPos)), Direction.WEST);
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.position(breakingPos), 90)
.attachKeyFrame()
.colored(PonderPalette.GREEN)
.placeNearTarget()
.text("In order to cut the tree fully, the Saw has to break the last block connecting it to the ground");
scene.idle(25);
for (int i = 0; i < 10; i++) {
scene.idle(10);
scene.world.incrementBlockBreakingProgress(breakingPos);
}
for (int i = 0; i < 30; i++) {
scene.world.replaceBlocks(util.select.fromTo(2, i + 1, 2, 1, i + 1, 3), Blocks.AIR.getDefaultState(), true);
for (int x = 1; x <= 2; x++) {
for (int z = 2; z <= 3; z++) {
Vec3d dropPos = util.vector.centerOf(x, i + 1, z);
float distance = (float) dropPos.distanceTo(util.vector.centerOf(breakingPos));
scene.world.createItemEntity(dropPos, util.vector.of(-distance / 20, 0, 0),
new ItemStack(Items.JUNGLE_LOG));
}
}
scene.idle(1);
}
}
public static void contraption(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_saw_contraption", "Using Mechanical Saws on Contraptions");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.configureBasePlate(1, 0, 6);
scene.world.setBlock(util.grid.at(2, 0, 3), Blocks.GRASS_BLOCK.getDefaultState(), false);
scene.world.showSection(util.select.layer(0)
.add(util.select.position(3, 1, 1))
.add(util.select.position(1, 1, 2))
.add(util.select.position(2, 1, 4)), Direction.UP);
Selection kinetics = util.select.fromTo(6, 1, 2, 6, 1, 6);
scene.idle(5);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
ElementLink<WorldSectionElement> pistonHead =
scene.world.showIndependentSection(util.select.fromTo(6, 1, 1, 8, 1, 1), Direction.DOWN);
scene.world.moveSection(pistonHead, util.vector.of(0, 0, 1), 0);
scene.world.showSection(kinetics, Direction.DOWN);
scene.idle(5);
ElementLink<WorldSectionElement> contraption =
scene.world.showIndependentSection(util.select.fromTo(5, 1, 3, 5, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(4, 1, 3), Direction.EAST, contraption);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(4, 1, 2), Direction.EAST, contraption);
scene.idle(5);
scene.overlay.showText(60)
.attachKeyFrame()
.placeNearTarget()
.pointAt(util.vector.topOf(util.grid.at(4, 1, 3)))
.text("Whenever Saws are moved as part of an animated Contraption...");
scene.idle(70);
Selection saws = util.select.fromTo(4, 1, 2, 4, 1, 3);
Selection tree = util.select.fromTo(2, 1, 3, 2, 7, 3)
.add(util.select.layersFrom(3));
scene.world.showSection(tree, Direction.UP);
scene.world.setKineticSpeed(util.select.position(5, 0, 6), -8);
scene.world.setKineticSpeed(kinetics, 16);
scene.world.setKineticSpeed(saws, 16);
scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
scene.idle(20);
BlockPos breakingPos = util.grid.at(2, 1, 3);
for (int i = 0; i < 10; i++) {
scene.idle(3);
scene.world.incrementBlockBreakingProgress(breakingPos);
if (i == 2) {
scene.overlay.showText(80)
.placeNearTarget()
.pointAt(util.vector.blockSurface(breakingPos, Direction.WEST))
.text("...they will cut any trees the contraption runs them into");
}
}
scene.world.replaceBlocks(util.select.fromTo(2, 2, 3, 2, 6, 3), Blocks.AIR.getDefaultState(), true);
scene.world.destroyBlock(util.grid.at(4, 5, 1));
scene.world.destroyBlock(util.grid.at(1, 4, 2));
scene.world.destroyBlock(util.grid.at(3, 6, 2));
scene.world.destroyBlock(util.grid.at(2, 4, 1));
scene.world.destroyBlock(util.grid.at(2, 6, 3));
scene.world.destroyBlock(util.grid.at(2, 5, 2));
scene.world.destroyBlock(util.grid.at(1, 4, 2));
scene.world.replaceBlocks(util.select.layersFrom(4), Blocks.AIR.getDefaultState(), false);
for (int i = 0; i < 5; i++) {
Vec3d dropPos = util.vector.centerOf(breakingPos.up(i));
float distance = (float) dropPos.distanceTo(util.vector.centerOf(breakingPos));
scene.world.createItemEntity(dropPos, util.vector.of(-distance / 20, 0, 0), new ItemStack(Items.OAK_LOG));
}
scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
scene.idle(20);
scene.world.setKineticSpeed(saws, 0);
scene.idle(20);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.moveSection(pistonHead, util.vector.of(2, 0, 0), 40);
scene.world.moveSection(contraption, util.vector.of(2, 0, 0), 40);
scene.world.hideSection(tree, Direction.UP);
scene.idle(40);
scene.world.restoreBlocks(tree);
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
scene.world.glueBlockOnto(util.grid.at(5, 2, 2), Direction.DOWN, contraption);
scene.overlay.showText(60)
.attachKeyFrame()
.placeNearTarget()
.pointAt(util.vector.blockSurface(util.grid.at(5, 2, 2), Direction.WEST))
.sharedText("storage_on_contraption");
scene.idle(70);
scene.world.showSection(tree, Direction.DOWN);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.setKineticSpeed(saws, 16);
scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
scene.idle(20);
for (int i = 0; i < 10; i++) {
scene.idle(3);
scene.world.incrementBlockBreakingProgress(breakingPos);
}
scene.world.replaceBlocks(util.select.fromTo(2, 2, 3, 2, 6, 3), Blocks.AIR.getDefaultState(), true);
scene.world.destroyBlock(util.grid.at(4, 5, 1));
scene.world.destroyBlock(util.grid.at(1, 4, 2));
scene.world.destroyBlock(util.grid.at(3, 6, 2));
scene.world.destroyBlock(util.grid.at(2, 4, 1));
scene.world.destroyBlock(util.grid.at(2, 6, 3));
scene.world.destroyBlock(util.grid.at(2, 5, 2));
scene.world.destroyBlock(util.grid.at(1, 4, 2));
scene.world.replaceBlocks(util.select.layersFrom(4), Blocks.AIR.getDefaultState(), false);
scene.world.moveSection(pistonHead, util.vector.of(-1, 0, 0), 20);
scene.world.moveSection(contraption, util.vector.of(-1, 0, 0), 20);
scene.idle(20);
scene.world.setKineticSpeed(saws, 0);
scene.idle(10);
scene.overlay.showControls(
new InputWindowElement(util.vector.topOf(3, 2, 2), Pointing.DOWN).withItem(new ItemStack(Blocks.OAK_LOG)),
60);
scene.idle(20);
}
}

View file

@ -17,6 +17,7 @@ public class SharedText {
add("movement_anchors", "With the help of Chassis or Super Glue, larger structures can be moved.");
add("behaviour_modify_wrench", "This behaviour can be modified using a Wrench");
add("storage_on_contraption", "Inventories attached to the Contraption will pick up their drops automatically");
}

View file

@ -253,13 +253,34 @@ public class WorldSectionElement extends AnimatedSceneElement {
prevAnimatedRotation = animatedRotation;
if (!isVisible())
return;
if (renderedTileEntities == null)
return;
loadTEsIfMissing(scene.getWorld());
renderedTileEntities.removeIf(te -> scene.getWorld()
.getTileEntity(te.getPos()) != te);
renderedTileEntities.forEach(te -> {
if (te instanceof ITickableTileEntity)
((ITickableTileEntity) te).tick();
});
}
@Override
public void whileSkipping(PonderScene scene) {
if (redraw)
renderedTileEntities = null;
redraw = false;
}
protected void loadTEsIfMissing(PonderWorld world) {
if (renderedTileEntities != null)
return;
renderedTileEntities = new ArrayList<>();
section.forEach(pos -> {
TileEntity tileEntity = world.getTileEntity(pos);
if (tileEntity == null)
return;
renderedTileEntities.add(tileEntity);
tileEntity.updateContainingBlockInfo();
});
}
@Override
protected void renderLayer(PonderWorld world, IRenderTypeBuffer buffer, RenderType type, MatrixStack ms, float fade,
@ -299,7 +320,7 @@ public class WorldSectionElement extends AnimatedSceneElement {
buffer.getBuffer(ModelBakery.BLOCK_DESTRUCTION_RENDER_LAYERS.get(entry.getValue())), overlayMS.peek());
Minecraft.getInstance()
.getBlockRendererDispatcher()
.renderModel(world.getBlockState(BlockPos.ZERO), pos, world, ms, builder, EmptyModelData.INSTANCE);
.renderModel(world.getBlockState(pos), pos, world, ms, builder, EmptyModelData.INSTANCE);
ms.pop();
}
}
@ -341,23 +362,11 @@ public class WorldSectionElement extends AnimatedSceneElement {
RenderSystem.disableTexture();
WorldRenderer.drawBox(ms, buffer.getBuffer(RenderType.getLines()), shape.getBoundingBox()
.offset(selectedBlock), 1, 1, 1, 0.6f);
// if (buffer instanceof SuperRenderTypeBuffer)
// ((SuperRenderTypeBuffer) buffer).draw(RenderType.getLines());
ms.pop();
}
private void renderTileEntities(PonderWorld world, MatrixStack ms, IRenderTypeBuffer buffer, float pt) {
if (renderedTileEntities == null) {
renderedTileEntities = new ArrayList<>();
section.forEach(pos -> {
TileEntity tileEntity = world.getTileEntity(pos);
if (tileEntity == null)
return;
renderedTileEntities.add(tileEntity);
tileEntity.updateContainingBlockInfo();
});
} else
renderedTileEntities.removeIf(te -> world.getTileEntity(te.getPos()) != te);
loadTEsIfMissing(world);
TileEntityRenderHelper.renderTileEntities(world, renderedTileEntities, ms, new MatrixStack(), buffer, pt);
}

View file

@ -164,13 +164,14 @@ public class BlockHelper {
public static void destroyBlock(World world, BlockPos pos, float effectChance,
Consumer<ItemStack> droppedItemCallback) {
IFluidState ifluidstate = world.getFluidState(pos);
BlockState state = world.getBlockState(pos);
if (world.rand.nextFloat() < effectChance)
world.playEvent(2001, pos, Block.getStateId(state));
TileEntity tileentity = state.hasTileEntity() ? world.getTileEntity(pos) : null;
if (world.getGameRules()
if (world instanceof ServerWorld && world.getGameRules()
.getBoolean(GameRules.DO_TILE_DROPS) && !world.restoringBlockSnapshots) {
for (ItemStack itemStack : Block.getDrops(state, (ServerWorld) world, pos, tileentity))
droppedItemCallback.accept(itemStack);