{ "_": "->------------------------] Game Elements [------------------------<-", "block.create.acacia_window": "Acacia Window", "block.create.acacia_window_pane": "Acacia Window Pane", "block.create.adjustable_chain_gearshift": "Adjustable Chain Gearshift", "block.create.analog_lever": "Analog Lever", "block.create.andesite_belt_funnel": "Andesite Belt Funnel", "block.create.andesite_casing": "Andesite Casing", "block.create.andesite_encased_cogwheel": "Andesite Encased Cogwheel", "block.create.andesite_encased_large_cogwheel": "Andesite Encased Large Cogwheel", "block.create.andesite_encased_shaft": "Andesite Encased Shaft", "block.create.andesite_funnel": "Andesite Funnel", "block.create.andesite_ladder": "Andesite Ladder", "block.create.andesite_pillar": "Andesite Pillar", "block.create.andesite_tunnel": "Andesite Tunnel", "block.create.asurine": "Asurine", "block.create.asurine_pillar": "Asurine Pillar", "block.create.basin": "Basin", "block.create.belt": "Belt", "block.create.birch_window": "Birch Window", "block.create.birch_window_pane": "Birch Window Pane", "block.create.black_nixie_tube": "Black Nixie Tube", "block.create.black_sail": "Black Sail", "block.create.black_seat": "Black Seat", "block.create.black_toolbox": "Black Toolbox", "block.create.black_valve_handle": "Black Valve Handle", "block.create.blaze_burner": "Blaze Burner", "block.create.blue_nixie_tube": "Blue Nixie Tube", "block.create.blue_sail": "Blue Sail", "block.create.blue_seat": "Blue Seat", "block.create.blue_toolbox": "Blue Toolbox", "block.create.blue_valve_handle": "Blue Valve Handle", "block.create.brass_belt_funnel": "Brass Belt Funnel", "block.create.brass_block": "Block of Brass", "block.create.brass_casing": "Brass Casing", "block.create.brass_encased_cogwheel": "Brass Encased Cogwheel", "block.create.brass_encased_large_cogwheel": "Brass Encased Large Cogwheel", "block.create.brass_encased_shaft": "Brass Encased Shaft", "block.create.brass_funnel": "Brass Funnel", "block.create.brass_ladder": "Brass Ladder", "block.create.brass_tunnel": "Brass Tunnel", "block.create.brown_nixie_tube": "Brown Nixie Tube", "block.create.brown_sail": "Brown Sail", "block.create.brown_seat": "Brown Seat", "block.create.brown_toolbox": "Brown Toolbox", "block.create.brown_valve_handle": "Brown Valve Handle", "block.create.calcite_pillar": "Calcite Pillar", "block.create.cart_assembler": "Cart Assembler", "block.create.chocolate": "Chocolate", "block.create.chute": "Chute", "block.create.clockwork_bearing": "Clockwork Bearing", "block.create.clutch": "Clutch", "block.create.cogwheel": "Cogwheel", "block.create.content_observer": "Content Observer", "block.create.controller_rail": "Controller Rail", "block.create.controls": "Train Controls", "block.create.copper_backtank": "Copper Backtank", "block.create.copper_casing": "Copper Casing", "block.create.copper_ladder": "Copper Ladder", "block.create.copper_shingle_slab": "Copper Shingle Slab", "block.create.copper_shingle_stairs": "Copper Shingle Stairs", "block.create.copper_shingles": "Copper Shingles", "block.create.copper_tile_slab": "Copper Tile Slab", "block.create.copper_tile_stairs": "Copper Tile Stairs", "block.create.copper_tiles": "Copper Tiles", "block.create.copper_valve_handle": "Copper Valve Handle", "block.create.creative_crate": "Creative Crate", "block.create.creative_fluid_tank": "Creative Fluid Tank", "block.create.creative_motor": "Creative Motor", "block.create.crimsite": "Crimsite", "block.create.crimsite_pillar": "Crimsite Pillar", "block.create.crimson_window": "Crimson Window", "block.create.crimson_window_pane": "Crimson Window Pane", "block.create.crushing_wheel": "Crushing Wheel", "block.create.crushing_wheel_controller": "Crushing Wheel Controller", "block.create.cuckoo_clock": "Cuckoo Clock", "block.create.cut_andesite": "Cut Andesite", "block.create.cut_andesite_brick_slab": "Cut Andesite Brick Slab", "block.create.cut_andesite_brick_stairs": "Cut Andesite Brick Stairs", "block.create.cut_andesite_brick_wall": "Cut Andesite Brick Wall", "block.create.cut_andesite_bricks": "Cut Andesite Bricks", "block.create.cut_andesite_slab": "Cut Andesite Slab", "block.create.cut_andesite_stairs": "Cut Andesite Stairs", "block.create.cut_andesite_wall": "Cut Andesite Wall", "block.create.cut_asurine": "Cut Asurine", "block.create.cut_asurine_brick_slab": "Cut Asurine Brick Slab", "block.create.cut_asurine_brick_stairs": "Cut Asurine Brick Stairs", "block.create.cut_asurine_brick_wall": "Cut Asurine Brick Wall", "block.create.cut_asurine_bricks": "Cut Asurine Bricks", "block.create.cut_asurine_slab": "Cut Asurine Slab", "block.create.cut_asurine_stairs": "Cut Asurine Stairs", "block.create.cut_asurine_wall": "Cut Asurine Wall", "block.create.cut_calcite": "Cut Calcite", "block.create.cut_calcite_brick_slab": "Cut Calcite Brick Slab", "block.create.cut_calcite_brick_stairs": "Cut Calcite Brick Stairs", "block.create.cut_calcite_brick_wall": "Cut Calcite Brick Wall", "block.create.cut_calcite_bricks": "Cut Calcite Bricks", "block.create.cut_calcite_slab": "Cut Calcite Slab", "block.create.cut_calcite_stairs": "Cut Calcite Stairs", "block.create.cut_calcite_wall": "Cut Calcite Wall", "block.create.cut_crimsite": "Cut Crimsite", "block.create.cut_crimsite_brick_slab": "Cut Crimsite Brick Slab", "block.create.cut_crimsite_brick_stairs": "Cut Crimsite Brick Stairs", "block.create.cut_crimsite_brick_wall": "Cut Crimsite Brick Wall", "block.create.cut_crimsite_bricks": "Cut Crimsite Bricks", "block.create.cut_crimsite_slab": "Cut Crimsite Slab", "block.create.cut_crimsite_stairs": "Cut Crimsite Stairs", "block.create.cut_crimsite_wall": "Cut Crimsite Wall", "block.create.cut_deepslate": "Cut Deepslate", "block.create.cut_deepslate_brick_slab": "Cut Deepslate Brick Slab", "block.create.cut_deepslate_brick_stairs": "Cut Deepslate Brick Stairs", "block.create.cut_deepslate_brick_wall": "Cut Deepslate Brick Wall", "block.create.cut_deepslate_bricks": "Cut Deepslate Bricks", "block.create.cut_deepslate_slab": "Cut Deepslate Slab", "block.create.cut_deepslate_stairs": "Cut Deepslate Stairs", "block.create.cut_deepslate_wall": "Cut Deepslate Wall", "block.create.cut_diorite": "Cut Diorite", "block.create.cut_diorite_brick_slab": "Cut Diorite Brick Slab", "block.create.cut_diorite_brick_stairs": "Cut Diorite Brick Stairs", "block.create.cut_diorite_brick_wall": "Cut Diorite Brick Wall", "block.create.cut_diorite_bricks": "Cut Diorite Bricks", "block.create.cut_diorite_slab": "Cut Diorite Slab", "block.create.cut_diorite_stairs": "Cut Diorite Stairs", "block.create.cut_diorite_wall": "Cut Diorite Wall", "block.create.cut_dripstone": "Cut Dripstone", "block.create.cut_dripstone_brick_slab": "Cut Dripstone Brick Slab", "block.create.cut_dripstone_brick_stairs": "Cut Dripstone Brick Stairs", "block.create.cut_dripstone_brick_wall": "Cut Dripstone Brick Wall", "block.create.cut_dripstone_bricks": "Cut Dripstone Bricks", "block.create.cut_dripstone_slab": "Cut Dripstone Slab", "block.create.cut_dripstone_stairs": "Cut Dripstone Stairs", "block.create.cut_dripstone_wall": "Cut Dripstone Wall", "block.create.cut_granite": "Cut Granite", "block.create.cut_granite_brick_slab": "Cut Granite Brick Slab", "block.create.cut_granite_brick_stairs": "Cut Granite Brick Stairs", "block.create.cut_granite_brick_wall": "Cut Granite Brick Wall", "block.create.cut_granite_bricks": "Cut Granite Bricks", "block.create.cut_granite_slab": "Cut Granite Slab", "block.create.cut_granite_stairs": "Cut Granite Stairs", "block.create.cut_granite_wall": "Cut Granite Wall", "block.create.cut_limestone": "Cut Limestone", "block.create.cut_limestone_brick_slab": "Cut Limestone Brick Slab", "block.create.cut_limestone_brick_stairs": "Cut Limestone Brick Stairs", "block.create.cut_limestone_brick_wall": "Cut Limestone Brick Wall", "block.create.cut_limestone_bricks": "Cut Limestone Bricks", "block.create.cut_limestone_slab": "Cut Limestone Slab", "block.create.cut_limestone_stairs": "Cut Limestone Stairs", "block.create.cut_limestone_wall": "Cut Limestone Wall", "block.create.cut_ochrum": "Cut Ochrum", "block.create.cut_ochrum_brick_slab": "Cut Ochrum Brick Slab", "block.create.cut_ochrum_brick_stairs": "Cut Ochrum Brick Stairs", "block.create.cut_ochrum_brick_wall": "Cut Ochrum Brick Wall", "block.create.cut_ochrum_bricks": "Cut Ochrum Bricks", "block.create.cut_ochrum_slab": "Cut Ochrum Slab", "block.create.cut_ochrum_stairs": "Cut Ochrum Stairs", "block.create.cut_ochrum_wall": "Cut Ochrum Wall", "block.create.cut_scorchia": "Cut Scorchia", "block.create.cut_scorchia_brick_slab": "Cut Scorchia Brick Slab", "block.create.cut_scorchia_brick_stairs": "Cut Scorchia Brick Stairs", "block.create.cut_scorchia_brick_wall": "Cut Scorchia Brick Wall", "block.create.cut_scorchia_bricks": "Cut Scorchia Bricks", "block.create.cut_scorchia_slab": "Cut Scorchia Slab", "block.create.cut_scorchia_stairs": "Cut Scorchia Stairs", "block.create.cut_scorchia_wall": "Cut Scorchia Wall", "block.create.cut_scoria": "Cut Scoria", "block.create.cut_scoria_brick_slab": "Cut Scoria Brick Slab", "block.create.cut_scoria_brick_stairs": "Cut Scoria Brick Stairs", "block.create.cut_scoria_brick_wall": "Cut Scoria Brick Wall", "block.create.cut_scoria_bricks": "Cut Scoria Bricks", "block.create.cut_scoria_slab": "Cut Scoria Slab", "block.create.cut_scoria_stairs": "Cut Scoria Stairs", "block.create.cut_scoria_wall": "Cut Scoria Wall", "block.create.cut_tuff": "Cut Tuff", "block.create.cut_tuff_brick_slab": "Cut Tuff Brick Slab", "block.create.cut_tuff_brick_stairs": "Cut Tuff Brick Stairs", "block.create.cut_tuff_brick_wall": "Cut Tuff Brick Wall", "block.create.cut_tuff_bricks": "Cut Tuff Bricks", "block.create.cut_tuff_slab": "Cut Tuff Slab", "block.create.cut_tuff_stairs": "Cut Tuff Stairs", "block.create.cut_tuff_wall": "Cut Tuff Wall", "block.create.cut_veridium": "Cut Veridium", "block.create.cut_veridium_brick_slab": "Cut Veridium Brick Slab", "block.create.cut_veridium_brick_stairs": "Cut Veridium Brick Stairs", "block.create.cut_veridium_brick_wall": "Cut Veridium Brick Wall", "block.create.cut_veridium_bricks": "Cut Veridium Bricks", "block.create.cut_veridium_slab": "Cut Veridium Slab", "block.create.cut_veridium_stairs": "Cut Veridium Stairs", "block.create.cut_veridium_wall": "Cut Veridium Wall", "block.create.cyan_nixie_tube": "Cyan Nixie Tube", "block.create.cyan_sail": "Cyan Sail", "block.create.cyan_seat": "Cyan Seat", "block.create.cyan_toolbox": "Cyan Toolbox", "block.create.cyan_valve_handle": "Cyan Valve Handle", "block.create.dark_oak_window": "Dark Oak Window", "block.create.dark_oak_window_pane": "Dark Oak Window Pane", "block.create.deepslate_pillar": "Deepslate Pillar", "block.create.deepslate_zinc_ore": "Deepslate Zinc Ore", "block.create.deployer": "Deployer", "block.create.depot": "Depot", "block.create.diorite_pillar": "Diorite Pillar", "block.create.display_board": "Display Board", "block.create.display_link": "Display Link", "block.create.dripstone_pillar": "Dripstone Pillar", "block.create.encased_chain_drive": "Encased Chain Drive", "block.create.encased_fan": "Encased Fan", "block.create.encased_fluid_pipe": "Encased Fluid Pipe", "block.create.exposed_copper_shingle_slab": "Exposed Copper Shingle Slab", "block.create.exposed_copper_shingle_stairs": "Exposed Copper Shingle Stairs", "block.create.exposed_copper_shingles": "Exposed Copper Shingles", "block.create.exposed_copper_tile_slab": "Exposed Copper Tile Slab", "block.create.exposed_copper_tile_stairs": "Exposed Copper Tile Stairs", "block.create.exposed_copper_tiles": "Exposed Copper Tiles", "block.create.fake_track": "Track Marker for Maps", "block.create.fluid_pipe": "Fluid Pipe", "block.create.fluid_tank": "Fluid Tank", "block.create.fluid_valve": "Fluid Valve", "block.create.flywheel": "Flywheel", "block.create.framed_glass": "Framed Glass", "block.create.framed_glass_door": "Framed Glass Door", "block.create.framed_glass_pane": "Framed Glass Pane", "block.create.framed_glass_trapdoor": "Framed Glass Trapdoor", "block.create.gantry_carriage": "Gantry Carriage", "block.create.gantry_shaft": "Gantry Shaft", "block.create.gearbox": "Gearbox", "block.create.gearshift": "Gearshift", "block.create.glass_fluid_pipe": "Glass Fluid Pipe", "block.create.granite_pillar": "Granite Pillar", "block.create.gray_nixie_tube": "Gray Nixie Tube", "block.create.gray_sail": "Gray Sail", "block.create.gray_seat": "Gray Seat", "block.create.gray_toolbox": "Gray Toolbox", "block.create.gray_valve_handle": "Gray Valve Handle", "block.create.green_nixie_tube": "Green Nixie Tube", "block.create.green_sail": "Green Sail", "block.create.green_seat": "Green Seat", "block.create.green_toolbox": "Green Toolbox", "block.create.green_valve_handle": "Green Valve Handle", "block.create.hand_crank": "Hand Crank", "block.create.haunted_bell": "Haunted Bell", "block.create.honey": "Honey", "block.create.horizontal_framed_glass": "Horizontal Framed Glass", "block.create.horizontal_framed_glass_pane": "Horizontal Framed Glass Pane", "block.create.hose_pulley": "Hose Pulley", "block.create.item_drain": "Item Drain", "block.create.item_vault": "Item Vault", "block.create.jungle_window": "Jungle Window", "block.create.jungle_window_pane": "Jungle Window Pane", "block.create.large_bogey": "Large Bogey", "block.create.large_cogwheel": "Large Cogwheel", "block.create.layered_andesite": "Layered Andesite", "block.create.layered_asurine": "Layered Asurine", "block.create.layered_calcite": "Layered Calcite", "block.create.layered_crimsite": "Layered Crimsite", "block.create.layered_deepslate": "Layered Deepslate", "block.create.layered_diorite": "Layered Diorite", "block.create.layered_dripstone": "Layered Dripstone", "block.create.layered_granite": "Layered Granite", "block.create.layered_limestone": "Layered Limestone", "block.create.layered_ochrum": "Layered Ochrum", "block.create.layered_scorchia": "Layered Scorchia", "block.create.layered_scoria": "Layered Scoria", "block.create.layered_tuff": "Layered Tuff", "block.create.layered_veridium": "Layered Veridium", "block.create.lectern_controller": "Lectern Controller", "block.create.light_blue_nixie_tube": "Light Blue Nixie Tube", "block.create.light_blue_sail": "Light Blue Sail", "block.create.light_blue_seat": "Light Blue Seat", "block.create.light_blue_toolbox": "Light Blue Toolbox", "block.create.light_blue_valve_handle": "Light Blue Valve Handle", "block.create.light_gray_nixie_tube": "Light Gray Nixie Tube", "block.create.light_gray_sail": "Light Gray Sail", "block.create.light_gray_seat": "Light Gray Seat", "block.create.light_gray_toolbox": "Light Gray Toolbox", "block.create.light_gray_valve_handle": "Light Gray Valve Handle", "block.create.lime_nixie_tube": "Lime Nixie Tube", "block.create.lime_sail": "Lime Sail", "block.create.lime_seat": "Lime Seat", "block.create.lime_toolbox": "Lime Toolbox", "block.create.lime_valve_handle": "Lime Valve Handle", "block.create.limestone": "Limestone", "block.create.limestone_pillar": "Limestone Pillar", "block.create.linear_chassis": "Linear Chassis", "block.create.lit_blaze_burner": "Lit Blaze Burner", "block.create.magenta_nixie_tube": "Magenta Nixie Tube", "block.create.magenta_sail": "Magenta Sail", "block.create.magenta_seat": "Magenta Seat", "block.create.magenta_toolbox": "Magenta Toolbox", "block.create.magenta_valve_handle": "Magenta Valve Handle", "block.create.mechanical_arm": "Mechanical Arm", "block.create.mechanical_bearing": "Mechanical Bearing", "block.create.mechanical_crafter": "Mechanical Crafter", "block.create.mechanical_drill": "Mechanical Drill", "block.create.mechanical_harvester": "Mechanical Harvester", "block.create.mechanical_mixer": "Mechanical Mixer", "block.create.mechanical_piston": "Mechanical Piston", "block.create.mechanical_piston_head": "Mechanical Piston Head", "block.create.mechanical_plough": "Mechanical Plough", "block.create.mechanical_press": "Mechanical Press", "block.create.mechanical_pump": "Mechanical Pump", "block.create.mechanical_saw": "Mechanical Saw", "block.create.metal_bracket": "Metal Bracket", "block.create.metal_girder": "Metal Girder", "block.create.metal_girder_encased_shaft": "Metal Girder Encased Shaft", "block.create.millstone": "Millstone", "block.create.minecart_anchor": "Minecart Anchor", "block.create.mysterious_cuckoo_clock": "Cuckoo Clock", "block.create.nixie_tube": "Nixie Tube", "block.create.nozzle": "Nozzle", "block.create.oak_window": "Oak Window", "block.create.oak_window_pane": "Oak Window Pane", "block.create.ochrum": "Ochrum", "block.create.ochrum_pillar": "Ochrum Pillar", "block.create.orange_sail": "Orange Sail", "block.create.orange_seat": "Orange Seat", "block.create.orange_toolbox": "Orange Toolbox", "block.create.orange_valve_handle": "Orange Valve Handle", "block.create.ornate_iron_window": "Ornate Iron Window", "block.create.ornate_iron_window_pane": "Ornate Iron Window Pane", "block.create.oxidized_copper_shingle_slab": "Oxidized Copper Shingle Slab", "block.create.oxidized_copper_shingle_stairs": "Oxidized Copper Shingle Stairs", "block.create.oxidized_copper_shingles": "Oxidized Copper Shingles", "block.create.oxidized_copper_tile_slab": "Oxidized Copper Tile Slab", "block.create.oxidized_copper_tile_stairs": "Oxidized Copper Tile Stairs", "block.create.oxidized_copper_tiles": "Oxidized Copper Tiles", "block.create.peculiar_bell": "Peculiar Bell", "block.create.pink_nixie_tube": "Pink Nixie Tube", "block.create.pink_sail": "Pink Sail", "block.create.pink_seat": "Pink Seat", "block.create.pink_toolbox": "Pink Toolbox", "block.create.pink_valve_handle": "Pink Valve Handle", "block.create.piston_extension_pole": "Piston Extension Pole", "block.create.placard": "Placard", "block.create.polished_cut_andesite": "Polished Cut Andesite", "block.create.polished_cut_andesite_slab": "Polished Cut Andesite Slab", "block.create.polished_cut_andesite_stairs": "Polished Cut Andesite Stairs", "block.create.polished_cut_andesite_wall": "Polished Cut Andesite Wall", "block.create.polished_cut_asurine": "Polished Cut Asurine", "block.create.polished_cut_asurine_slab": "Polished Cut Asurine Slab", "block.create.polished_cut_asurine_stairs": "Polished Cut Asurine Stairs", "block.create.polished_cut_asurine_wall": "Polished Cut Asurine Wall", "block.create.polished_cut_calcite": "Polished Cut Calcite", "block.create.polished_cut_calcite_slab": "Polished Cut Calcite Slab", "block.create.polished_cut_calcite_stairs": "Polished Cut Calcite Stairs", "block.create.polished_cut_calcite_wall": "Polished Cut Calcite Wall", "block.create.polished_cut_crimsite": "Polished Cut Crimsite", "block.create.polished_cut_crimsite_slab": "Polished Cut Crimsite Slab", "block.create.polished_cut_crimsite_stairs": "Polished Cut Crimsite Stairs", "block.create.polished_cut_crimsite_wall": "Polished Cut Crimsite Wall", "block.create.polished_cut_deepslate": "Polished Cut Deepslate", "block.create.polished_cut_deepslate_slab": "Polished Cut Deepslate Slab", "block.create.polished_cut_deepslate_stairs": "Polished Cut Deepslate Stairs", "block.create.polished_cut_deepslate_wall": "Polished Cut Deepslate Wall", "block.create.polished_cut_diorite": "Polished Cut Diorite", "block.create.polished_cut_diorite_slab": "Polished Cut Diorite Slab", "block.create.polished_cut_diorite_stairs": "Polished Cut Diorite Stairs", "block.create.polished_cut_diorite_wall": "Polished Cut Diorite Wall", "block.create.polished_cut_dripstone": "Polished Cut Dripstone", "block.create.polished_cut_dripstone_slab": "Polished Cut Dripstone Slab", "block.create.polished_cut_dripstone_stairs": "Polished Cut Dripstone Stairs", "block.create.polished_cut_dripstone_wall": "Polished Cut Dripstone Wall", "block.create.polished_cut_granite": "Polished Cut Granite", "block.create.polished_cut_granite_slab": "Polished Cut Granite Slab", "block.create.polished_cut_granite_stairs": "Polished Cut Granite Stairs", "block.create.polished_cut_granite_wall": "Polished Cut Granite Wall", "block.create.polished_cut_limestone": "Polished Cut Limestone", "block.create.polished_cut_limestone_slab": "Polished Cut Limestone Slab", "block.create.polished_cut_limestone_stairs": "Polished Cut Limestone Stairs", "block.create.polished_cut_limestone_wall": "Polished Cut Limestone Wall", "block.create.polished_cut_ochrum": "Polished Cut Ochrum", "block.create.polished_cut_ochrum_slab": "Polished Cut Ochrum Slab", "block.create.polished_cut_ochrum_stairs": "Polished Cut Ochrum Stairs", "block.create.polished_cut_ochrum_wall": "Polished Cut Ochrum Wall", "block.create.polished_cut_scorchia": "Polished Cut Scorchia", "block.create.polished_cut_scorchia_slab": "Polished Cut Scorchia Slab", "block.create.polished_cut_scorchia_stairs": "Polished Cut Scorchia Stairs", "block.create.polished_cut_scorchia_wall": "Polished Cut Scorchia Wall", "block.create.polished_cut_scoria": "Polished Cut Scoria", "block.create.polished_cut_scoria_slab": "Polished Cut Scoria Slab", "block.create.polished_cut_scoria_stairs": "Polished Cut Scoria Stairs", "block.create.polished_cut_scoria_wall": "Polished Cut Scoria Wall", "block.create.polished_cut_tuff": "Polished Cut Tuff", "block.create.polished_cut_tuff_slab": "Polished Cut Tuff Slab", "block.create.polished_cut_tuff_stairs": "Polished Cut Tuff Stairs", "block.create.polished_cut_tuff_wall": "Polished Cut Tuff Wall", "block.create.polished_cut_veridium": "Polished Cut Veridium", "block.create.polished_cut_veridium_slab": "Polished Cut Veridium Slab", "block.create.polished_cut_veridium_stairs": "Polished Cut Veridium Stairs", "block.create.polished_cut_veridium_wall": "Polished Cut Veridium Wall", "block.create.portable_fluid_interface": "Portable Fluid Interface", "block.create.portable_storage_interface": "Portable Storage Interface", "block.create.powered_latch": "Powered Latch", "block.create.powered_shaft": "Powered Shaft", "block.create.powered_toggle_latch": "Powered Toggle Latch", "block.create.pulley_magnet": "Pulley Magnet", "block.create.pulse_extender": "Pulse Extender", "block.create.pulse_repeater": "Pulse Repeater", "block.create.purple_nixie_tube": "Purple Nixie Tube", "block.create.purple_sail": "Purple Sail", "block.create.purple_seat": "Purple Seat", "block.create.purple_toolbox": "Purple Toolbox", "block.create.purple_valve_handle": "Purple Valve Handle", "block.create.radial_chassis": "Radial Chassis", "block.create.railway_casing": "Train Casing", "block.create.raw_zinc_block": "Block of Raw Zinc", "block.create.red_nixie_tube": "Red Nixie Tube", "block.create.red_sail": "Red Sail", "block.create.red_seat": "Red Seat", "block.create.red_toolbox": "Red Toolbox", "block.create.red_valve_handle": "Red Valve Handle", "block.create.redstone_contact": "Redstone Contact", "block.create.redstone_link": "Redstone Link", "block.create.refined_radiance_casing": "Radiant Casing", "block.create.rope": "Rope", "block.create.rope_pulley": "Rope Pulley", "block.create.rose_quartz_block": "Block of Rose Quartz", "block.create.rose_quartz_lamp": "Rose Quartz Lamp", "block.create.rose_quartz_tiles": "Rose Quartz Tiles", "block.create.rotation_speed_controller": "Rotation Speed Controller", "block.create.sail_frame": "Sail Frame", "block.create.schematic_table": "Schematic Table", "block.create.schematicannon": "Schematicannon", "block.create.scorchia": "Scorchia", "block.create.scorchia_pillar": "Scorchia Pillar", "block.create.scoria": "Scoria", "block.create.scoria_pillar": "Scoria Pillar", "block.create.secondary_linear_chassis": "Secondary Linear Chassis", "block.create.sequenced_gearshift": "Sequenced Gearshift", "block.create.shadow_steel_casing": "Shadow Casing", "block.create.shaft": "Shaft", "block.create.small_andesite_brick_slab": "Small Andesite Brick Slab", "block.create.small_andesite_brick_stairs": "Small Andesite Brick Stairs", "block.create.small_andesite_brick_wall": "Small Andesite Brick Wall", "block.create.small_andesite_bricks": "Small Andesite Bricks", "block.create.small_asurine_brick_slab": "Small Asurine Brick Slab", "block.create.small_asurine_brick_stairs": "Small Asurine Brick Stairs", "block.create.small_asurine_brick_wall": "Small Asurine Brick Wall", "block.create.small_asurine_bricks": "Small Asurine Bricks", "block.create.small_bogey": "Small Bogey", "block.create.small_calcite_brick_slab": "Small Calcite Brick Slab", "block.create.small_calcite_brick_stairs": "Small Calcite Brick Stairs", "block.create.small_calcite_brick_wall": "Small Calcite Brick Wall", "block.create.small_calcite_bricks": "Small Calcite Bricks", "block.create.small_crimsite_brick_slab": "Small Crimsite Brick Slab", "block.create.small_crimsite_brick_stairs": "Small Crimsite Brick Stairs", "block.create.small_crimsite_brick_wall": "Small Crimsite Brick Wall", "block.create.small_crimsite_bricks": "Small Crimsite Bricks", "block.create.small_deepslate_brick_slab": "Small Deepslate Brick Slab", "block.create.small_deepslate_brick_stairs": "Small Deepslate Brick Stairs", "block.create.small_deepslate_brick_wall": "Small Deepslate Brick Wall", "block.create.small_deepslate_bricks": "Small Deepslate Bricks", "block.create.small_diorite_brick_slab": "Small Diorite Brick Slab", "block.create.small_diorite_brick_stairs": "Small Diorite Brick Stairs", "block.create.small_diorite_brick_wall": "Small Diorite Brick Wall", "block.create.small_diorite_bricks": "Small Diorite Bricks", "block.create.small_dripstone_brick_slab": "Small Dripstone Brick Slab", "block.create.small_dripstone_brick_stairs": "Small Dripstone Brick Stairs", "block.create.small_dripstone_brick_wall": "Small Dripstone Brick Wall", "block.create.small_dripstone_bricks": "Small Dripstone Bricks", "block.create.small_granite_brick_slab": "Small Granite Brick Slab", "block.create.small_granite_brick_stairs": "Small Granite Brick Stairs", "block.create.small_granite_brick_wall": "Small Granite Brick Wall", "block.create.small_granite_bricks": "Small Granite Bricks", "block.create.small_limestone_brick_slab": "Small Limestone Brick Slab", "block.create.small_limestone_brick_stairs": "Small Limestone Brick Stairs", "block.create.small_limestone_brick_wall": "Small Limestone Brick Wall", "block.create.small_limestone_bricks": "Small Limestone Bricks", "block.create.small_ochrum_brick_slab": "Small Ochrum Brick Slab", "block.create.small_ochrum_brick_stairs": "Small Ochrum Brick Stairs", "block.create.small_ochrum_brick_wall": "Small Ochrum Brick Wall", "block.create.small_ochrum_bricks": "Small Ochrum Bricks", "block.create.small_rose_quartz_tiles": "Small Rose Quartz Tiles", "block.create.small_scorchia_brick_slab": "Small Scorchia Brick Slab", "block.create.small_scorchia_brick_stairs": "Small Scorchia Brick Stairs", "block.create.small_scorchia_brick_wall": "Small Scorchia Brick Wall", "block.create.small_scorchia_bricks": "Small Scorchia Bricks", "block.create.small_scoria_brick_slab": "Small Scoria Brick Slab", "block.create.small_scoria_brick_stairs": "Small Scoria Brick Stairs", "block.create.small_scoria_brick_wall": "Small Scoria Brick Wall", "block.create.small_scoria_bricks": "Small Scoria Bricks", "block.create.small_tuff_brick_slab": "Small Tuff Brick Slab", "block.create.small_tuff_brick_stairs": "Small Tuff Brick Stairs", "block.create.small_tuff_brick_wall": "Small Tuff Brick Wall", "block.create.small_tuff_bricks": "Small Tuff Bricks", "block.create.small_veridium_brick_slab": "Small Veridium Brick Slab", "block.create.small_veridium_brick_stairs": "Small Veridium Brick Stairs", "block.create.small_veridium_brick_wall": "Small Veridium Brick Wall", "block.create.small_veridium_bricks": "Small Veridium Bricks", "block.create.smart_chute": "Smart Chute", "block.create.smart_fluid_pipe": "Smart Fluid Pipe", "block.create.speedometer": "Speedometer", "block.create.spout": "Spout", "block.create.spruce_window": "Spruce Window", "block.create.spruce_window_pane": "Spruce Window Pane", "block.create.steam_engine": "Steam Engine", "block.create.steam_whistle": "Steam Whistle", "block.create.steam_whistle_extension": "Steam Whistle Extension", "block.create.sticker": "Sticker", "block.create.sticky_mechanical_piston": "Sticky Mechanical Piston", "block.create.stockpile_switch": "Stockpile Switch", "block.create.stressometer": "Stressometer", "block.create.tiled_glass": "Tiled Glass", "block.create.tiled_glass_pane": "Tiled Glass Pane", "block.create.track": "Train Track", "block.create.track_observer": "Train Observer", "block.create.track_signal": "Train Signal", "block.create.track_station": "Train Station", "block.create.train_door": "Train Door", "block.create.train_trapdoor": "Train Trapdoor", "block.create.tuff_pillar": "Tuff Pillar", "block.create.turntable": "Turntable", "block.create.veridium": "Veridium", "block.create.veridium_pillar": "Veridium Pillar", "block.create.vertical_framed_glass": "Vertical Framed Glass", "block.create.vertical_framed_glass_pane": "Vertical Framed Glass Pane", "block.create.warped_window": "Warped Window", "block.create.warped_window_pane": "Warped Window Pane", "block.create.water_wheel": "Water Wheel", "block.create.waxed_copper_shingle_slab": "Waxed Copper Shingle Slab", "block.create.waxed_copper_shingle_stairs": "Waxed Copper Shingle Stairs", "block.create.waxed_copper_shingles": "Waxed Copper Shingles", "block.create.waxed_copper_tile_slab": "Waxed Copper Tile Slab", "block.create.waxed_copper_tile_stairs": "Waxed Copper Tile Stairs", "block.create.waxed_copper_tiles": "Waxed Copper Tiles", "block.create.waxed_exposed_copper_shingle_slab": "Waxed Exposed Copper Shingle Slab", "block.create.waxed_exposed_copper_shingle_stairs": "Waxed Exposed Copper Shingle Stairs", "block.create.waxed_exposed_copper_shingles": "Waxed Exposed Copper Shingles", "block.create.waxed_exposed_copper_tile_slab": "Waxed Exposed Copper Tile Slab", "block.create.waxed_exposed_copper_tile_stairs": "Waxed Exposed Copper Tile Stairs", "block.create.waxed_exposed_copper_tiles": "Waxed Exposed Copper Tiles", "block.create.waxed_oxidized_copper_shingle_slab": "Waxed Oxidized Copper Shingle Slab", "block.create.waxed_oxidized_copper_shingle_stairs": "Waxed Oxidized Copper Shingle Stairs", "block.create.waxed_oxidized_copper_shingles": "Waxed Oxidized Copper Shingles", "block.create.waxed_oxidized_copper_tile_slab": "Waxed Oxidized Copper Tile Slab", "block.create.waxed_oxidized_copper_tile_stairs": "Waxed Oxidized Copper Tile Stairs", "block.create.waxed_oxidized_copper_tiles": "Waxed Oxidized Copper Tiles", "block.create.waxed_weathered_copper_shingle_slab": "Waxed Weathered Copper Shingle Slab", "block.create.waxed_weathered_copper_shingle_stairs": "Waxed Weathered Copper Shingle Stairs", "block.create.waxed_weathered_copper_shingles": "Waxed Weathered Copper Shingles", "block.create.waxed_weathered_copper_tile_slab": "Waxed Weathered Copper Tile Slab", "block.create.waxed_weathered_copper_tile_stairs": "Waxed Weathered Copper Tile Stairs", "block.create.waxed_weathered_copper_tiles": "Waxed Weathered Copper Tiles", "block.create.weathered_copper_shingle_slab": "Weathered Copper Shingle Slab", "block.create.weathered_copper_shingle_stairs": "Weathered Copper Shingle Stairs", "block.create.weathered_copper_shingles": "Weathered Copper Shingles", "block.create.weathered_copper_tile_slab": "Weathered Copper Tile Slab", "block.create.weathered_copper_tile_stairs": "Weathered Copper Tile Stairs", "block.create.weathered_copper_tiles": "Weathered Copper Tiles", "block.create.weighted_ejector": "Weighted Ejector", "block.create.white_nixie_tube": "White Nixie Tube", "block.create.white_sail": "White Sail", "block.create.white_seat": "White Seat", "block.create.white_toolbox": "White Toolbox", "block.create.white_valve_handle": "White Valve Handle", "block.create.windmill_bearing": "Windmill Bearing", "block.create.wooden_bracket": "Wooden Bracket", "block.create.yellow_nixie_tube": "Yellow Nixie Tube", "block.create.yellow_sail": "Yellow Sail", "block.create.yellow_seat": "Yellow Seat", "block.create.yellow_toolbox": "Yellow Toolbox", "block.create.yellow_valve_handle": "Yellow Valve Handle", "block.create.zinc_block": "Block of Zinc", "block.create.zinc_ore": "Zinc Ore", "enchantment.create.capacity": "Capacity", "enchantment.create.potato_recovery": "Potato Recovery", "entity.create.carriage_contraption": "Carriage Contraption", "entity.create.contraption": "Contraption", "entity.create.crafting_blueprint": "Crafting Blueprint", "entity.create.gantry_contraption": "Gantry Contraption", "entity.create.potato_projectile": "Potato Projectile", "entity.create.seat": "Seat", "entity.create.stationary_contraption": "Stationary Contraption", "entity.create.super_glue": "Super Glue", "fluid.create.potion": "Potion", "fluid.create.tea": "Builder's Tea", "item.create.andesite_alloy": "Andesite Alloy", "item.create.attribute_filter": "Attribute Filter", "item.create.bar_of_chocolate": "Bar of Chocolate", "item.create.belt_connector": "Mechanical Belt", "item.create.blaze_cake": "Blaze Cake", "item.create.blaze_cake_base": "Blaze Cake Base", "item.create.brass_hand": "Brass Hand", "item.create.brass_ingot": "Brass Ingot", "item.create.brass_nugget": "Brass Nugget", "item.create.brass_sheet": "Brass Sheet", "item.create.builders_tea": "Builder's Tea", "item.create.chest_minecart_contraption": "Chest Minecart Contraption", "item.create.chocolate_bucket": "Chocolate Bucket", "item.create.chocolate_glazed_berries": "Chocolate Glazed Berries", "item.create.chromatic_compound": "Chromatic Compound", "item.create.cinder_flour": "Cinder Flour", "item.create.copper_backtank": "Copper Backtank", "item.create.copper_backtank_placeable": "Copper Backtank Placeable", "item.create.copper_nugget": "Copper Nugget", "item.create.copper_sheet": "Copper Sheet", "item.create.crafter_slot_cover": "Crafter Slot Cover", "item.create.crafting_blueprint": "Crafting Blueprint", "item.create.creative_blaze_cake": "Creative Blaze Cake", "item.create.crushed_aluminum_ore": "Crushed Aluminum Ore", "item.create.crushed_copper_ore": "Crushed Copper Ore", "item.create.crushed_gold_ore": "Crushed Gold Ore", "item.create.crushed_iron_ore": "Crushed Iron Ore", "item.create.crushed_lead_ore": "Crushed Lead Ore", "item.create.crushed_nickel_ore": "Crushed Nickel Ore", "item.create.crushed_osmium_ore": "Crushed Osmium Ore", "item.create.crushed_platinum_ore": "Crushed Platinum Ore", "item.create.crushed_quicksilver_ore": "Crushed Quicksilver Ore", "item.create.crushed_silver_ore": "Crushed Silver Ore", "item.create.crushed_tin_ore": "Crushed Tin Ore", "item.create.crushed_uranium_ore": "Crushed Uranium Ore", "item.create.crushed_zinc_ore": "Crushed Zinc Ore", "item.create.diving_boots": "Diving Boots", "item.create.diving_helmet": "Diving Helmet", "item.create.dough": "Dough", "item.create.electron_tube": "Electron Tube", "item.create.empty_blaze_burner": "Empty Blaze Burner", "item.create.empty_schematic": "Empty Schematic", "item.create.experience_nugget": "Nugget of Experience", "item.create.extendo_grip": "Extendo Grip", "item.create.filter": "Filter", "item.create.furnace_minecart_contraption": "Furnace Minecart Contraption", "item.create.goggles": "Engineer's Goggles", "item.create.golden_sheet": "Golden Sheet", "item.create.handheld_worldshaper": "Creative Worldshaper", "item.create.honey_bucket": "Honey Bucket", "item.create.honeyed_apple": "Honeyed Apple", "item.create.incomplete_precision_mechanism": "Incomplete Precision Mechanism", "item.create.incomplete_track": "Incomplete Track", "item.create.iron_sheet": "Iron Sheet", "item.create.linked_controller": "Linked Controller", "item.create.minecart_contraption": "Minecart Contraption", "item.create.minecart_coupling": "Minecart Coupling", "item.create.polished_rose_quartz": "Polished Rose Quartz", "item.create.potato_cannon": "Potato Cannon", "item.create.powdered_obsidian": "Powdered Obsidian", "item.create.precision_mechanism": "Precision Mechanism", "item.create.propeller": "Propeller", "item.create.raw_zinc": "Raw Zinc", "item.create.red_sand_paper": "Red Sand Paper", "item.create.refined_radiance": "Refined Radiance", "item.create.rose_quartz": "Rose Quartz", "item.create.sand_paper": "Sand Paper", "item.create.schedule": "Train Schedule", "item.create.schematic": "Schematic", "item.create.schematic_and_quill": "Schematic And Quill", "item.create.shadow_steel": "Shadow Steel", "item.create.sturdy_sheet": "Sturdy Sheet", "item.create.super_glue": "Super Glue", "item.create.sweet_roll": "Sweet Roll", "item.create.tree_fertilizer": "Tree Fertilizer", "item.create.unprocessed_obsidian_sheet": "Unprocessed Obsidian Sheet", "item.create.vertical_gearbox": "Vertical Gearbox", "item.create.wand_of_symmetry": "Wand Of Symmetry", "item.create.wheat_flour": "Wheat Flour", "item.create.whisk": "Whisk", "item.create.wrench": "Wrench", "item.create.zinc_ingot": "Zinc Ingot", "item.create.zinc_nugget": "Zinc Nugget", "_": "->------------------------] Advancements [------------------------<-", "advancement.create.root": "Welcome to Create", "advancement.create.root.desc": "Here Be Contraptions", "advancement.create.andesite_alloy": "Sturdier Rocks", "advancement.create.andesite_alloy.desc": "Obtain some Andesite Alloy, Create's most important resource", "advancement.create.andesite_casing": "The Andesite Age", "advancement.create.andesite_casing.desc": "Apply Andesite Alloy to stripped wood, creating a basic casing for your machines", "advancement.create.mechanical_press": "Bonk!", "advancement.create.mechanical_press.desc": "Create some sheets in a Mechanical Press", "advancement.create.encased_fan": "Wind Maker", "advancement.create.encased_fan.desc": "Place and power an Encased Fan", "advancement.create.fan_processing": "Processing by Particle", "advancement.create.fan_processing.desc": "Use an Encased Fan to process materials", "advancement.create.saw_processing": "Workshop's Most Feared", "advancement.create.saw_processing.desc": "Use an upright Mechanical Saw to process materials", "advancement.create.compacting": "Compactification", "advancement.create.compacting.desc": "Use a Mechanical Press and a Basin to create fewer items from more", "advancement.create.belt": "Kelp Drive", "advancement.create.belt.desc": "Connect two Shafts with a Mechanical Belt", "advancement.create.funnel": "Airport Aesthetic", "advancement.create.funnel.desc": "Extract or insert items into a container using a Funnel", "advancement.create.chute": "Vertical Logistics", "advancement.create.chute.desc": "Transport some items by Chute", "advancement.create.mechanical_mixer": "Mixing It Up", "advancement.create.mechanical_mixer.desc": "Combine ingredients in a Mechanical Mixer", "advancement.create.burner": "Sentient Fireplace", "advancement.create.burner.desc": "Obtain a Blaze Burner", "advancement.create.water_wheel": "Harnessed Hydraulics", "advancement.create.water_wheel.desc": "Place a Water Wheel and use it to generate torque", "advancement.create.windmill": "A Mild Breeze", "advancement.create.windmill.desc": "Assemble a windmill and use it to generate torque", "advancement.create.shifting_gears": "Shifting Gears", "advancement.create.shifting_gears.desc": "Connect a Large Cogwheel to a Small Cogwheel, allowing you to change the speed of your Contraption", "advancement.create.millstone": "Embrace the Grind", "advancement.create.millstone.desc": "Use a Millstone to pulverise materials", "advancement.create.super_glue": "Area of Connect", "advancement.create.super_glue.desc": "Super Glue some blocks into a group", "advancement.create.contraption_actors": "Moving with Purpose", "advancement.create.contraption_actors.desc": "Create a Contraption with drills, saws, or harvesters on board", "advancement.create.portable_storage_interface": "Drive-By Exchange", "advancement.create.portable_storage_interface.desc": "Use a Portable Storage Interface to take or insert items into a Contraption", "advancement.create.wrench_goggles": "Kitted Out", "advancement.create.wrench_goggles.desc": "Equip Engineer's Goggles and a Wrench", "advancement.create.stressometer": "Stress for Nerds", "advancement.create.stressometer.desc": "Get an exact readout with the help of Engineer's Goggles and a Stressometer", "advancement.create.cuckoo_clock": "Is It Time?", "advancement.create.cuckoo_clock.desc": "Witness your Cuckoo Clock announce bedtime", "advancement.create.windmill_maxed": "A Strong Breeze", "advancement.create.windmill_maxed.desc": "Assemble a windmill of maximum strength", "advancement.create.ejector_maxed": "Springboard Champion", "advancement.create.ejector_maxed.desc": "Get launched more than 30 blocks by a Weighted Ejector", "advancement.create.pulley_maxed": "Rope to Nowhere", "advancement.create.pulley_maxed.desc": "Extend a Rope Pulley over 200 blocks deep", "advancement.create.cart_pickup": "Strong Arms", "advancement.create.cart_pickup.desc": "Pick up a Minecart Contraption with at least 200 attached blocks", "advancement.create.anvil_plough": "Blacksmith Artillery", "advancement.create.anvil_plough.desc": "Launch an Anvil with Mechanical Ploughs", "advancement.create.lava_wheel_00000": "Magma Wheel", "advancement.create.lava_wheel_00000.desc": "This shouldn't have worked§7\n(Hidden Advancement)", "advancement.create.hand_crank_000": "Workout Session", "advancement.create.hand_crank_000.desc": "Use a Hand Crank until fully exhausted§7\n(Hidden Advancement)", "advancement.create.belt_funnel_kiss": "The Parrots and the Flaps", "advancement.create.belt_funnel_kiss.desc": "Make two Belt-mounted Funnels kiss§7\n(Hidden Advancement)", "advancement.create.stressometer_maxed": "Perfectly Stressed", "advancement.create.stressometer_maxed.desc": "Get a 100% readout from a Stressometer§7\n(Hidden Advancement)", "advancement.create.copper": "Cuprum Bokum", "advancement.create.copper.desc": "Amass some Copper Ingots for your exploits in fluid manipulation", "advancement.create.copper_casing": "The Copper Age", "advancement.create.copper_casing.desc": "Apply Copper Ingots to stripped wood, creating a waterproof casing for your machines", "advancement.create.spout": "Sploosh", "advancement.create.spout.desc": "Watch a fluid-containing item be filled by a Spout", "advancement.create.drain": "Tumble Draining", "advancement.create.drain.desc": "Watch a fluid-containing item be emptied by an Item Drain", "advancement.create.steam_engine": "The Powerhouse", "advancement.create.steam_engine.desc": "Use a Steam Engine to generate torque", "advancement.create.steam_whistle": "Voice of an Angel", "advancement.create.steam_whistle.desc": "Activate a Steam Whistle", "advancement.create.backtank": "Pressure to Go", "advancement.create.backtank.desc": "Create a Copper Backtank and make it accumulate air pressure", "advancement.create.diving_suit": "Ready for the Depths", "advancement.create.diving_suit.desc": "Equip a Diving Helmet and a Copper Backtank, then jump into water", "advancement.create.mechanical_pump_0": "Under Pressure", "advancement.create.mechanical_pump_0.desc": "Place and power a Mechanical Pump", "advancement.create.glass_pipe": "Flow Discovery", "advancement.create.glass_pipe.desc": "Use your Wrench on a pipe that contains a fluid", "advancement.create.water_supply": "Puddle Collector", "advancement.create.water_supply.desc": "Use the pulling end of a Fluid Pipe or Mechanical Pump to collect water", "advancement.create.hose_pulley": "Industrial Spillage", "advancement.create.hose_pulley.desc": "Lower a Hose Pulley and watch it drain or fill a body of fluid", "advancement.create.chocolate_bucket": "A World of Imagination", "advancement.create.chocolate_bucket.desc": "Obtain a bucket of molten chocolate", "advancement.create.honey_drain": "Autonomous Bee-Keeping", "advancement.create.honey_drain.desc": "Use pipes to pull honey from a Bee Nest or Beehive", "advancement.create.hose_pulley_lava": "Tapping the Mantle", "advancement.create.hose_pulley_lava.desc": "Pump from a body of lava large enough to be considered infinite", "advancement.create.steam_engine_maxed": "Full Steam", "advancement.create.steam_engine_maxed.desc": "Run a boiler at the maximum level of power", "advancement.create.foods": "Balanced Diet", "advancement.create.foods.desc": "Create Chocolate Glazed Berries, a Honeyed Apple, and a Sweet Roll all from the same Spout", "advancement.create.diving_suit_lava": "Swimming with the Striders", "advancement.create.diving_suit_lava.desc": "Attempt to take a dive in lava with your diving gear§7\n(Hidden Advancement)", "advancement.create.chained_drain": "On a Roll", "advancement.create.chained_drain.desc": "Watch an item move across a row of Item Drains§7\n(Hidden Advancement)", "advancement.create.cross_streams": "Don't Cross the Streams!", "advancement.create.cross_streams.desc": "Watch two fluids meet in your pipe network§7\n(Hidden Advancement)", "advancement.create.pipe_organ": "The Pipe Organ", "advancement.create.pipe_organ.desc": "Attach 12 uniquely pitched Steam Whistles to a single Fluid Tank§7\n(Hidden Advancement)", "advancement.create.brass": "Real Alloys", "advancement.create.brass.desc": "Create Brass Ingots by alloying Copper and Zinc Ingots in your Blaze-heated Mechanical Mixer", "advancement.create.brass_casing": "The Brass Age", "advancement.create.brass_casing.desc": "Apply Brass Ingots to stripped wood, creating a casing for more sophisticated machines", "advancement.create.rose_quartz": "Pink Diamonds", "advancement.create.rose_quartz.desc": "Polish some Rose Quartz", "advancement.create.deployer": "Artificial Intelligence", "advancement.create.deployer.desc": "Place and power a Deployer, the perfect reflection of yourself", "advancement.create.precision_mechanism": "Complex Curiosities", "advancement.create.precision_mechanism.desc": "Assemble a Precision Mechanism", "advancement.create.speed_controller": "Engineers Hate Him!", "advancement.create.speed_controller.desc": "Fine-tune your Contraption with a Rotation Speed Controller", "advancement.create.mechanical_arm": "Busy Hands", "advancement.create.mechanical_arm.desc": "Watch your Mechanical Arm transport its first item", "advancement.create.mechanical_crafter": "Automated Assembly", "advancement.create.mechanical_crafter.desc": "Place and power some Mechanical Crafters", "advancement.create.crushing_wheel": "A Pair of Giants", "advancement.create.crushing_wheel.desc": "Place and power a set of Crushing Wheels", "advancement.create.haunted_bell": "Shadow Sense", "advancement.create.haunted_bell.desc": "Toll a Haunted Bell", "advancement.create.clockwork_bearing": "Contraption O'Clock", "advancement.create.clockwork_bearing.desc": "Assemble a structure mounted on a Clockwork Bearing", "advancement.create.display_link": "Big Data", "advancement.create.display_link.desc": "Use a Display Link to visualise information", "advancement.create.potato_cannon": "Fwoomp!", "advancement.create.potato_cannon.desc": "Defeat an enemy with your Potato Cannon", "advancement.create.extendo_grip": "Boioioing!", "advancement.create.extendo_grip.desc": "Get hold of an Extendo Grip", "advancement.create.linked_controller": "Remote Activation", "advancement.create.linked_controller.desc": "Activate a Redstone Link using a Linked Controller", "advancement.create.arm_blaze_burner": "Combust-o-Tron", "advancement.create.arm_blaze_burner.desc": "Instruct a Mechanical Arm to feed your Blaze Burner", "advancement.create.crusher_maxed_0000": "Crushing It", "advancement.create.crusher_maxed_0000.desc": "Operate a pair of Crushing Wheels at maximum speed", "advancement.create.arm_many_targets": "Organize-o-Tron", "advancement.create.arm_many_targets.desc": "Program a Mechanical Arm with 10 or more output locations", "advancement.create.potato_cannon_collide": "Veggie Fireworks", "advancement.create.potato_cannon_collide.desc": "Cause Potato Cannon projectiles of different types to collide with each other", "advancement.create.self_deploying": "Self-Driving Cart", "advancement.create.self_deploying.desc": "Create a Minecart Contraption that places tracks in front of itself", "advancement.create.fist_bump": "Pound It, Bro!", "advancement.create.fist_bump.desc": "Make two Deployers fist-bump§7\n(Hidden Advancement)", "advancement.create.crafter_lazy_000": "Desperate Measures", "advancement.create.crafter_lazy_000.desc": "Drastically slow down a Mechanical Crafter to procrastinate on proper infrastructure§7\n(Hidden Advancement)", "advancement.create.extendo_grip_dual": "To Full Extent", "advancement.create.extendo_grip_dual.desc": "Dual-wield Extendo Grips for superhuman reach§7\n(Hidden Advancement)", "advancement.create.musical_arm": "DJ Mechanico", "advancement.create.musical_arm.desc": "Watch a Mechanical Arm operate your Jukebox§7\n(Hidden Advancement)", "advancement.create.sturdy_sheet": "The Sturdiest Rocks", "advancement.create.sturdy_sheet.desc": "Assemble a Sturdy Sheet by refining Powdered Obsidian", "advancement.create.train_casing_00": "The Logistical Age", "advancement.create.train_casing_00.desc": "Use Sturdy Sheets to create a casing for railway components", "advancement.create.train": "All Aboard!", "advancement.create.train.desc": "Assemble your first Train", "advancement.create.conductor": "Conductor Instructor", "advancement.create.conductor.desc": "Instruct a Train driver with a Train Schedule", "advancement.create.track_signal": "Traffic Control", "advancement.create.track_signal.desc": "Place a Train Signal", "advancement.create.display_board_0": "Dynamic Timetables", "advancement.create.display_board_0.desc": "Forecast a Train's arrival on your Display Board with the help of Display Links", "advancement.create.track_0": "A New Gauge", "advancement.create.track_0.desc": "Obtain some Train Tracks", "advancement.create.train_whistle": "Choo Choo!", "advancement.create.train_whistle.desc": "Assemble a Steam Whistle to your Train and activate it while driving", "advancement.create.train_portal": "Dimensional Commuter", "advancement.create.train_portal.desc": "Ride a Train through a Nether portal", "advancement.create.track_crafting_factory": "Track Factory", "advancement.create.track_crafting_factory.desc": "Produce more than 1000 Train Tracks with the same Mechanical Press", "advancement.create.long_bend": "The Longest Bend", "advancement.create.long_bend.desc": "Create a curved track section that spans more than 30 blocks in length", "advancement.create.long_train": "Ambitious Endeavours", "advancement.create.long_train.desc": "Create a Train with at least 6 carriages", "advancement.create.long_travel": "Field Trip", "advancement.create.long_travel.desc": "Leave a Train Seat over 5000 blocks away from where you started travelling", "advancement.create.train_roadkill": "Road Kill", "advancement.create.train_roadkill.desc": "Run over an enemy with your Train§7\n(Hidden Advancement)", "advancement.create.red_signal": "Expert Driver", "advancement.create.red_signal.desc": "Run a red Train Signal§7\n(Hidden Advancement)", "advancement.create.train_crash": "Terrible Service", "advancement.create.train_crash.desc": "Witness a Train crash as a passenger§7\n(Hidden Advancement)", "advancement.create.train_crash_backwards": "Blind Spot", "advancement.create.train_crash_backwards.desc": "Crash into another Train while driving backwards§7\n(Hidden Advancement)", "_": "->------------------------] UI & Messages [------------------------<-", "itemGroup.create.base": "Create", "itemGroup.create.palettes": "Create's Building Blocks", "death.attack.create.crush": "%1$s was processed by Crushing Wheels", "death.attack.create.crush.player": "%1$s was thrown into Crushing Wheels by %2$s", "death.attack.create.fan_fire": "%1$s got smoked by an Encased Fan", "death.attack.create.fan_fire.player": "%1$s was thrown into a smoker by %2$s", "death.attack.create.fan_lava": "%1$s was incinerated by an Encased Fan", "death.attack.create.fan_lava.player": "%1$s was thrown into a smelter by %2$s", "death.attack.create.mechanical_drill": "%1$s was impaled by a Mechanical Drill", "death.attack.create.mechanical_drill.player": "%1$s was thrown in front of a Drill by %2$s", "death.attack.create.mechanical_saw": "%1$s got cut in half by a Mechanical Saw", "death.attack.create.mechanical_saw.player": "%1$s was thrown into a Saw by %2$s", "death.attack.create.potato_cannon": "%1$s was shot by %2$s's Potato Cannon", "death.attack.create.potato_cannon.item": "%1$s was shot by %2$s using %3$s", "death.attack.create.cuckoo_clock_explosion": "%1$s was blown up by tampered cuckoo clock", "death.attack.create.cuckoo_clock_explosion.player": "%1$s was blown up by tampered cuckoo clock", "death.attack.create.run_over": "%1$s was run over by %2$s", "create.block.deployer.damage_source_name": "a rogue Deployer", "create.block.cart_assembler.invalid": "Place your Cart Assembler on a rail block", "create.menu.return": "Return to Menu", "create.menu.configure": "Configure...", "create.menu.ponder_index": "Ponder Index", "create.menu.only_ingame": "Available in the Pause Menu", "create.menu.report_bugs": "Report Issues", "create.menu.support": "Support Us", "create.recipe.crushing": "Crushing", "create.recipe.milling": "Milling", "create.recipe.fan_washing": "Bulk Washing", "create.recipe.fan_washing.fan": "Fan behind Flowing Water", "create.recipe.fan_smoking": "Bulk Smoking", "create.recipe.fan_smoking.fan": "Fan behind Fire", "create.recipe.fan_haunting": "Bulk Haunting", "create.recipe.fan_haunting.fan": "Fan behind Soul Fire", "create.recipe.fan_blasting": "Bulk Blasting", "create.recipe.fan_blasting.fan": "Fan behind Lava", "create.recipe.pressing": "Pressing", "create.recipe.mixing": "Mixing", "create.recipe.deploying": "Deploying", "create.recipe.automatic_shapeless": "Automated Shapeless Crafting", "create.recipe.automatic_brewing": "Automated Brewing", "create.recipe.packing": "Compacting", "create.recipe.automatic_packing": "Automated Packing", "create.recipe.sawing": "Sawing", "create.recipe.mechanical_crafting": "Mechanical Crafting", "create.recipe.automatic_shaped": "Automated Shaped Crafting", "create.recipe.block_cutting": "Block Cutting", "create.recipe.wood_cutting": "Wood Cutting", "create.recipe.sandpaper_polishing": "Sandpaper Polishing", "create.recipe.mystery_conversion": "Mysterious Conversion", "create.recipe.spout_filling": "Filling by Spout", "create.recipe.draining": "Item Draining", "create.recipe.item_application": "Manual Item Application", "create.recipe.item_application.any_axe": "Any Axe", "create.recipe.sequenced_assembly": "Recipe Sequence", "create.recipe.assembly.next": "Next: %1$s", "create.recipe.assembly.step": "Step %1$s:", "create.recipe.assembly.progress": "Progress: %1$s/%2$s", "create.recipe.assembly.pressing": "Process in Press", "create.recipe.assembly.spout_filling_fluid": "Spout %1$s", "create.recipe.assembly.deploying_item": "Deploy %1$s", "create.recipe.assembly.cutting": "Cut with Saw", "create.recipe.assembly.repeat": "Repeat Sequence %1$s Times", "create.recipe.assembly.junk": "Random salvage", "create.recipe.processing.chance": "%1$s%% Chance", "create.recipe.deploying.not_consumed": "Not Consumed", "create.recipe.heat_requirement.none": "No Heating Required", "create.recipe.heat_requirement.heated": "Heated", "create.recipe.heat_requirement.superheated": "Super-Heated", "create.generic.range": "Range", "create.generic.radius": "Radius", "create.generic.width": "Width", "create.generic.height": "Height", "create.generic.length": "Length", "create.generic.speed": "Speed", "create.generic.delay": "Delay", "create.generic.duration": "Duration", "create.generic.timeUnit": "Time Unit", "create.generic.unit.ticks": "Ticks", "create.generic.unit.seconds": "Seconds", "create.generic.unit.minutes": "Minutes", "create.generic.daytime.hour": "Hour", "create.generic.daytime.minute": "Minute", "create.generic.daytime.second": "Second", "create.generic.daytime.pm": "pm", "create.generic.daytime.am": "am", "create.generic.unit.rpm": "RPM", "create.generic.unit.stress": "su", "create.generic.unit.degrees": "°", "create.generic.unit.millibuckets": "mB", "create.generic.unit.buckets": "B", "create.generic.clockwise": "Clockwise", "create.generic.counter_clockwise": "Counter-Clockwise", "create.generic.in_quotes": "\"%1$s\"", "create.generic.pitch": "Pitch: %1$s", "create.generic.notes": "F#;F;E;D#;D;C#;C;B;A#;A;G#;G", "create.action.scroll": "Scroll", "create.action.confirm": "Confirm", "create.action.abort": "Abort", "create.action.saveToFile": "Save", "create.action.discard": "Discard", "create.keyinfo.toolmenu": "Focus Schematic Overlay", "create.keyinfo.toolbelt": "Access Nearby Toolboxes", "create.keyinfo.scrollup": "Simulate Mousewheel Up (inworld)", "create.keyinfo.scrolldown": "Simulate Mousewheel Down (inworld)", "create.gui.scrollInput.defaultTitle": "Choose an Option:", "create.gui.scrollInput.scrollToModify": "Scroll to Modify", "create.gui.scrollInput.scrollToAdjustAmount": "Scroll to Adjust Amount", "create.gui.scrollInput.scrollToSelect": "Scroll to Select", "create.gui.scrollInput.shiftScrollsFaster": "Shift to Scroll Faster", "create.gui.toolmenu.focusKey": "Hold [%1$s] to Focus", "create.gui.toolmenu.cycle": "[SCROLL] to Cycle", "create.toolbox.unequip": "Unequip: %1$s", "create.toolbox.outOfRange": "Toolbox of held item not in Range", "create.toolbox.detach": "Stop tracking and keep item", "create.toolbox.depositAll": "Return items to nearby Toolboxes", "create.toolbox.depositBox": "Return items to Toolbox", "create.gui.symmetryWand.mirrorType": "Mirror", "create.gui.symmetryWand.orientation": "Orientation", "create.symmetry.mirror.plane": "Mirror Once", "create.symmetry.mirror.doublePlane": "Rectangular", "create.symmetry.mirror.triplePlane": "Octagonal", "create.orientation.orthogonal": "Orthogonal", "create.orientation.diagonal": "Diagonal", "create.orientation.horizontal": "Horizontal", "create.orientation.alongZ": "Along Z", "create.orientation.alongX": "Along X", "create.gui.terrainzapper.title": "Handheld Blockzapper", "create.gui.terrainzapper.searchDiagonal": "Follow Diagonals", "create.gui.terrainzapper.searchFuzzy": "Ignore Material Borders", "create.gui.terrainzapper.patternSection": "Pattern", "create.gui.terrainzapper.pattern.solid": "Solid", "create.gui.terrainzapper.pattern.checkered": "Checkerboard", "create.gui.terrainzapper.pattern.inversecheckered": "Inverted Checkerboard", "create.gui.terrainzapper.pattern.chance25": "25% Roll", "create.gui.terrainzapper.pattern.chance50": "50% Roll", "create.gui.terrainzapper.pattern.chance75": "75% Roll", "create.gui.terrainzapper.placement": "Placement", "create.gui.terrainzapper.placement.merged": "Merged", "create.gui.terrainzapper.placement.attached": "Attached", "create.gui.terrainzapper.placement.inserted": "Inserted", "create.gui.terrainzapper.brush": "Brush", "create.gui.terrainzapper.brush.cuboid": "Cuboid", "create.gui.terrainzapper.brush.sphere": "Sphere", "create.gui.terrainzapper.brush.cylinder": "Cylinder", "create.gui.terrainzapper.brush.surface": "Surface", "create.gui.terrainzapper.brush.cluster": "Cluster", "create.gui.terrainzapper.tool": "Tool", "create.gui.terrainzapper.tool.fill": "Fill", "create.gui.terrainzapper.tool.place": "Place", "create.gui.terrainzapper.tool.replace": "Replace", "create.gui.terrainzapper.tool.clear": "Clear", "create.gui.terrainzapper.tool.overlay": "Overlay", "create.gui.terrainzapper.tool.flatten": "Flatten", "create.terrainzapper.shiftRightClickToSet": "Shift-Right-Click to Select a Shape", "create.terrainzapper.usingBlock": "Using: %1$s", "create.terrainzapper.leftClickToSet": "Left-Click a Block to set Material", "create.minecart_coupling.two_couplings_max": "Minecarts cannot have more than two couplings each", "create.minecart_coupling.unloaded": "Parts of your train seem to be in unloaded chunks", "create.minecart_coupling.no_loops": "Couplings cannot form a loop", "create.minecart_coupling.removed": "Removed all couplings from minecart", "create.minecart_coupling.too_far": "Minecarts are too far apart", "create.contraptions.movement_mode": "Movement Mode", "create.contraptions.movement_mode.move_place": "Always Place when Stopped", "create.contraptions.movement_mode.move_place_returned": "Place only in Starting Position", "create.contraptions.movement_mode.move_never_place": "Place only when Anchor Destroyed", "create.contraptions.movement_mode.rotate_place": "Always Place when Stopped", "create.contraptions.movement_mode.rotate_place_returned": "Only Place near Initial Angle", "create.contraptions.movement_mode.rotate_never_place": "Only Place when Anchor Destroyed", "create.contraptions.cart_movement_mode": "Cart Movement Mode", "create.contraptions.cart_movement_mode.rotate": "Always face toward motion", "create.contraptions.cart_movement_mode.rotate_paused": "Pause actors while rotating", "create.contraptions.cart_movement_mode.rotation_locked": "Lock rotation", "create.contraptions.windmill.rotation_direction": "Rotation Direction", "create.contraptions.clockwork.clock_hands": "Clock Hands", "create.contraptions.clockwork.hour_first": "Hour hand first", "create.contraptions.clockwork.minute_first": "Minute hand first", "create.contraptions.clockwork.hour_first_24": "24-Hour hand first", "create.logistics.filter": "Filter", "create.logistics.recipe_filter": "Recipe Filter", "create.logistics.fluid_filter": "Fluid Filter", "create.logistics.firstFrequency": "Freq. #1", "create.logistics.secondFrequency": "Freq. #2", "create.logistics.filter.apply": "Applied filter to %1$s.", "create.logistics.filter.apply_click_again": "Applied filter to %1$s, click again to copy the amount.", "create.logistics.filter.apply_count": "Applied extraction count to filter.", "create.gui.goggles.generator_stats": "Generator Stats:", "create.gui.goggles.kinetic_stats": "Kinetic Stats:", "create.gui.goggles.at_current_speed": "at current speed", "create.gui.goggles.pole_length": "Pole Length:", "create.gui.goggles.fluid_container": "Fluid Container Info:", "create.gui.goggles.fluid_container.capacity": "Capacity: ", "create.gui.assembly.exception": "This Contraption was unable to assemble:", "create.gui.assembly.exception.unmovableBlock": "Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]", "create.gui.assembly.exception.chunkNotLoaded": "The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk", "create.gui.assembly.exception.structureTooLarge": "There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s", "create.gui.assembly.exception.tooManyPistonPoles": "There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s", "create.gui.assembly.exception.noPistonPoles": "The Piston is missing some extension Poles", "create.gui.assembly.exception.not_enough_sails": "Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required", "create.gui.gauge.info_header": "Gauge Information:", "create.gui.speedometer.title": "Rotation Speed", "create.gui.stressometer.title": "Network Stress", "create.gui.stressometer.capacity": "Remaining Capacity", "create.gui.stressometer.overstressed": "Overstressed", "create.gui.stressometer.no_rotation": "No Rotation", "create.gui.contraptions.not_fast_enough": "It appears that this %1$s is _not_ rotating with _enough_ _speed_.", "create.gui.contraptions.network_overstressed": "It appears that this contraption is _overstressed_. Add more sources or _slow_ _down_ the components with a high _stress_ _impact_.", "create.gui.adjustable_crate.title": "Adjustable Crate", "create.gui.adjustable_crate.storageSpace": "Storage Space", "create.gui.stockpile_switch.title": "Stockpile Switch", "create.gui.stockpile_switch.invert_signal": "Invert Signal", "create.gui.stockpile_switch.move_to_lower_at": "Move to lower lane at %1$s%%", "create.gui.stockpile_switch.move_to_upper_at": "Move to upper lane at %1$s%%", "create.gui.sequenced_gearshift.title": "Sequenced Gearshift", "create.gui.sequenced_gearshift.instruction": "Instruction", "create.gui.sequenced_gearshift.instruction.turn_angle.descriptive": "Turn by angle", "create.gui.sequenced_gearshift.instruction.turn_angle": "Turn", "create.gui.sequenced_gearshift.instruction.turn_angle.angle": "Angle", "create.gui.sequenced_gearshift.instruction.turn_distance.descriptive": "Turn to move Piston/Pulley/Gantry", "create.gui.sequenced_gearshift.instruction.turn_distance": "Piston", "create.gui.sequenced_gearshift.instruction.turn_distance.distance": "Distance", "create.gui.sequenced_gearshift.instruction.delay.descriptive": "Timed Delay", "create.gui.sequenced_gearshift.instruction.delay": "Delay", "create.gui.sequenced_gearshift.instruction.delay.duration": "Duration", "create.gui.sequenced_gearshift.instruction.end.descriptive": "End", "create.gui.sequenced_gearshift.instruction.end": "End", "create.gui.sequenced_gearshift.instruction.await.descriptive": "Await new Redstone Pulse", "create.gui.sequenced_gearshift.instruction.await": "Await", "create.gui.sequenced_gearshift.speed": "Speed, Direction", "create.gui.sequenced_gearshift.speed.forward": "Input speed, Forwards", "create.gui.sequenced_gearshift.speed.forward_fast": "Double speed, Forwards", "create.gui.sequenced_gearshift.speed.back": "Input speed, Reversed", "create.gui.sequenced_gearshift.speed.back_fast": "Double speed, Reversed", "create.schematicAndQuill.dimensions": "Schematic Size: %1$sx%2$sx%3$s", "create.schematicAndQuill.firstPos": "First position set.", "create.schematicAndQuill.secondPos": "Second position set.", "create.schematicAndQuill.noTarget": "Hold [Ctrl] to select Air blocks.", "create.schematicAndQuill.abort": "Removed selection.", "create.schematicAndQuill.title": "Schematic Name:", "create.schematicAndQuill.convert": "Save and Upload Immediately", "create.schematicAndQuill.fallbackName": "My Schematic", "create.schematicAndQuill.saved": "Saved as %1$s", "create.schematic.invalid": "[!] Invalid Item - Use the Schematic Table instead", "create.schematic.error": "Schematic failed to Load - Check Game Logs", "create.schematic.position": "Position", "create.schematic.rotation": "Rotation", "create.schematic.rotation.none": "None", "create.schematic.rotation.cw90": "Clockwise 90", "create.schematic.rotation.cw180": "Clockwise 180", "create.schematic.rotation.cw270": "Clockwise 270", "create.schematic.mirror": "Mirror", "create.schematic.mirror.none": "None", "create.schematic.mirror.frontBack": "Front-Back", "create.schematic.mirror.leftRight": "Left-Right", "create.schematic.tool.deploy": "Position", "create.schematic.tool.move": "Move XZ", "create.schematic.tool.movey": "Move Y", "create.schematic.tool.rotate": "Rotate", "create.schematic.tool.print": "Print", "create.schematic.tool.flip": "Mirror", "create.schematic.tool.deploy.description.0": "Moves the structure to a location.", "create.schematic.tool.deploy.description.1": "Right-Click on the ground to place.", "create.schematic.tool.deploy.description.2": "Hold [Ctrl] to select at a fixed distance.", "create.schematic.tool.deploy.description.3": "[Ctrl]-Scroll to change the distance.", "create.schematic.tool.move.description.0": "Shifts the Schematic Horizontally.", "create.schematic.tool.move.description.1": "Point at the Schematic and [CTRL]-Scroll to push it.", "create.schematic.tool.move.description.2": "", "create.schematic.tool.move.description.3": "", "create.schematic.tool.movey.description.0": "Shifts the Schematic Vertically.", "create.schematic.tool.movey.description.1": "[CTRL]-Scroll to move it up/down.", "create.schematic.tool.movey.description.2": "", "create.schematic.tool.movey.description.3": "", "create.schematic.tool.rotate.description.0": "Rotates the Schematic around its center.", "create.schematic.tool.rotate.description.1": "[CTRL]-Scroll to rotate by 90 Degrees.", "create.schematic.tool.rotate.description.2": "", "create.schematic.tool.rotate.description.3": "", "create.schematic.tool.print.description.0": "Instantly places the structure in the world.", "create.schematic.tool.print.description.1": "[Right-Click] to confirm placement at the current location.", "create.schematic.tool.print.description.2": "This tool is for Creative Mode only.", "create.schematic.tool.print.description.3": "", "create.schematic.tool.flip.description.0": "Flips the Schematic along the face you select.", "create.schematic.tool.flip.description.1": "Point at the Schematic and [CTRL]-Scroll to flip it.", "create.schematic.tool.flip.description.2": "", "create.schematic.tool.flip.description.3": "", "create.schematics.synchronizing": "Syncing...", "create.schematics.uploadTooLarge": "Your schematic exceeds limitations specified by the server.", "create.schematics.maxAllowedSize": "The maximum allowed schematic file size is:", "create.gui.schematicTable.refresh": "Refresh Files", "create.gui.schematicTable.open_folder": "Open Folder", "create.gui.schematicTable.title": "Schematic Table", "create.gui.schematicTable.availableSchematics": "Available Schematics", "create.gui.schematicTable.noSchematics": "No Schematics Saved", "create.gui.schematicTable.uploading": "Uploading...", "create.gui.schematicTable.finished": "Upload Finished!", "create.gui.schematicannon.title": "Schematicannon", "create.gui.schematicannon.listPrinter": "Checklist Printer", "create.gui.schematicannon.gunpowderLevel": "Gunpowder at %1$s%%", "create.gui.schematicannon.shotsRemaining": "Shots left: %1$s", "create.gui.schematicannon.shotsRemainingWithBackup": "With backup: %1$s", "create.gui.schematicannon.optionEnabled": "Currently Enabled", "create.gui.schematicannon.optionDisabled": "Currently Disabled", "create.gui.schematicannon.showOptions": "Show Printer Settings", "create.gui.schematicannon.option.dontReplaceSolid": "Don't Replace Solid Blocks", "create.gui.schematicannon.option.replaceWithSolid": "Replace Solid with Solid", "create.gui.schematicannon.option.replaceWithAny": "Replace Solid with Any", "create.gui.schematicannon.option.replaceWithEmpty": "Replace Solid with Empty", "create.gui.schematicannon.option.skipMissing": "Skip missing Blocks", "create.gui.schematicannon.option.skipTileEntities": "Protect Tile Entities", "create.gui.schematicannon.slot.gunpowder": "Add gunpowder to fuel the cannon", "create.gui.schematicannon.slot.listPrinter": "Place books here to print a Checklist for your Schematic", "create.gui.schematicannon.slot.schematic": "Add your Schematic here. Make sure it is deployed at a specific location.", "create.gui.schematicannon.option.skipMissing.description": "If the cannon cannot find a required Block for placement, it will continue at the next Location.", "create.gui.schematicannon.option.skipTileEntities.description": "The cannon will avoid replacing data holding blocks such as Chests.", "create.gui.schematicannon.option.dontReplaceSolid.description": "The cannon will never replace any Solid blocks in its working area, only non-Solid and Air.", "create.gui.schematicannon.option.replaceWithSolid.description": "The cannon will only replace Solid blocks in its working area if the Schematic contains a solid Block at the Location.", "create.gui.schematicannon.option.replaceWithAny.description": "The cannon will replace Solid blocks in its working area if the Schematic contains any Block at the Location.", "create.gui.schematicannon.option.replaceWithEmpty.description": "The cannon will clear out all blocks in its working area, including those replaced by Air.", "create.schematicannon.status.idle": "Idle", "create.schematicannon.status.ready": "Ready", "create.schematicannon.status.running": "Running", "create.schematicannon.status.finished": "Finished", "create.schematicannon.status.paused": "Paused", "create.schematicannon.status.stopped": "Stopped", "create.schematicannon.status.noGunpowder": "Out of Gunpowder", "create.schematicannon.status.targetNotLoaded": "Target is not loaded", "create.schematicannon.status.targetOutsideRange": "Target too far away", "create.schematicannon.status.searching": "Searching", "create.schematicannon.status.skipping": "Skipping", "create.schematicannon.status.missingBlock": "Missing Item:", "create.schematicannon.status.placing": "Placing", "create.schematicannon.status.clearing": "Clearing Blocks", "create.schematicannon.status.schematicInvalid": "Schematic Invalid", "create.schematicannon.status.schematicNotPlaced": "Schematic not Positioned", "create.schematicannon.status.schematicExpired": "Schematic File Expired", "create.schematicannon.status.schematicErrored": "Incompatible Blocks", "create.schematicannon.status.schematicErroredCheckLogs": "Check Server Logs", "create.materialChecklist": "Material Checklist", "create.materialChecklist.blocksNotLoaded": "* Disclaimer *\n\nMaterial List may be inaccurate due to relevant chunks not being loaded.", "create.gui.filter.deny_list": "Deny-List", "create.gui.filter.deny_list.description": "Items pass if they do NOT match any of the above. An empty Deny-List accepts everything.", "create.gui.filter.allow_list": "Allow-List", "create.gui.filter.allow_list.description": "Items pass if they match any of the above. An empty Allow-List rejects everything.", "create.gui.filter.respect_data": "Respect Data", "create.gui.filter.respect_data.description": "Items only match if their durability, enchantments, and other attributes match as well.", "create.gui.filter.ignore_data": "Ignore Data", "create.gui.filter.ignore_data.description": "Items match regardless of their attributes.", "create.item_attributes.placeable": "is placeable", "create.item_attributes.placeable.inverted": "is not placeable", "create.item_attributes.consumable": "can be eaten", "create.item_attributes.consumable.inverted": "cannot be eaten", "create.item_attributes.fluid_container": "can store fluids", "create.item_attributes.fluid_container.inverted": "cannot store fluids", "create.item_attributes.enchanted": "is enchanted", "create.item_attributes.enchanted.inverted": "is unenchanted", "create.item_attributes.max_enchanted": "is enchanted at max level", "create.item_attributes.max_enchanted.inverted": "is not enchanted at max level", "create.item_attributes.renamed": "has a custom name", "create.item_attributes.renamed.inverted": "does not have a custom name", "create.item_attributes.damaged": "is damaged", "create.item_attributes.damaged.inverted": "is not damaged", "create.item_attributes.badly_damaged": "is heavily damaged", "create.item_attributes.badly_damaged.inverted": "is not heavily damaged", "create.item_attributes.not_stackable": "cannot stack", "create.item_attributes.not_stackable.inverted": "can be stacked", "create.item_attributes.equipable": "can be equipped", "create.item_attributes.equipable.inverted": "cannot be equipped", "create.item_attributes.furnace_fuel": "is furnace fuel", "create.item_attributes.furnace_fuel.inverted": "is not furnace fuel", "create.item_attributes.washable": "can be Washed", "create.item_attributes.washable.inverted": "cannot be Washed", "create.item_attributes.hauntable": "can be Haunted", "create.item_attributes.hauntable.inverted": "cannot be Haunted", "create.item_attributes.crushable": "can be Crushed", "create.item_attributes.crushable.inverted": "cannot be Crushed", "create.item_attributes.smeltable": "can be Smelted", "create.item_attributes.smeltable.inverted": "cannot be Smelted", "create.item_attributes.smokable": "can be Smoked", "create.item_attributes.smokable.inverted": "cannot be Smoked", "create.item_attributes.blastable": "can be Smelted in a Blast Furnace", "create.item_attributes.blastable.inverted": "cannot be Smelted in a Blast Furnace", "create.item_attributes.compostable": "can be composted", "create.item_attributes.compostable.inverted": "cannot be composted", "create.item_attributes.shulker_level": "is shulker %1$s", "create.item_attributes.shulker_level.inverted": "is shulker not %1$s", "create.item_attributes.shulker_level.full": "full", "create.item_attributes.shulker_level.empty": "empty", "create.item_attributes.shulker_level.partial": "partially filled", "create.item_attributes.in_tag": "is tagged %1$s", "create.item_attributes.in_tag.inverted": "is not tagged %1$s", "create.item_attributes.in_item_group": "is in group '%1$s'", "create.item_attributes.in_item_group.inverted": "is not in group '%1$s'", "create.item_attributes.added_by": "was added by %1$s", "create.item_attributes.added_by.inverted": "was not added by %1$s", "create.item_attributes.has_enchant": "is enchanted with %1$s", "create.item_attributes.has_enchant.inverted": "is not enchanted with %1$s", "create.item_attributes.color": "is dyed %1$s", "create.item_attributes.color.inverted": "is not dyed %1$s", "create.item_attributes.has_fluid": "contains %1$s", "create.item_attributes.has_fluid.inverted": "does not contain %1$s", "create.item_attributes.has_name": "has the custom name %1$s", "create.item_attributes.has_name.inverted": "does not have the custom name %1$s", "create.item_attributes.book_author": "was authored by %1$s", "create.item_attributes.book_author.inverted": "was not authored by %1$s", "create.item_attributes.book_copy_original": "is an original", "create.item_attributes.book_copy_original.inverted": "is not an original", "create.item_attributes.book_copy_first": "is a first-generation copy", "create.item_attributes.book_copy_first.inverted": "is not a first-generation copy", "create.item_attributes.book_copy_second": "is a second-generation copy", "create.item_attributes.book_copy_second.inverted": "is not a second-generation copy", "create.item_attributes.book_copy_tattered": "is a tattered mess", "create.item_attributes.book_copy_tattered.inverted": "is not a tattered mess", "create.item_attributes.astralsorcery_amulet": "improves %1$s", "create.item_attributes.astralsorcery_amulet.inverted": "does not improve %1$s", "create.item_attributes.astralsorcery_constellation": "is attuned to %1$s", "create.item_attributes.astralsorcery_constellation.inverted": "is not attuned to %1$s", "create.item_attributes.astralsorcery_crystal": "has crystal attribute %1$s", "create.item_attributes.astralsorcery_crystal.inverted": "does not have crystal attribute %1$s", "create.item_attributes.astralsorcery_perk_gem": "has perk attribute %1$s", "create.item_attributes.astralsorcery_perk_gem.inverted": "does not have perk attribute %1$s", "create.gui.attribute_filter.no_selected_attributes": "No attributes selected", "create.gui.attribute_filter.selected_attributes": "Selected attributes:", "create.gui.attribute_filter.add_attribute": "Add attribute to List", "create.gui.attribute_filter.add_inverted_attribute": "Add opposite attribute to List", "create.gui.attribute_filter.allow_list_disjunctive": "Allow-List (Any)", "create.gui.attribute_filter.allow_list_disjunctive.description": "Items pass if they have any of the selected attributes.", "create.gui.attribute_filter.allow_list_conjunctive": "Allow-List (All)", "create.gui.attribute_filter.allow_list_conjunctive.description": "Items pass only if they have ALL of the selected attributes.", "create.gui.attribute_filter.deny_list": "Deny-List", "create.gui.attribute_filter.deny_list.description": "Items pass if they do NOT have any of the selected attributes.", "create.gui.attribute_filter.add_reference_item": "Add Reference Item", "create.tooltip.holdForDescription": "Hold [%1$s] for Summary", "create.tooltip.holdForControls": "Hold [%1$s] for Controls", "create.tooltip.keyShift": "Shift", "create.tooltip.keyCtrl": "Ctrl", "create.tooltip.speedRequirement": "Speed Requirement: %1$s", "create.tooltip.speedRequirement.none": "None", "create.tooltip.speedRequirement.slow": "Slow", "create.tooltip.speedRequirement.medium": "Moderate", "create.tooltip.speedRequirement.fast": "Fast", "create.tooltip.stressImpact": "Kinetic Stress Impact: %1$s", "create.tooltip.stressImpact.low": "Low", "create.tooltip.stressImpact.medium": "Moderate", "create.tooltip.stressImpact.high": "High", "create.tooltip.stressImpact.overstressed": "Overstressed", "create.tooltip.up_to": "Up to %1$s", "create.tooltip.capacityProvided": "Kinetic Stress Capacity: %1$s", "create.tooltip.capacityProvided.low": "Small", "create.tooltip.capacityProvided.medium": "Medium", "create.tooltip.capacityProvided.high": "Large", "create.tooltip.generationSpeed": "Generates at %1$s %2$s", "create.tooltip.analogStrength": "Analog Strength: %1$s/15", "create.mechanical_arm.extract_from": "Take items from %1$s", "create.mechanical_arm.deposit_to": "Deposit items to %1$s", "create.mechanical_arm.summary": "Mechanical Arm has %1$s input(s) and %2$s output(s).", "create.mechanical_arm.points_outside_range": "%1$s selected interaction point(s) removed due to range limitations.", "create.weighted_ejector.target_set": "Target Selected", "create.weighted_ejector.target_not_valid": "Ejecting to Adjacent block (Target was not Valid)", "create.weighted_ejector.no_target": "Ejecting to Adjacent block (No Target was Selected)", "create.weighted_ejector.targeting": "Ejecting to [%1$s,%2$s,%3$s]", "create.weighted_ejector.stack_size": "Ejected Stack Size", "create.logistics.when_multiple_outputs_available": "When Multiple Outputs Available", "create.mechanical_arm.selection_mode.round_robin": "Round Robin", "create.mechanical_arm.selection_mode.forced_round_robin": "Forced Round Robin", "create.mechanical_arm.selection_mode.prefer_first": "Prefer First Target", "create.tunnel.selection_mode.split": "Split", "create.tunnel.selection_mode.forced_split": "Forced Split", "create.tunnel.selection_mode.round_robin": "Round Robin", "create.tunnel.selection_mode.forced_round_robin": "Forced Round Robin", "create.tunnel.selection_mode.prefer_nearest": "Prefer Nearest", "create.tunnel.selection_mode.randomize": "Randomize", "create.tunnel.selection_mode.synchronize": "Synchronize Inputs", "create.tooltip.chute.header": "Chute Information", "create.tooltip.chute.items_move_down": "Items move Downward", "create.tooltip.chute.items_move_up": "Items move Upward", "create.tooltip.chute.no_fans_attached": "No attached fans", "create.tooltip.chute.fans_push_up": "Fans push from Below", "create.tooltip.chute.fans_push_down": "Fans push from Above", "create.tooltip.chute.fans_pull_up": "Fans pull from Above", "create.tooltip.chute.fans_pull_down": "Fans pull from Below", "create.tooltip.chute.contains": "Contains: %1$s x%2$s", "create.tooltip.deployer.header": "Deployer Information", "create.tooltip.deployer.using": "Mode: Use", "create.tooltip.deployer.punching": "Mode: Attack", "create.tooltip.deployer.contains": "Item: %1$s x%2$s", "create.tooltip.brass_tunnel.contains": "Currently distributing:", "create.tooltip.brass_tunnel.contains_entry": "> %1$s x%2$s", "create.tooltip.brass_tunnel.retrieve": "Right-Click to retrieve", "create.linked_controller.bind_mode": "Bind mode active", "create.linked_controller.press_keybind": "Press %1$s, %2$s, %3$s, %4$s, %5$s or %6$s, to bind this frequency to the respective key", "create.linked_controller.key_bound": "Frequency bound to %1$s", "create.linked_controller.frequency_slot_1": "Keybind: %1$s, Freq. #1", "create.linked_controller.frequency_slot_2": "Keybind: %1$s, Freq. #2", "create.crafting_blueprint.crafting_slot": "Ingredient Slot", "create.crafting_blueprint.filter_items_viable": "Advanced filter items are viable", "create.crafting_blueprint.display_slot": "Display Slot", "create.crafting_blueprint.inferred": "Inferred from recipe", "create.crafting_blueprint.manually_assigned": "Manually assigned", "create.crafting_blueprint.secondary_display_slot": "Secondary Display Slot", "create.crafting_blueprint.optional": "Optional", "create.potato_cannon.ammo.attack_damage": "%1$s Attack Damage", "create.potato_cannon.ammo.reload_ticks": "%1$s Reload Ticks", "create.potato_cannon.ammo.knockback": "%1$s Knockback", "create.hint.hose_pulley.title": "Bottomless Supply", "create.hint.hose_pulley": "The targeted body of fluid is considered infinite.", "create.hint.mechanical_arm_no_targets.title": "No Targets", "create.hint.mechanical_arm_no_targets": "It appears this _Mechanical_ _Arm_ has not been assigned any _targets._ Select belts, depots, funnels and other blocks by _right-clicking_ them while _holding_ the _Mechanical_ _Arm_ in your _hand_.", "create.hint.empty_bearing.title": "Update Bearing", "create.hint.empty_bearing": "_Right-click_ the bearing with an _empty_ _hand_ to _attach_ the structure you just built in front of it.", "create.hint.full_deployer.title": "Deployer Item Overflow", "create.hint.full_deployer": "It appears this _Deployer_ contains _excess_ _items_ that need to be _extracted._ Use a _hopper,_ _funnel_ or other means to free it from its overflow.", "create.backtank.low": "Backtank pressure low", "create.backtank.depleted": "Backtank pressure depleted", "create.hint.derailed_train.title": "Derailed Train", "create.hint.derailed_train": "It appears this _Train_ is no longer sitting on a connected track piece. _Right-Click_ using a _wrench_ in order to relocate it to a nearby track.", "create.boiler.status": "Boiler Status: %1$s", "create.boiler.status_short": "Boiler: %1$s", "create.boiler.passive": "Passive", "create.boiler.idle": "Idle", "create.boiler.lvl": "Lvl %1$s", "create.boiler.max_lvl": "Max", "create.boiler.size": "Size", "create.boiler.size_dots": "....... ", "create.boiler.water": "Water", "create.boiler.water_dots": "... ", "create.boiler.heat": "Heat", "create.boiler.heat_dots": "...... ", "create.boiler.via_one_engine": "via 1 engine", "create.boiler.via_engines": "via %1$s engines", "create.gui.schedule.lmb_edit": "Left-Click to Edit", "create.gui.schedule.rmb_remove": "Right-Click to Remove", "create.gui.schedule.duplicate": "Duplicate", "create.gui.schedule.remove_entry": "Remove Action", "create.gui.schedule.add_entry": "Add Action", "create.gui.schedule.move_up": "Move up", "create.gui.schedule.move_down": "Move down", "create.gui.schedule.add_condition": "Add Condition", "create.gui.schedule.alternative_condition": "Alternative Condition", "create.schedule.instruction_type": "Next Action:", "create.schedule.instruction.editor": "Instruction Editor", "create.schedule.instruction.destination": "Travel to Station", "create.schedule.instruction.destination.summary": "Next Stop:", "create.schedule.instruction.filter_edit_box": "Station Name", "create.schedule.instruction.filter_edit_box_1": "Use * as a text wildcard", "create.schedule.instruction.filter_edit_box_2": "Example: 'My Station, Platform *'", "create.schedule.instruction.filter_edit_box_3": "Train picks nearest unoccupied match", "create.schedule.instruction.rename": "Update Schedule Title", "create.schedule.instruction.rename.summary": "New Title:", "create.schedule.instruction.name_edit_box": "Schedule Title", "create.schedule.instruction.name_edit_box_1": "Affects text shown on displays", "create.schedule.instruction.name_edit_box_2": "Defaults to next destination's name", "create.schedule.instruction.throttle": "Limit Max Speed", "create.schedule.instruction.throttle.summary": "Change Max Speed to %1$s", "create.schedule.instruction.throttle_edit_box": "Throttle", "create.schedule.instruction.throttle_edit_box_1": "Affects the top speed of the Train", "create.schedule.condition_type": "Continue if/after:", "create.schedule.condition.editor": "Condition Editor", "create.schedule.condition.delay": "Scheduled Delay", "create.schedule.condition.delay_short": "Wait: %1$s", "create.schedule.condition.delay.status": "Departs in %1$s", "create.schedule.condition.idle": "Cargo Inactivity", "create.schedule.condition.idle_short": "Cargo Idle: %1$s", "create.schedule.condition.idle.status": "Cargo Idle for %1$s", "create.schedule.condition.for_x_time": "for %1$s", "create.schedule.condition.unloaded": "Chunk Unloaded", "create.schedule.condition.unloaded.status": "Waiting for chunk unload", "create.schedule.condition.powered": "Station Powered", "create.schedule.condition.powered.status": "Waiting for redstone", "create.schedule.condition.time_of_day": "Time of Day", "create.schedule.condition.time_of_day.scheduled": "Scheduled Time: %1$s", "create.schedule.condition.time_of_day.digital_format": "%1$s:%3$s %4$s", "create.schedule.condition.time_of_day.rotation": "Rotation", "create.schedule.condition.time_of_day.rotation.every_24": "Every Day", "create.schedule.condition.time_of_day.rotation.every_12": "Every 12:00", "create.schedule.condition.time_of_day.rotation.every_6": "Every 6:00", "create.schedule.condition.time_of_day.rotation.every_4": "Every 4:00", "create.schedule.condition.time_of_day.rotation.every_3": "Every 3:00", "create.schedule.condition.time_of_day.rotation.every_2": "Every 2:00", "create.schedule.condition.time_of_day.rotation.every_1": "Every 1:00", "create.schedule.condition.time_of_day.rotation.every_0_45": "Every 0:45", "create.schedule.condition.time_of_day.rotation.every_0_30": "Every 0:30", "create.schedule.condition.time_of_day.rotation.every_0_15": "Every 0:15", "create.schedule.condition.time_of_day.status": "Departs at ", "create.schedule.condition.threshold.train_holds": "Train holds %1$s", "create.schedule.condition.threshold.greater": "more than", "create.schedule.condition.threshold.less": "less than", "create.schedule.condition.threshold.equal": "exactly", "create.schedule.condition.threshold.x_units_of_item": "%1$s %2$s of %3$s", "create.schedule.condition.threshold.matching_content": "Matching Content", "create.schedule.condition.threshold.anything": "Anything", "create.schedule.condition.threshold.item_measure": "Item Measure", "create.schedule.condition.threshold.items": "Items", "create.schedule.condition.threshold.stacks": "Stacks", "create.schedule.condition.threshold.buckets": "Buckets", "create.schedule.condition.threshold.status": "Cargo: %1$s/%2$s %3$s", "create.schedule.condition.threshold.place_item": "Reference Item", "create.schedule.condition.threshold.place_item_2": "Filters can be used", "create.schedule.condition.threshold.place_item_3": "Leave empty to match any", "create.schedule.condition.fluid_threshold": "Fluid Cargo Condition", "create.schedule.condition.item_threshold": "Item Cargo Condition", "create.schedule.condition.redstone_link": "Redstone Link", "create.schedule.condition.redstone_link.status": "Waiting for redstone link", "create.schedule.condition.redstone_link_on": "Link On", "create.schedule.condition.redstone_link_off": "Link Off", "create.schedule.condition.redstone_link.powered": "Powered", "create.schedule.condition.redstone_link.unpowered": "Not powered", "create.schedule.condition.redstone_link.frequency_state": "Frequency state:", "create.schedule.condition.redstone_link.frequency_powered": "Frequency powered:", "create.schedule.condition.redstone_link.frequency_unpowered": "Frequency not powered:", "create.schedule.condition.player_count": "Players Seated", "create.schedule.condition.player_count.summary": "%1$s Player", "create.schedule.condition.player_count.summary_plural": "%1$s Players", "create.schedule.condition.player_count.seated": "%1$s seated", "create.schedule.condition.player_count.players": "Players", "create.schedule.condition.player_count.condition": "Conditional", "create.schedule.condition.player_count.exactly": "Exactly", "create.schedule.condition.player_count.or_above": "Or above", "create.schedule.condition.player_count.status": "Passengers: %1$s/%2$s", "create.schedule.loop": "Loop Forever", "create.schedule.loop1": "Schedule starts over", "create.schedule.loop2": "when completed", "create.schedule.reset": "Reset Progress", "create.schedule.skip": "Skip current Stop", "create.schedule.applied_to_train": "Train is now following this Schedule", "create.schedule.non_controlling_seat": "Conductor needs to sit in front of a Controls block", "create.schedule.remove_with_empty_hand": "Remove current Schedule with an Empty Hand", "create.schedule.auto_removed_from_train": "Auto-Schedule discarded", "create.schedule.removed_from_train": "Schedule retrieved from Train", "create.schedule.no_stops": "This Schedule does not have any Stops yet", "create.schedule.continued": "Schedule resumed", "create.track.selection_cleared": "Selection Cleared", "create.track.valid_connection": "Can Connect ✔", "create.track.second_point": "Place track or select a second point", "create.track.too_far": "Too far away", "create.track.original_missing": "Original block removed, Sneak-click to reset", "create.track.perpendicular": "Cannot connect perpendicularly", "create.track.ascending_s_curve": "Cannot create sloped S-Bends", "create.track.too_sharp": "Turn too sharp", "create.track.too_steep": "Slope too steep", "create.track.slope_turn": "Cannot enter or leave slope on a turn", "create.track.opposing_slopes": "Cannot connect opposing slopes", "create.track.leave_slope_ascending": "Cannot leave this slope while ascending", "create.track.leave_slope_descending": "Cannot leave this slope while descending", "create.track.turn_90": "Can only turn up to 90 Degrees", "create.track.junction_start": "Cannot start connection from a Junction", "create.track.turn_start": "Cannot start connection from a Turn", "create.track.not_enough_tracks": "Not holding enough tracks", "create.track.not_enough_pavement": "Not holding enough pavement blocks", "create.portal_track.failed": "Cannot place portal track:", "create.portal_track.missing": "Target portal not generated yet", "create.portal_track.blocked": "Target location blocked (%1$s,%2$s,%3$s)", "create.station.idle": "Station is Idle", "create.station.assembly_title": "Train Assembly", "create.station.close": "Close Window", "create.station.cancel": "Cancel Assembly", "create.station.failed": "Assembly Failed", "create.station.icon_type": "Icon Type", "create.station.create_train": "Create new Train", "create.station.assemble_train": "Assemble Train", "create.station.disassemble_train": "Disassemble Train", "create.station.remove_schedule": "Retrieve Schedule", "create.station.remove_auto_schedule": "Discard Auto-Schedule", "create.station.no_assembly_diagonal": "Cannot build trains", "create.station.no_assembly_diagonal_1": "on diagonal tracks", "create.station.no_assembly_curve": "Cannot build trains", "create.station.no_assembly_curve_1": "on curved tracks", "create.station.train_not_aligned": "Cannot disassemble,", "create.station.train_not_aligned_1": "not all carriages aligned", "create.station.carriage_number": "Carriage %1$s:", "create.station.retry": "Resolve this and retry", "create.station.no_bogeys": "No Bogeys", "create.station.one_bogey": "1 Bogey", "create.station.more_bogeys": "%1$s Bogeys", "create.station.how_to": "Use Train Casing on highlighted Tracks to create bogeys.", "create.station.how_to_1": "Remove bogeys by breaking the block on top.", "create.station.how_to_2": "Build carriages attached to one or two bogeys each.", "create.train_assembly.too_many_bogeys": "Too many Bogeys attached: %1$s", "create.train_assembly.frontmost_bogey_at_station": "Frontmost Bogey must be at Station Marker", "create.train_assembly.no_bogeys": "No Bogeys Found", "create.train_assembly.not_connected_in_order": "Bogeys are not connected in order", "create.train_assembly.bogeys_too_close": "Bogeys %1$s and %2$s are too close to each other", "create.train_assembly.single_bogey_carriage": "This Bogey type cannot support a carriage on its own", "create.train_assembly.nothing_attached": "No structure attached to Bogey %1$s", "create.train_assembly.no_controls": "At least one forward-facing controls block needs to be mounted on the train", "create.train_assembly.sideways_controls": "A mounted controls block is facing sideways", "create.train_assembly.bogey_created": "Bogey created. Click again to cycle type", "create.train_assembly.requires_casing": "Use Railway Casing to create bogeys on tracks", "create.track_target.set": "Targeted track selected", "create.track_target.success": "Successfully bound to targeted track", "create.track_target.clear": "Cleared track selection", "create.track_target.missing": "Right-click the targeted train track first", "create.track_target.too_far": "Targeted track is too far from here", "create.track_target.no_junctions": "Targeted track cannot be an intersection", "create.track_target.occupied": "Targeted track is occupied", "create.track_target.invalid": "Cannot target this track here", "create.train.unnamed": "Unnamed Train", "create.train.cannot_relocate_moving": "Cannot relocate a moving Train", "create.train.relocate": "Click a Track to Relocate %1$s to. Sneak-Click to abort", "create.train.relocate.abort": "Relocation aborted", "create.train.relocate.success": "Relocation successful", "create.train.relocate.valid": "Can relocate to here, Click to Confirm", "create.train.relocate.invalid": "Cannot relocate Train to here", "create.train.relocate.too_far": "Cannot relocate Train this far away", "create.train.departing_from": "Departing from %1$s", "create.train.arrived_at": "Arrived at %1$s", "create.train.status": " Information about Train: %1$s", "create.train.status.back_on_track": "Train is back on Track", "create.train.status.collision": "Collision with other Train", "create.train.status.end_of_track": "A Carriage has reached the end of its Track", "create.train.status.double_portal": "A Carriage cannot enter a portal whilst leaving another", "create.train.status.coupling_stress": "Forced stop due to Stress on Couplings", "create.train.status.track_missing": "Tracks are missing beneath the Train", "create.train.status.paused_for_manual": "Schedule paused for manual controls", "create.train.status.opposite_driver": "Path requires a driver facing the opposite direction", "create.train.status.missing_driver": "Driver has gone missing", "create.train.status.found_driver": "A new driver has been found", "create.train.status.navigation_success": "Navigation succeeded", "create.train.status.no_match": "No station on graph matches '%1$s'", "create.train.status.no_path": "No suitable path to the next Scheduled destination could be found", "create.track_signal.cannot_change_mode": "Unable to switch mode of this Signal", "create.track_signal.mode_change.entry_signal": "-> Allow passage if section unoccupied", "create.track_signal.mode_change.cross_signal": "-> Allow passage if section fully traversable", "create.contraption.controls.start_controlling": "Now controlling: %1$s", "create.contraption.controls.stop_controlling": "Stopped controlling contraption", "create.contraption.controls.approach_station": "Hold %1$s to approach %2$s", "create.display_link.set": "Targeted position selected", "create.display_link.success": "Successfully bound to targeted position", "create.display_link.clear": "Cleared position selection", "create.display_link.too_far": "Targeted position is too far from here", "create.display_link.invalid": "Link has no valid target, try placing it again", "create.display_link.title": "Display Link", "create.display_link.no_source": "Not a Display Source", "create.display_link.no_target": "Not a Display Target", "create.display_link.reading_from": "Read from:", "create.display_link.writing_to": "Send to:", "create.display_link.attached_side": "Block on attached side", "create.display_link.targeted_location": "Block in targeted location", "create.display_link.view_compatible": "Click to view all Compatible", "create.display_link.information_type": "Type of Information", "create.display_link.display_on": "Write data to:", "create.display_link.display_on_multiline": "Start writing at:", "create.display_source.label": "Attached Label", "create.display_source.combine_item_names": "Combine Item Names", "create.display_source.count_items": "Amount of matching Items", "create.display_source.list_items": "List matching Items", "create.display_source.fluid_amount": "Amount of matching Fluids", "create.display_source.list_fluids": "List matching Fluids", "create.display_source.nixie_tube": "Copy Nixie Tubes", "create.display_source.fill_level": "Container Fill Level", "create.display_source.fill_level.display": "Display Format", "create.display_source.fill_level.percent": "Percent", "create.display_source.fill_level.progress_bar": "Progress Bar", "create.display_source.value_list.display": "Value Display", "create.display_source.value_list.shortened": "Shortened", "create.display_source.value_list.full_number": "Full Number", "create.display_source.value_list.thousand": "k", "create.display_source.value_list.million": "m", "create.display_source.player_deaths": "Player Deaths", "create.display_source.scoreboard": "Scoreboard", "create.display_source.scoreboard.objective": "Objective ID", "create.display_source.scoreboard.objective_not_found": "'%1$s' not found", "create.display_source.scoreboard.objective.deaths": "Player Deaths", "create.display_source.time_of_day": "Time of Day", "create.display_source.stop_watch": "Stopwatch", "create.display_source.time.format": "Time Format", "create.display_source.time.12_hour": "12-hour", "create.display_source.time.24_hour": "24-hour", "create.display_source.accumulate_items": "Accumulate Item Count", "create.display_source.item_throughput": "Item Throughput", "create.display_source.item_throughput.interval": "Interval", "create.display_source.item_throughput.interval.second": "per Second", "create.display_source.item_throughput.interval.minute": "per Minute", "create.display_source.item_throughput.interval.hour": "per Hour", "create.display_source.train_status": "Train Schedule Status", "create.display_source.station_summary": "Train Station Summary", "create.display_source.station_summary.filter": "Station name filter", "create.display_source.station_summary.train_name_column": "Train column size", "create.display_source.station_summary.platform_column": "Platform column size", "create.display_source.station_summary.now": "now", "create.display_source.station_summary.minutes": " min", "create.display_source.station_summary.seconds": "%1$ss", "create.display_source.observed_train_name": "Detected Train Name", "create.display_source.max_enchant_level": "Max Enchanting Cost", "create.display_source.boiler_status": "Boiler Status", "create.display_source.entity_name": "Entity Name", "create.display_source.kinetic_speed": "Rotation Speed (RPM)", "create.display_source.kinetic_speed.absolute": "Ignore Direction", "create.display_source.kinetic_speed.directional": "Include Direction", "create.display_source.kinetic_stress": "Network Stress", "create.display_source.kinetic_stress.display": "Displayed Info", "create.display_source.kinetic_stress.progress_bar": "Progress Bar", "create.display_source.kinetic_stress.percent": "Percentage", "create.display_source.kinetic_stress.current": "Stress in SU", "create.display_source.kinetic_stress.max": "Total Capacity", "create.display_source.kinetic_stress.remaining": "Remaining SU", "create.display_source.redstone_power": "Redstone Power", "create.display_source.redstone_power.display": "Display Format", "create.display_source.redstone_power.number": "Number", "create.display_source.redstone_power.progress_bar": "Progress Bar", "create.display_source.boiler.not_enough_space": "Not enough space ", "create.display_source.boiler.for_boiler_status": "for Boiler Status", "create.display_target.line": "Line %1$s", "create.display_target.page": "Page %1$s", "create.display_target.single_line": "Single Line", "create.flap_display.cycles.alphabet": " ;A;B;C;D;E;F;G;H;I;J;K;L;M;N;O;P;Q;R;S;T;U;V;X;Y;Z", "create.flap_display.cycles.numeric": " ;0;1;2;3;4;5;6;7;8;9", "create.flap_display.cycles.arrival_time": " ; min;now;15s;30s;45s", "create.flap_display.cycles.shortened_numbers": " ;K;M", "create.flap_display.cycles.fluid_units": "mB;B ", "create.flap_display.cycles.instant": " ; ", "create.flap_display.cycles.pixel": "█;▓;▒", "create.super_glue.too_far": "Selected area is too big", "create.super_glue.cannot_reach": "Selected blocks must be connected", "create.super_glue.click_to_confirm": "Click again to confirm", "create.super_glue.click_to_discard": "Sneak-click to discard selection", "create.super_glue.first_pos": "First position selected", "create.super_glue.abort": "Selection discarded", "create.super_glue.not_enough": "Not enough glue in inventory", "create.super_glue.success": "Applying Glue...", "create.gui.config.overlay1": "Hi :)", "create.gui.config.overlay2": "This is a sample overlay", "create.gui.config.overlay3": "Click or drag with your mouse", "create.gui.config.overlay4": "to move this preview", "create.gui.config.overlay5": "Press ESC to exit this screen", "create.gui.config.overlay6": "and save the new position", "create.gui.config.overlay7": "Run /create overlay reset", "create.gui.config.overlay8": "to reset to the default position", "create.command.killTPSCommand": "killtps", "create.command.killTPSCommand.status.slowed_by.0": "[Create]: Server tick is currently slowed by %s ms :o", "create.command.killTPSCommand.status.slowed_by.1": "[Create]: Server tick is slowed by %s ms now >:)", "create.command.killTPSCommand.status.slowed_by.2": "[Create]: Server tick is back to regular speed :D", "create.command.killTPSCommand.status.usage.0": "[Create]: use /killtps stop to bring back server tick to regular speed", "create.command.killTPSCommand.status.usage.1": "[Create]: use /killtps start to artificially slow down the server tick", "create.command.killTPSCommand.argument.tickTime": "tickTime", "create.contraption.minecart_contraption_too_big": "This Cart Contraption seems too big to pick up", "create.contraption.minecart_contraption_illegal_pickup": "A mystical force is binding this Cart Contraption to the world", "enchantment.create.capacity.desc": "Increases Backtank air capacity.", "enchantment.create.potato_recovery.desc": "Potato Cannon projectiles have a chance to be reused.", "create.bogey.style.updated_style": "Updated style", "create.bogey.style.updated_style_and_size": "Updated style and size", "create.bogey.style.no_other_sizes": "No other sizes", "create.bogey.style.invalid": "Unnamed style", "create.bogey.style.standard": "Standard", "_": "->------------------------] Subtitles [------------------------<-", "create.subtitle.contraption_disassemble": "Contraption stops", "create.subtitle.peculiar_bell_use": "Peculiar Bell tolls", "create.subtitle.worldshaper_place": "Worldshaper zaps", "create.subtitle.whistle_train_manual": "Train honks", "create.subtitle.steam": "Steam noises", "create.subtitle.saw_activate_stone": "Mechanical Saw activates", "create.subtitle.schematicannon_finish": "Schematicannon dings", "create.subtitle.crafter_craft": "Crafter crafts", "create.subtitle.wrench_remove": "Component breaks", "create.subtitle.train3": "Bogey wheels rumble muffled", "create.subtitle.whistle": "Whistling", "create.subtitle.cogs": "Cogwheels rumble", "create.subtitle.slime_added": "Slime squishes", "create.subtitle.whistle_train_low": "Low whistling", "create.subtitle.schematicannon_launch_block": "Schematicannon fires", "create.subtitle.controller_take": "Lectern empties", "create.subtitle.crafter_click": "Crafter clicks", "create.subtitle.depot_plop": "Item lands", "create.subtitle.confirm": "Affirmative ding", "create.subtitle.mixing": "Mixing noises", "create.subtitle.mechanical_press_activation_belt": "Mechanical Press bonks", "create.subtitle.fwoomp": "Potato Launcher fwoomps", "create.subtitle.sanding_long": "Sanding noises", "create.subtitle.crushing_1": "Crushing noises", "create.subtitle.depot_slide": "Item slides", "create.subtitle.blaze_munch": "Blaze Burner munches", "create.subtitle.funnel_flap": "Funnel flaps", "create.subtitle.haunted_bell_use": "Haunted Bell tolls", "create.subtitle.scroll_value": "Scroll-input clicks", "create.subtitle.controller_put": "Controller thumps", "create.subtitle.cranking": "Hand Crank turns", "create.subtitle.sanding_short": "Sanding noises", "create.subtitle.wrench_rotate": "Wrench used", "create.subtitle.potato_hit": "Vegetable impacts", "create.subtitle.saw_activate_wood": "Mechanical Saw activates", "create.subtitle.whistle_high": "High whistling", "create.subtitle.whistle_train_manual_low": "Train honks", "create.subtitle.whistle_train": "Whistling", "create.subtitle.haunted_bell_convert": "Haunted Bell awakens", "create.subtitle.train": "Bogey wheels rumble", "create.subtitle.deny": "Declining boop", "create.subtitle.controller_click": "Controller clicks", "create.subtitle.whistle_low": "Low whistling", "create.subtitle.copper_armor_equip": "Diving equipment clinks", "create.subtitle.mechanical_press_activation": "Mechanical Press clangs", "create.subtitle.contraption_assemble": "Contraption moves", "_": "->------------------------] Item Descriptions [------------------------<-", "item.create.example_item.tooltip": "EXAMPLE ITEM (just a marker that this tooltip exists)", "item.create.example_item.tooltip.summary": "A brief description of the item. _Underscores_ highlight a term.", "item.create.example_item.tooltip.condition1": "When this", "item.create.example_item.tooltip.behaviour1": "Then this item does this. (behaviours show on shift)", "item.create.example_item.tooltip.condition2": "And When this", "item.create.example_item.tooltip.behaviour2": "You can add as many behaviours as you like", "item.create.example_item.tooltip.control1": "When Ctrl pressed", "item.create.example_item.tooltip.action1": "These controls are displayed.", "block.create.wooden_bracket.tooltip": "WOODEN BRACKET", "block.create.wooden_bracket.tooltip.summary": "_Decorate_ your _Shafts, Cogwheels_ and _Pipes_ with a cozy and wooden bit of reinforcement.", "block.create.metal_bracket.tooltip": "METAL BRACKET", "block.create.metal_bracket.tooltip.summary": "_Decorate_ your _Shafts, Cogwheels_ and _Pipes_ with an industrial and sturdy bit of reinforcement.", "block.create.seat.tooltip": "SEAT", "block.create.seat.tooltip.summary": "Sit yourself down and enjoy the ride! Will anchor a player onto a moving _contraption_. Great for static furniture too! Comes in a variety of colours.", "block.create.seat.tooltip.condition1": "Right click on Seat", "block.create.seat.tooltip.behaviour1": "Sits the player on the _Seat_. Press L-shift to leave the _Seat_.", "item.create.blaze_cake.tooltip": "BLAZE CAKE", "item.create.blaze_cake.tooltip.summary": "A Delicious treat for your hard-working _Blaze Burners_. Gets them all fired up!", "item.create.wand_of_symmetry.tooltip": "SYMMETRY WAND", "item.create.wand_of_symmetry.tooltip.summary": "Perfectly mirrors Block placement across configured planes.", "item.create.wand_of_symmetry.tooltip.condition1": "When in Hotbar", "item.create.wand_of_symmetry.tooltip.behaviour1": "Stays Active", "item.create.wand_of_symmetry.tooltip.control1": "R-Click on Ground", "item.create.wand_of_symmetry.tooltip.action1": "_Creates_ or _Moves_ the Mirror", "item.create.wand_of_symmetry.tooltip.control2": "R-Click in the Air", "item.create.wand_of_symmetry.tooltip.action2": "_Removes_ the active Mirror", "item.create.wand_of_symmetry.tooltip.control3": "R-Click while Sneaking", "item.create.wand_of_symmetry.tooltip.action3": "Opens the _Configuration Interface_", "item.create.handheld_worldshaper.tooltip": "HANDHELD WORLDSHAPER", "item.create.handheld_worldshaper.tooltip.summary": "Handy tool for creating _landscapes_ and _terrain features_.", "item.create.handheld_worldshaper.tooltip.control1": "L-Click at Block", "item.create.handheld_worldshaper.tooltip.action1": "Sets blocks placed by the tool to the targeted block.", "item.create.handheld_worldshaper.tooltip.control2": "R-Click at Block", "item.create.handheld_worldshaper.tooltip.action2": "Applies the currently selected _Brush_ and _Tool_ at the targeted location.", "item.create.handheld_worldshaper.tooltip.control3": "R-Click while Sneaking", "item.create.handheld_worldshaper.tooltip.action3": "Opens the _Configuration Interface_", "item.create.tree_fertilizer.tooltip": "TREE FERTILIZER", "item.create.tree_fertilizer.tooltip.summary": "A powerful combination of minerals suitable for speeding up the growth of common tree types.", "item.create.tree_fertilizer.tooltip.condition1": "When used on a Sapling", "item.create.tree_fertilizer.tooltip.behaviour1": "Grows Trees _regardless_ of their _spacing conditions_", "item.create.extendo_grip.tooltip": "EXTENDO GRIP", "item.create.extendo_grip.tooltip.summary": "Boioioing! Greatly _increases reach distance_ of the wielder. Can be powered with Air Pressure from a _Copper_ _Backtank_", "item.create.extendo_grip.tooltip.condition1": "When in Off-Hand", "item.create.extendo_grip.tooltip.behaviour1": "Increases _reach distance_ of items used in the _Main-Hand_.", "item.create.extendo_grip.tooltip.condition2": "While wearing Copper Backtank", "item.create.extendo_grip.tooltip.behaviour2": "_No_ _Durability_ will be used. Instead, _Air_ _pressure_ is drained from the Tank", "item.create.potato_cannon.tooltip": "POTATO CANNON", "item.create.potato_cannon.tooltip.summary": "Fwoomp! Launch your home-grown vegetables at your Enemies. Can be powered with Air Pressure from a _Copper_ _Backtank_", "item.create.potato_cannon.tooltip.condition1": "When R-Clicked", "item.create.potato_cannon.tooltip.behaviour1": "_Shoots_ a suitable item from your _Inventory_.", "item.create.potato_cannon.tooltip.condition2": "While wearing Copper Backtank", "item.create.potato_cannon.tooltip.behaviour2": "_No_ _Durability_ will be used. Instead, _Air_ _pressure_ is drained from the Tank", "item.create.filter.tooltip": "FILTER", "item.create.filter.tooltip.summary": "_Controls outputs_ and _inputs_ of logistical devices with more _precision_, matching them against a _set of items_ or several _nested filters_.", "item.create.filter.tooltip.condition1": "When in filter slot", "item.create.filter.tooltip.behaviour1": "_Controls_ item flow according to its _configuration_.", "item.create.filter.tooltip.condition2": "When R-Clicked", "item.create.filter.tooltip.behaviour2": "Opens the _configuration interface_.", "item.create.attribute_filter.tooltip": "ATTRIBUTE FILTER", "item.create.attribute_filter.tooltip.summary": "_Controls outputs_ and _inputs_ of logistical devices with more _precision_, matching them against a _set of_ item _attributes_ and _categories_.", "item.create.attribute_filter.tooltip.condition1": "When in filter slot", "item.create.attribute_filter.tooltip.behaviour1": "_Controls_ item flow according to its _configuration_.", "item.create.attribute_filter.tooltip.condition2": "When R-Clicked", "item.create.attribute_filter.tooltip.behaviour2": "Opens the _configuration interface_.", "item.create.empty_schematic.tooltip": "EMPTY SCHEMATIC", "item.create.empty_schematic.tooltip.summary": "Used as a recipe ingredient and for writing at the _Schematic Table_.", "item.create.schematic.tooltip": "SCHEMATIC", "item.create.schematic.tooltip.summary": "Holds a structure to be positioned and placed into the world. Position the Hologram as desired and use a _Schematicannon_ to build it.", "item.create.schematic.tooltip.condition1": "When Held", "item.create.schematic.tooltip.behaviour1": "Can be positioned using the Tools on Screen.", "item.create.schematic.tooltip.control1": "R-Click while Sneaking", "item.create.schematic.tooltip.action1": "Opens an _Interface_ for entering exact _Coordinates_.", "item.create.schematic_and_quill.tooltip": "SCHEMATIC AND QUILL", "item.create.schematic_and_quill.tooltip.summary": "Used for saving a Structure in your world to a .nbt file.", "item.create.schematic_and_quill.tooltip.condition1": "Step 1", "item.create.schematic_and_quill.tooltip.behaviour1": "Select two corner points using R-Click.", "item.create.schematic_and_quill.tooltip.condition2": "Step 2", "item.create.schematic_and_quill.tooltip.behaviour2": "_Ctrl-Scroll_ on the faces to adjust the size. R-Click again to Save.", "item.create.schematic_and_quill.tooltip.control1": "R-Click", "item.create.schematic_and_quill.tooltip.action1": "Select a corner point / confirm save.", "item.create.schematic_and_quill.tooltip.control2": "Ctrl Held", "item.create.schematic_and_quill.tooltip.action2": "Select points in _mid-air_. _Scroll_ to adjust the distance.", "item.create.schematic_and_quill.tooltip.control3": "R-Click while Sneaking", "item.create.schematic_and_quill.tooltip.action3": "_Resets_ and removes the selection.", "block.create.schematicannon.tooltip": "SCHEMATICANNON", "block.create.schematicannon.tooltip.summary": "Shoots blocks to recreate a deployed _Schematic_ in the World. Uses items from adjacent Inventories and _Gunpowder_ as fuel.", "block.create.schematicannon.tooltip.condition1": "When R-Clicked", "block.create.schematicannon.tooltip.behaviour1": "Opens the _Interface_", "block.create.schematic_table.tooltip": "SCHEMATIC TABLE", "block.create.schematic_table.tooltip.summary": "Writes saved Schematics onto an _Empty Schematic_.", "block.create.schematic_table.tooltip.condition1": "When given an Empty Schematic", "block.create.schematic_table.tooltip.behaviour1": "Uploads a chosen File from your Schematics Folder.", "item.create.goggles.tooltip": "GOGGLES", "item.create.goggles.tooltip.summary": "A pair of glasses to augment your vision with useful _kinetic information_.", "item.create.goggles.tooltip.condition1": "When worn", "item.create.goggles.tooltip.behaviour1": "Shows _colored indicators_ corresponding to the _Speed Level_ of a placed kinetic component as well as _Stress Impact_ and _Capacity_ of individual components.", "item.create.goggles.tooltip.condition2": "When looking at gauge", "item.create.goggles.tooltip.behaviour2": "Shows detailed information about _Speed_ or _Stress_ of the network to which the gauge is connected.", "item.create.goggles.tooltip.condition3": "When looking at fluid containers", "item.create.goggles.tooltip.behaviour3": "Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.", "item.create.wrench.tooltip": "WRENCH", "item.create.wrench.tooltip.summary": "A useful tool for working on kinetic contraptions. Can be used to _Rotate_, _Dismantle_ and to _Configure_ components.", "item.create.wrench.tooltip.control1": "Right-Click a kinetic block", "item.create.wrench.tooltip.action1": "_Rotates components_ toward or away from the face with which you interacted.", "item.create.wrench.tooltip.control2": "R-Click while Sneaking", "item.create.wrench.tooltip.action2": "_Disassembles Kinetic components_ and places them back in _your inventory_.", "block.create.nozzle.tooltip": "NOZZLE", "block.create.nozzle.tooltip.summary": "Attach to the front of an _Encased Fan_ to distribute its effect on Entities in _all directions_.", "block.create.cuckoo_clock.tooltip": "CUCKOO CLOCK", "block.create.cuckoo_clock.tooltip.summary": "Fine craftsmanship for _decorating_ a space and _keeping track of time_.", "block.create.cuckoo_clock.tooltip.condition1": "When Powered by Kinetics", "block.create.cuckoo_clock.tooltip.behaviour1": "Shows the _current time_ and plays a tune twice a day. _Activates_ once at _noon_ and at dusk, as soon as _players can sleep_.", "block.create.turntable.tooltip": "TURNTABLE", "block.create.turntable.tooltip.summary": "Turns _Rotational Force_ into refined Motion Sickness.", "block.create.toolbox.tooltip": "TOOLBOX", "block.create.toolbox.tooltip.summary": "Every Inventors' dearest Companion. Conveniently _holds_ a large amount of _8 Different_ item types.", "block.create.toolbox.tooltip.condition1": "When Picked Up", "block.create.toolbox.tooltip.behaviour1": "_Retains_ Inventory _Contents_.", "block.create.toolbox.tooltip.condition2": "When placed in Range", "block.create.toolbox.tooltip.behaviour2": "_Nearby_ _Players_ can hold the _Toolbox_ _Keybind_ to access its contents _Remotely_.", "block.create.toolbox.tooltip.condition3": "When R-Clicked", "block.create.toolbox.tooltip.behaviour3": "Opens the _Container Interface_.", "block.create.stockpile_switch.tooltip": "STOCKPILE SWITCH", "block.create.stockpile_switch.tooltip.summary": "Toggles a Redstone signal based on the amount of _Stored Items_ or _Fluids_ in the attached Container. Comes with a handy filter. As opposed to a _Comparator,_ the _Stockpile Switch_ allows configuration of _thresholds,_ at which signals are inverted.", "block.create.stockpile_switch.tooltip.condition1": "When R-Clicked", "block.create.stockpile_switch.tooltip.behaviour1": "Opens the _Configuration Interface_.", "block.create.content_observer.tooltip": "CONTENT OBSERVER", "block.create.content_observer.tooltip.summary": "_Detects Items_ or _Fluids_ inside _containers_, _pipes_ or _conveyors_ matching a configured _filter_.", "block.create.content_observer.tooltip.condition1": "When observing a Container", "block.create.content_observer.tooltip.behaviour1": "Emits a _Redstone Signal_ while the observed container has _matching_ _content_.", "block.create.content_observer.tooltip.condition2": "When observing a Funnel", "block.create.content_observer.tooltip.behaviour2": "Emits a _Redstone Pulse_ when a _matching_ Item is _transferred_.", "block.create.creative_crate.tooltip": "CREATIVE CRATE", "block.create.creative_crate.tooltip.summary": "This _Storage Container_ allows infinite replication of any item. Place next to a _Schematicannon_ to remove any material requirements.", "block.create.creative_crate.tooltip.condition1": "When Item in Filter Slot", "block.create.creative_crate.tooltip.behaviour1": "Anything _extracting_ from this container will provide an _endless supply_ of the item specified. Items _inserted_ into this crate will be _voided._", "item.create.creative_blaze_cake.tooltip": "CREATIVE CAKE", "item.create.creative_blaze_cake.tooltip.summary": "A very special treat for your _Blaze Burners_. After eating this cake, Blaze Burners will _never run out of fuel_.", "item.create.creative_blaze_cake.tooltip.condition1": "When Used", "item.create.creative_blaze_cake.tooltip.behaviour1": "_Cycles_ a Blaze Burner's heat level.", "block.create.controller_rail.tooltip": "CONTROLLER RAIL", "block.create.controller_rail.tooltip.summary": "A _uni-directional powered rail_ capable of _fine control_ over a minecarts' _movement speed_.", "block.create.controller_rail.tooltip.condition1": "When Powered by Redstone", "block.create.controller_rail.tooltip.behaviour1": "_Accelerates_ or _Decelerates_ passing _minecarts_ corresponding to the _signal strength_. Propagates redstone power to adjacent controller rails. Powering two controller rails with different strengths will cause tracks between them to interpolate their signal.", "item.create.sand_paper.tooltip": "SAND PAPER", "item.create.sand_paper.tooltip.summary": "A rough paper that can be used to _polish materials_. Can be automatically applied using the Deployer.", "item.create.sand_paper.tooltip.condition1": "When Used", "item.create.sand_paper.tooltip.behaviour1": "Applies polish to items held in the _offhand_ or lying on the _floor_ when _looking at them_", "item.create.builders_tea.tooltip": "BUILDERS TEA", "item.create.builders_tea.tooltip.summary": "The perfect drink to get the day started- _Motivating_ and _Saturating._", "item.create.refined_radiance.tooltip": "REFINED RADIANCE", "item.create.refined_radiance.tooltip.summary": "A Chromatic material forged from _absorbed light_.", "item.create.refined_radiance.tooltip.condition1": "Work In Progress", "item.create.refined_radiance.tooltip.behaviour1": "Usages for this material will be available in a future release.", "item.create.shadow_steel.tooltip": "SHADOW STEEL", "item.create.shadow_steel.tooltip.summary": "A Chromatic material forged _in the void_.", "item.create.shadow_steel.tooltip.condition1": "Work In Progress", "item.create.shadow_steel.tooltip.behaviour1": "Usages for this material will be available in a future release.", "item.create.linked_controller.tooltip": "LINKED CONTROLLER", "item.create.linked_controller.tooltip.summary": "Grants _handheld_ _control_ over _Redstone Link_ frequencies assigned to its _six_ _buttons_.", "item.create.linked_controller.tooltip.condition1": "R-Click", "item.create.linked_controller.tooltip.behaviour1": "_Toggles_ the controller. _Movement_ _controls_ are taken over while its active.", "item.create.linked_controller.tooltip.condition2": "R-Click while Sneaking", "item.create.linked_controller.tooltip.behaviour2": "Opens the manual _Configuration Interface_.", "item.create.linked_controller.tooltip.condition3": "R-Click on Redstone Link Receiver", "item.create.linked_controller.tooltip.behaviour3": "Enables _Bind Mode_, press one of the _six controls_ to bind it to the _Links' Frequency_.", "item.create.linked_controller.tooltip.condition4": "R-Click on Lectern", "item.create.linked_controller.tooltip.behaviour4": "Places the Controller into the Lectern for easy activation. (R-Click while Sneaking to retrieve it)", "item.create.diving_helmet.tooltip": "DIVING HELMET", "item.create.diving_helmet.tooltip.summary": "Together with a _Copper_ _Backtank_, allows the wielder to _breathe_ _underwater_ for an extended amount of time.", "item.create.diving_helmet.tooltip.condition1": "When Worn", "item.create.diving_helmet.tooltip.behaviour1": "Provides the _Water Breathing_ effect, slowly draining _Air Pressure_ from the Backtank.", "item.create.copper_backtank.tooltip": "COPPER BACKTANK", "item.create.copper_backtank.tooltip.summary": "A _Wearable_ _Tank_ for carrying Pressurized Air.", "item.create.copper_backtank.tooltip.condition1": "When Worn", "item.create.copper_backtank.tooltip.behaviour1": "Provides _Pressurized_ _Air_ to Equipment that requires it.", "item.create.copper_backtank.tooltip.condition2": "When placed, Powered by Kinetics", "item.create.copper_backtank.tooltip.behaviour2": "_Collects_ _Pressurized_ _Air_ at a rate depending on the Rotational Speed.", "block.create.placard.tooltip": "PLACARD", "block.create.placard.tooltip.summary": "_Frame_ your _items_ in brass using this fancy wall panel. Safe for contraptions!", "block.create.placard.tooltip.condition1": "When R-Clicked with Item", "block.create.placard.tooltip.behaviour1": "_Adds_ the held _item_ to the Placard. _Emits_ a brief _Redstone_ signal if a matching item was present already.", "block.create.placard.tooltip.condition2": "When Punched", "block.create.placard.tooltip.behaviour2": "_Removes_ the current _item_ in the frame.", "block.create.flywheel.tooltip": "FLYWHEEL", "block.create.flywheel.tooltip.summary": "_Embellish_ your _Machines_ with this imposing Wheel of Brass.", "block.create.flywheel.tooltip.condition1": "When Powered by Kinetics", "block.create.flywheel.tooltip.behaviour1": "Starts spinning.", "item.create.diving_boots.tooltip": "DIVING BOOTS", "item.create.diving_boots.tooltip.summary": "A pair of _heavy_ _boots_, allowing for better traversal of the Ocean floor.", "item.create.diving_boots.tooltip.condition1": "When Worn", "item.create.diving_boots.tooltip.behaviour1": "Wielder _sinks_ _faster_ and _cannot_ _swim_. Grants the ability to _walk_ and _jump_ underwater. Wielder also is no longer affected by _Mechanical_ _Belts_.", "item.create.crafting_blueprint.tooltip": "CRAFTING BLUEPRINT", "item.create.crafting_blueprint.tooltip.summary": "_Placed_ on a wall, it can be used to _specify_ _ingredient_ _arrangements_ for easier manual crafting. Each slot represents a Recipe.", "item.create.crafting_blueprint.condition1": "R-Click empty Slot", "item.create.crafting_blueprint.behaviour1": "Opens a _Crafting_ _menu_ allowing you to _configure_ a _recipe_ and items to display.", "item.create.crafting_blueprint.condition2": "R-Click configured Slot", "item.create.crafting_blueprint.behaviour2": "_Applies_ the _configured_ _recipe_ with matching Ingredients found in your _Inventory_. _Sneak_ to craft up to a _Stack_ of items.", "item.create.minecart_coupling.tooltip": "MINECART COUPLING", "item.create.minecart_coupling.tooltip.summary": "_Chains_ all your _Minecarts_ or _Carriage Contraptions_ together to form a majestic Train.", "item.create.minecart_coupling.tooltip.condition1": "When Used on Minecart", "item.create.minecart_coupling.tooltip.behaviour1": "_Couples_ two Minecarts together, attempting to keep them at a _constant distance_ while moving.", "item.create.experience_nugget.tooltip": "NUGGET OF EXPERIENCE", "item.create.experience_nugget.tooltip.summary": "_Ding!_ A speck of _inspiration_ from your fantastic inventions.", "item.create.experience_nugget.tooltip.condition1": "When Used", "item.create.experience_nugget.tooltip.behaviour1": "_Redeems_ _Experience_ points contained within.", "block.create.peculiar_bell.tooltip": "PECULIAR BELL", "block.create.peculiar_bell.tooltip.summary": "A decorative _Brass Bell_. Placing it right above open _Soul Fire_ may cause side-effects...", "block.create.haunted_bell.tooltip": "HAUNTED BELL", "block.create.haunted_bell.tooltip.summary": "A _Cursed Bell_ haunted by lost souls of the Nether.", "block.create.haunted_bell.tooltip.condition1": "When Held or Rang", "block.create.haunted_bell.tooltip.behaviour1": "Highlights nearby _Lightless Spots_ on which _Hostile Mobs_ can spawn.", "_": "->------------------------] Ponder Content [------------------------<-", "create.ponder.hold_to_ponder": "Hold [%1$s] to Ponder", "create.ponder.subject": "Subject of this scene", "create.ponder.pondering": "Pondering about...", "create.ponder.identify_mode": "Identify mode active.\nUnpause with [%1$s]", "create.ponder.associated": "Associated Entries", "create.ponder.close": "Close", "create.ponder.identify": "Identify", "create.ponder.next": "Next Scene", "create.ponder.next_up": "Up Next:", "create.ponder.previous": "Previous Scene", "create.ponder.replay": "Replay", "create.ponder.think_back": "Think Back", "create.ponder.slow_text": "Comfy Reading", "create.ponder.exit": "Exit", "create.ponder.welcome": "Welcome to Ponder", "create.ponder.categories": "Available Categories in Create", "create.ponder.index_description": "Click one of the icons to learn about its associated Items and Blocks", "create.ponder.index_title": "Ponder Index", "create.ponder.shared.rpm16": "16 RPM", "create.ponder.shared.behaviour_modify_wrench": "This behaviour can be modified using a Wrench", "create.ponder.shared.storage_on_contraption": "Inventories attached to the Contraption will pick up their drops automatically", "create.ponder.shared.sneak_and": "Sneak +", "create.ponder.shared.rpm8": "8 RPM", "create.ponder.shared.ctrl_and": "Ctrl +", "create.ponder.shared.rpm32": "32 RPM", "create.ponder.shared.rpm16_source": "Source: 16 RPM", "create.ponder.shared.movement_anchors": "With the help of Super Glue, larger structures can be moved.", "create.ponder.tag.redstone": "Logic Components", "create.ponder.tag.redstone.description": "Components which help with redstone engineering", "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.fluids": "Fluid Manipulators", "create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids", "create.ponder.tag.decoration": "Aesthetics", "create.ponder.tag.decoration.description": "Components used mostly for decorative purposes", "create.ponder.tag.windmill_sails": "Sails for Windmill Bearings", "create.ponder.tag.windmill_sails.description": "Blocks that count towards the strength of a Windmill Contraption when assembled. Each of these have equal efficiency in doing so.", "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.kinetic_appliances": "Kinetic Appliances", "create.ponder.tag.kinetic_appliances.description": "Components which make use of Rotational Force", "create.ponder.tag.kinetic_sources": "Kinetic Sources", "create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force", "create.ponder.tag.movement_anchor": "Movement Anchors", "create.ponder.tag.movement_anchor.description": "Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways", "create.ponder.tag.kinetic_relays": "Kinetic Blocks", "create.ponder.tag.kinetic_relays.description": "Components which help relaying Rotational Force elsewhere", "create.ponder.tag.contraption_actor": "Contraption Actors", "create.ponder.tag.contraption_actor.description": "Components which expose special behaviour when attached to a moving contraption", "create.ponder.tag.creative": "Creative Mode", "create.ponder.tag.creative.description": "Components not usually available for Survival Mode", "create.ponder.tag.display_sources": "Sources for Display Links", "create.ponder.tag.display_sources.description": "Components or Blocks which offer some data that can be read with a Display Link", "create.ponder.tag.logistics": "Item Transportation", "create.ponder.tag.logistics.description": "Components which help moving items around", "create.ponder.tag.display_targets": "Targets for Display Links", "create.ponder.tag.display_targets.description": "Components or Blocks which can process and display the data received from a Display Link", "create.ponder.tag.train_related": "Railway Equipment", "create.ponder.tag.train_related.description": "Components used in the construction or management of Train Contraptions", "create.ponder.analog_lever.header": "Controlling signals using the Analog Lever", "create.ponder.analog_lever.text_1": "Analog Levers make for a compact and precise source of redstone power", "create.ponder.analog_lever.text_2": "Right-click to increase its analog power output", "create.ponder.analog_lever.text_3": "Right-click while Sneaking to decrease the power output again", "create.ponder.andesite_tunnel.header": "Using Andesite Tunnels", "create.ponder.andesite_tunnel.text_1": "Andesite Tunnels can be used to cover up your belts", "create.ponder.andesite_tunnel.text_2": "Whenever an Andesite Tunnel has connections to the sides...", "create.ponder.andesite_tunnel.text_3": "...they will split exactly one item off of any passing stacks", "create.ponder.andesite_tunnel.text_4": "The remainder will continue on its path", "create.ponder.auto_schedule.header": "Stations & Scheduling", "create.ponder.auto_schedule.text_1": "Schedules can be used to provide drivers with a destination", "create.ponder.auto_schedule.text_2": "Comparators will receive a signal whenever a Train is present", "create.ponder.auto_schedule.text_3": "Mind that a Station can only be approached from the indicated direction", "create.ponder.auto_schedule.text_4": "Stations can also be used to assign new Schedules automatically", "create.ponder.auto_schedule.text_5": "The Schedule placed on a station will automatically copy itself to present trains", "create.ponder.auto_schedule.text_6": "As opposed to manual scheduling, drivers will not take the item with them", "create.ponder.basin.header": "Processing Items in the Basin", "create.ponder.basin.text_1": "A Basin can hold Items and Fluids for Processing", "create.ponder.basin.text_2": "After a processing step, basins try to output below to the side of them", "create.ponder.basin.text_3": "When a valid component is present, the Basin will show an output faucet", "create.ponder.basin.text_4": "A number of options are applicable here", "create.ponder.basin.text_5": "Outputs will be caught by the inventory below", "create.ponder.basin.text_6": "Without output faucet, the Basin will retain items created in its processing", "create.ponder.basin.text_7": "This can be useful if outputs should be re-used as ingredients", "create.ponder.basin.text_8": "Desired outputs will then have to be extracted from the basin", "create.ponder.basin.text_9": "A Filter might be necessary to avoid pulling out un-processed items", "create.ponder.bearing_modes.header": "Movement Modes of the Mechanical Bearing", "create.ponder.bearing_modes.text_1": "When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle", "create.ponder.bearing_modes.text_2": "It can be configured never to revert to solid blocks, or only near the angle it started at", "create.ponder.belt_casing.header": "Encasing Belts", "create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.belt_casing.text_2": "A wrench can be used to remove the casing", "create.ponder.belt_connector.header": "Using Mechanical Belts", "create.ponder.belt_connector.text_1": "Right-Clicking two shafts with a belt item will connect them together", "create.ponder.belt_connector.text_2": "Accidental selections can be canceled with Right-Click while Sneaking", "create.ponder.belt_connector.text_3": "Additional Shafts can be added throughout the Belt", "create.ponder.belt_connector.text_4": "Shafts connected via Belts will rotate with Identical Speed and Direction", "create.ponder.belt_connector.text_5": "Added shafts can be removed using the wrench", "create.ponder.belt_connector.text_6": "Mechanical Belts can be dyed for aesthetic purposes", "create.ponder.belt_directions.header": "Valid Orientations for Mechanical Belts", "create.ponder.belt_directions.text_1": "Belts cannot connect in arbitrary directions", "create.ponder.belt_directions.text_2": "1. They can connect horizontally", "create.ponder.belt_directions.text_3": "2. They can connect diagonally", "create.ponder.belt_directions.text_4": "3. They can connect vertically", "create.ponder.belt_directions.text_5": "4. And they can connect vertical shafts horizontally", "create.ponder.belt_directions.text_6": "These are all possible directions. Belts can span any Length between 2 and 20 blocks", "create.ponder.belt_transport.header": "Using Mechanical Belts for Logistics", "create.ponder.belt_transport.text_1": "Moving belts will transport Items and other Entities", "create.ponder.belt_transport.text_2": "Right-Click with an empty hand to take items off a belt", "create.ponder.blaze_burner.header": "Feeding Blaze Burners", "create.ponder.blaze_burner.text_1": "Blaze Burners can provide Heat to Items processed in a Basin", "create.ponder.blaze_burner.text_2": "For this, the Blaze has to be fed with flammable items", "create.ponder.blaze_burner.text_3": "With a Blaze Cake, the Burner can reach an even stronger level of heat", "create.ponder.blaze_burner.text_4": "The feeding process can be automated using Deployers or Mechanical Arms", "create.ponder.brass_funnel.header": "The Brass Funnel", "create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.", "create.ponder.brass_funnel.text_2": "Brass Funnels can extract up to a full stack.", "create.ponder.brass_funnel.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.", "create.ponder.brass_funnel.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.", "create.ponder.brass_tunnel.header": "Using Brass Tunnels", "create.ponder.brass_tunnel.text_1": "Brass Tunnels can be used to cover up your belts", "create.ponder.brass_tunnel.text_2": "Brass Tunnels have filter slots on each open side", "create.ponder.brass_tunnel.text_3": "Filters on inbound connections simply block non-matching items", "create.ponder.brass_tunnel.text_4": "Filters on outbound connections can be used to sort items by type", "create.ponder.brass_tunnel.text_5": "Whenever a passing item has multiple valid exits, the distribution mode will decide how to handle it", "create.ponder.brass_tunnel.text_6": "Brass Tunnels on parallel belts will form a group", "create.ponder.brass_tunnel.text_7": "Incoming Items will now be distributed across all connected exits", "create.ponder.brass_tunnel.text_8": "For this, items can also be inserted into the Tunnel block directly", "create.ponder.brass_tunnel_modes.header": "Distribution Modes of the Brass Tunnel", "create.ponder.brass_tunnel_modes.text_1": "Using a Wrench, the distribution behaviour of Brass Tunnels can be configured", "create.ponder.brass_tunnel_modes.text_10": "'Synchronize Inputs' is a unique setting for Brass Tunnels", "create.ponder.brass_tunnel_modes.text_11": "Items are only allowed past if every tunnel in the group has one waiting", "create.ponder.brass_tunnel_modes.text_12": "This ensures that all affected belts supply items at the same rate", "create.ponder.brass_tunnel_modes.text_2": "'Split' will attempt to distribute the stack evenly between available outputs", "create.ponder.brass_tunnel_modes.text_3": "If an output is unable to take more items, it will be skipped", "create.ponder.brass_tunnel_modes.text_4": "'Forced Split' will never skip outputs, and instead wait until they are free", "create.ponder.brass_tunnel_modes.text_5": "'Round Robin' keeps stacks whole, and cycles through outputs iteratively", "create.ponder.brass_tunnel_modes.text_6": "Once Again, if an output is unable to take more items, it will be skipped", "create.ponder.brass_tunnel_modes.text_7": "'Forced Round Robin' never skips outputs", "create.ponder.brass_tunnel_modes.text_8": "'Prefer Nearest' prioritizes the outputs closest to the items' input location", "create.ponder.brass_tunnel_modes.text_9": "'Randomize' will distribute whole stacks to randomly picked outputs", "create.ponder.cart_assembler.header": "Moving Structures using Cart Assemblers", "create.ponder.cart_assembler.text_1": "Powered Cart Assemblers mount attached structures to passing Minecarts", "create.ponder.cart_assembler.text_2": "Without a redstone signal, it disassembles passing cart contraptions back into blocks", "create.ponder.cart_assembler.text_3": "Using a Wrench on the Minecart will let you carry the Contraption elsewhere", "create.ponder.cart_assembler_dual.header": "Assembling Carriage Contraptions", "create.ponder.cart_assembler_dual.text_1": "Whenever two Cart Assembers share an attached structure...", "create.ponder.cart_assembler_dual.text_2": "Powering either of them will create a Carriage Contraption", "create.ponder.cart_assembler_dual.text_3": "The carts will behave like those connected via Minecart Coupling", "create.ponder.cart_assembler_modes.header": "Orientation Settings for Minecart Contraptions", "create.ponder.cart_assembler_modes.text_1": "Cart Contraptions will rotate to face towards their carts' motion", "create.ponder.cart_assembler_modes.text_2": "This Arrow indicates which side of the Structure will be considered the front", "create.ponder.cart_assembler_modes.text_3": "If the Assembler is set to Lock Rotation, the contraptions' orientation will never change", "create.ponder.cart_assembler_rails.header": "Other types of Minecarts and Rails", "create.ponder.cart_assembler_rails.text_1": "Cart Assemblers on Regular Tracks will not affect the passing carts' motion", "create.ponder.cart_assembler_rails.text_2": "When on Powered or Controller Rail, the carts will be held in place until it's Powered", "create.ponder.cart_assembler_rails.text_3": "Other types of Minecarts can be used as the anchor", "create.ponder.cart_assembler_rails.text_4": "Furnace Carts will keep themselves powered, pulling fuel from any attached inventories", "create.ponder.chain_drive.header": "Relaying rotational force with Chain Drives", "create.ponder.chain_drive.text_1": "Chain Drives relay rotation to each other in a row", "create.ponder.chain_drive.text_2": "All shafts connected like this will rotate in the same direction", "create.ponder.chain_drive.text_3": "Any part of the row can be rotated by 90 degrees", "create.ponder.chain_gearshift.header": "Controlling rotational speed with Chain Gearshifts", "create.ponder.chain_gearshift.text_1": "Unpowered Chain Gearshifts behave exactly like Chain Drives", "create.ponder.chain_gearshift.text_2": "When Powered, the speed transmitted to other Chain Drives in the row is doubled", "create.ponder.chain_gearshift.text_3": "Whenever the Powered Gearshift is not at the source, its speed will be halved instead", "create.ponder.chain_gearshift.text_4": "In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift", "create.ponder.chain_gearshift.text_5": "Using analog signals, the ratio can be adjusted more precisely between 1 and 2", "create.ponder.chain_gearshift.text_6": "12 RPM", "create.ponder.chute.header": "Transporting Items downward via Chutes", "create.ponder.chute.text_1": "Chutes can transport items vertically from and to inventories", "create.ponder.chute.text_2": "Using the Wrench, a window can be created", "create.ponder.chute.text_3": "Placing chutes targeting the side faces of another will make it diagonal", "create.ponder.chute_upward.header": "Transporting Items upward via Chutes", "create.ponder.chute_upward.text_1": "Using Encased Fans at the top or bottom, a Chute can move items upward", "create.ponder.chute_upward.text_2": "Inspecting chutes with Engineers' Goggles reveals information about the movement direction", "create.ponder.chute_upward.text_3": "On the 'blocked' end, items will have to be inserted/taken from the sides", "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 that the two Structures are not glued to each other", "create.ponder.clockwork_bearing.text_8": "The Second Structure will now rotate as the Minute Hand", "create.ponder.clutch.header": "Controlling rotational force using a Clutch", "create.ponder.clutch.text_1": "Clutches will relay rotation in a straight line", "create.ponder.clutch.text_2": "When powered by Redstone, it breaks the connection", "create.ponder.cog_speedup.header": "Gearshifting with Cogs", "create.ponder.cog_speedup.text_1": "Large and Small cogs can be connected diagonally", "create.ponder.cog_speedup.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.cog_speedup.text_3": "Shifting the opposite way, the conveyed speed will be halved", "create.ponder.cogwheel.header": "Relaying rotational force using Cogwheels", "create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.cogwheel_casing.header": "Encasing Cogwheels", "create.ponder.cogwheel_casing.text_1": "Brass or Andesite Casing can be used to decorate Cogwheels", "create.ponder.cogwheel_casing.text_2": "Components added after encasing will not connect to the shaft outputs", "create.ponder.cogwheel_casing.text_3": "The Wrench can be used to toggle connections", "create.ponder.creative_fluid_tank.header": "Creative Fluid Tanks", "create.ponder.creative_fluid_tank.text_1": "Creative Fluid Tanks can be used to provide a bottomless supply of fluid", "create.ponder.creative_fluid_tank.text_2": "Right-Click with a fluid containing item to configure it", "create.ponder.creative_fluid_tank.text_3": "Pipe Networks can now endlessly draw the assigned fluid from the tank", "create.ponder.creative_fluid_tank.text_4": "Any Fluids pushed back into a Creative Fluid Tank will be voided", "create.ponder.creative_motor.header": "Generating Rotational Force using Creative Motors", "create.ponder.creative_motor.text_1": "Creative motors are a compact and configurable source of Rotational Force", "create.ponder.creative_motor.text_2": "Scrolling on the back panel changes the RPM of the motors' rotational output", "create.ponder.creative_motor_mojang.header": "Mojang's Enigma", "create.ponder.crushing_wheels.header": "Processing Items with Crushing Wheels", "create.ponder.crushing_wheels.text_1": "A pair of Crushing Wheels can grind items very effectively", "create.ponder.crushing_wheels.text_2": "Their Rotational Input has to make them spin into each other", "create.ponder.crushing_wheels.text_3": "Items thrown or inserted into the top will get processed", "create.ponder.crushing_wheels.text_4": "Items can be inserted and picked up through automated means as well", "create.ponder.deployer.header": "Using the Deployer", "create.ponder.deployer.text_1": "Given Rotational Force, a Deployer can imitate player interactions", "create.ponder.deployer.text_10": "Right-click the front to give it an Item to use", "create.ponder.deployer.text_11": "Items can also be inserted automatically", "create.ponder.deployer.text_12": "Deployers carry a filter slot", "create.ponder.deployer.text_13": "When a filter is set, it activates only while holding a matching item", "create.ponder.deployer.text_14": "Only items matching the filter can now be inserted...", "create.ponder.deployer.text_15": "...and only non-matching items will be extracted", "create.ponder.deployer.text_2": "It will always interact with the position 2 blocks in front of itself", "create.ponder.deployer.text_3": "Blocks directly in front will not obstruct it", "create.ponder.deployer.text_4": "Deployers can:", "create.ponder.deployer.text_5": "Place Blocks,", "create.ponder.deployer.text_6": "Use Items,", "create.ponder.deployer.text_7": "Activate Blocks,", "create.ponder.deployer.text_8": "Harvest blocks", "create.ponder.deployer.text_9": "and Attack Mobs", "create.ponder.deployer_contraption.header": "Using Deployers on Contraptions", "create.ponder.deployer_contraption.text_1": "Whenever Deployers are moved as part of an animated Contraption...", "create.ponder.deployer_contraption.text_2": "They activate at each visited location, using items from inventories anywhere on the contraption", "create.ponder.deployer_contraption.text_3": "The Filter slot can be used to specify which items to pull", "create.ponder.deployer_modes.header": "Modes of the Deployer", "create.ponder.deployer_modes.text_1": "By default, a Deployer imitates a Right-click interaction", "create.ponder.deployer_modes.text_2": "Using a Wrench, it can be set to imitate a Left-click instead", "create.ponder.deployer_processing.header": "Processing Items using Deployers", "create.ponder.deployer_processing.text_1": "With a fitting held item, Deployers can process items provided beneath them", "create.ponder.deployer_processing.text_2": "The Input items can be dropped or placed on a Depot under the Deployer", "create.ponder.deployer_processing.text_3": "When items are provided on a belt...", "create.ponder.deployer_processing.text_4": "The Deployer will hold and process them automatically", "create.ponder.deployer_redstone.header": "Controlling Deployers with Redstone", "create.ponder.deployer_redstone.text_1": "When powered by Redstone, Deployers will not activate", "create.ponder.deployer_redstone.text_2": "Before stopping, the Deployer will finish any started cycles", "create.ponder.deployer_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle", "create.ponder.depot.header": "Using Depots", "create.ponder.depot.text_1": "Depots can serve as 'stationary' belt elements", "create.ponder.depot.text_2": "Right-Click to manually place or remove Items from it", "create.ponder.depot.text_3": "Just like Mechanical Belts, it can provide items to processing", "create.ponder.depot.text_4": "...as well as provide Items to Mechanical Arms", "create.ponder.display_board.header": "Using Display Boards", "create.ponder.display_board.text_1": "Display Boards are a scalable alternative to the sign", "create.ponder.display_board.text_2": "They require Rotational Force to operate", "create.ponder.display_board.text_3": "Text can be displayed using Name Tags...", "create.ponder.display_board.text_4": "...or through the use of Display Links", "create.ponder.display_board.text_5": "Dyes can be applied to individual lines of the board", "create.ponder.display_board.text_6": "Lines can be reset by clicking them with an empty hand", "create.ponder.display_link.header": "Setting up Display Links", "create.ponder.display_link.text_1": "Display Links can be used to visualise dynamic information", "create.ponder.display_link.text_2": "First, right-click the target display...", "create.ponder.display_link.text_3": "...then attach it to the block to read from", "create.ponder.display_link.text_4": "Open the Interface to select and configure what is sent", "create.ponder.display_link.text_5": "The display will now receive information from the link", "create.ponder.display_link.text_6": "Not every block can act as a source", "create.ponder.display_link.text_7": "Each compatible block provides unique information", "create.ponder.display_link.text_8": "The Display Link can work with several different displays", "create.ponder.display_link_redstone.header": "Redstone Control", "create.ponder.display_link_redstone.text_1": "When powered by Redstone, Display Links stop sending updates", "create.ponder.display_link_redstone.text_2": "Once unpowered, the Timer is reset and new info is sent immediately", "create.ponder.display_link_redstone.text_3": "Signals emitted from the source do not affect the Link", "create.ponder.empty_blaze_burner.header": "Using Empty Blaze Burners", "create.ponder.empty_blaze_burner.text_1": "Right-click a Blaze with the empty burner to capture it", "create.ponder.empty_blaze_burner.text_2": "Alternatively, Blazes can be collected from their Spawners directly", "create.ponder.empty_blaze_burner.text_3": "You now have an ideal heat source for various machines", "create.ponder.empty_blaze_burner.text_4": "For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel", "create.ponder.empty_blaze_burner.text_5": "The flame can be transformed using a soul-infused item", "create.ponder.empty_blaze_burner.text_6": "However, without a blaze they are not suitable for industrial heating", "create.ponder.encased_fluid_pipe.header": "Encasing Fluid Pipes", "create.ponder.encased_fluid_pipe.text_1": "Copper Casing can be used to decorate Fluid Pipes", "create.ponder.encased_fluid_pipe.text_2": "Aside from being conceiled, Encased Pipes are locked into their connectivity state", "create.ponder.encased_fluid_pipe.text_3": "It will no longer react to any neighbouring blocks being added or removed", "create.ponder.fan_direction.header": "Air flow of Encased Fans", "create.ponder.fan_direction.text_1": "Encased Fans use Rotational Force to create an Air Current", "create.ponder.fan_direction.text_2": "Strength and Direction of Flow depends on the Rotational Input", "create.ponder.fan_processing.header": "Processing Items using Encased Fans", "create.ponder.fan_processing.text_1": "When passing through lava, the Air Flow becomes Heated", "create.ponder.fan_processing.text_2": "Items caught in the area will be smelted", "create.ponder.fan_processing.text_3": "Food items thrown here would be incinerated", "create.ponder.fan_processing.text_4": "Instead, a setup for Smoking using Fire should be used for them", "create.ponder.fan_processing.text_5": "Air Flows passing through water create a Washing Setup", "create.ponder.fan_processing.text_6": "Some interesting new processing can be done with it", "create.ponder.fan_processing.text_7": "The Speed of the Fan does NOT affect the processing speed, only its range", "create.ponder.fan_processing.text_8": "Fan Processing can also be applied to Items on Depots and Belts", "create.ponder.fluid_pipe_flow.header": "Moving Fluids using Copper Pipes", "create.ponder.fluid_pipe_flow.text_1": "Fluid Pipes can connect two or more fluid sources and targets", "create.ponder.fluid_pipe_flow.text_2": "Using a wrench, a straight pipe segment can be given a window", "create.ponder.fluid_pipe_flow.text_3": "Windowed pipes will not connect to any other adjacent pipe segments", "create.ponder.fluid_pipe_flow.text_4": "Powered by Mechanical Pumps, the Pipes can transport Fluids", "create.ponder.fluid_pipe_flow.text_5": "No fluid is being extracted at first", "create.ponder.fluid_pipe_flow.text_6": "Once the flow connects them, the endpoints gradually transfer their contents", "create.ponder.fluid_pipe_flow.text_7": "Thus, the Pipe blocks themselves never 'physically' contain any fluid", "create.ponder.fluid_pipe_interaction.header": "Draining and Filling fluid containers", "create.ponder.fluid_pipe_interaction.text_1": "Endpoints of a pipe network can interact with a variety of blocks", "create.ponder.fluid_pipe_interaction.text_2": "Any block with fluid storage capabilities can be filled or drained", "create.ponder.fluid_pipe_interaction.text_3": "Source blocks right in front of an open end can be picked up...", "create.ponder.fluid_pipe_interaction.text_4": "...while spilling into empty spaces can create fluid sources", "create.ponder.fluid_pipe_interaction.text_5": "Pipes can also extract fluids from a handful of other blocks directly", "create.ponder.fluid_tank_sizes.header": "Dimensions of a Fluid tank", "create.ponder.fluid_tank_sizes.text_1": "Fluid Tanks can be combined to increase the total capacity", "create.ponder.fluid_tank_sizes.text_2": "Their base square can be up to 3 blocks wide...", "create.ponder.fluid_tank_sizes.text_3": "...and grow in height by more than 30 additional layers", "create.ponder.fluid_tank_sizes.text_4": "Using a Wrench, a tanks' window can be toggled", "create.ponder.fluid_tank_storage.header": "Storing Fluids in Fluid Tanks", "create.ponder.fluid_tank_storage.text_1": "Fluid Tanks can be used to store large amounts of fluid", "create.ponder.fluid_tank_storage.text_2": "Pipe networks can push and pull fluids from any side", "create.ponder.fluid_tank_storage.text_3": "The contained fluid can be measured by a Comparator", "create.ponder.fluid_tank_storage.text_4": "However, in Survival Mode Fluids cannot be added or taken manually", "create.ponder.fluid_tank_storage.text_5": "You can use Basins, Item Drains and Spouts to drain or fill fluid containing items", "create.ponder.funnel_compat.header": "Funnel compatibility", "create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_2": "Vertical Saws", "create.ponder.funnel_compat.text_3": "Depots", "create.ponder.funnel_compat.text_4": "Item Drains", "create.ponder.funnel_direction.header": "Direction of Transfer", "create.ponder.funnel_direction.text_1": "Placed normally, it pulls items from the inventory.", "create.ponder.funnel_direction.text_2": "Placed while sneaking, it puts items into the inventory.", "create.ponder.funnel_direction.text_3": "Using a wrench, the funnel can be flipped after placement.", "create.ponder.funnel_direction.text_4": "Same rules will apply for most orientations.", "create.ponder.funnel_direction.text_5": "Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.funnel_intro.header": "Using funnels", "create.ponder.funnel_intro.text_1": "Funnels are ideal for transferring items from and to inventories.", "create.ponder.funnel_redstone.header": "Redstone control", "create.ponder.funnel_redstone.text_1": "Redstone power will prevent any funnel from acting", "create.ponder.funnel_transfer.header": "Direct transfer", "create.ponder.funnel_transfer.text_1": "Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_transfer.text_2": "Chutes or Smart chutes might be more suitable for such purposes.", "create.ponder.funnel_transfer.text_3": "Same applies for horizontal movement. A mechanical belt should help here.", "create.ponder.gantry_carriage.header": "Using Gantry Carriages", "create.ponder.gantry_carriage.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.", "create.ponder.gantry_carriage.text_2": "Gantry setups can move attached Blocks.", "create.ponder.gantry_cascaded.header": "Cascaded Gantries", "create.ponder.gantry_cascaded.text_1": "Gantry shafts attach to a carriage without the need of super glue", "create.ponder.gantry_cascaded.text_2": "Same applies for carriages on moved Gantry Shafts", "create.ponder.gantry_cascaded.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement", "create.ponder.gantry_direction.header": "Gantry Movement Direction", "create.ponder.gantry_direction.text_1": "Gantry Shafts can have opposite orientations", "create.ponder.gantry_direction.text_2": "The movement direction of carriages depend on their shafts' orientation", "create.ponder.gantry_direction.text_3": "...as well as the rotation direction of the shaft", "create.ponder.gantry_direction.text_4": "Same rules apply for the propagated rotation", "create.ponder.gantry_redstone.header": "Gantry Power Propagation", "create.ponder.gantry_redstone.text_1": "Redstone-powered gantry shafts stop moving their carriages", "create.ponder.gantry_redstone.text_2": "Instead, its rotational force is relayed to the carriages' output shaft", "create.ponder.gantry_shaft.header": "Using Gantry Shafts", "create.ponder.gantry_shaft.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.gantry_shaft.text_2": "Gantry setups can move attached Blocks.", "create.ponder.gearbox.header": "Relaying rotational force using Gearboxes", "create.ponder.gearbox.text_1": "Jumping between axes of rotation can get bulky quickly", "create.ponder.gearbox.text_2": "A gearbox is the more compact equivalent of this setup", "create.ponder.gearbox.text_3": "Shafts around corners rotate in mirrored directions", "create.ponder.gearbox.text_4": "Straight connections will be reversed", "create.ponder.gearshift.header": "Controlling rotational force using a Gearshift", "create.ponder.gearshift.text_1": "Gearshifts will relay rotation in a straight line", "create.ponder.gearshift.text_2": "When powered by Redstone, it reverses the transmission", "create.ponder.hand_crank.header": "Generating Rotational Force using Hand Cranks", "create.ponder.hand_crank.text_1": "Hand Cranks can be used by players to apply rotational force manually", "create.ponder.hand_crank.text_2": "Hold Right-Click to rotate it Counter-Clockwise", "create.ponder.hand_crank.text_3": "Its conveyed speed is relatively high", "create.ponder.hand_crank.text_4": "Sneak and Hold Right-Click to rotate it Clockwise", "create.ponder.hose_pulley.header": "Source Filling and Draining using Hose Pulleys", "create.ponder.hose_pulley.text_1": "Hose Pulleys can be used to fill or drain large bodies of Fluid", "create.ponder.hose_pulley.text_2": "With the Kinetic Input, the height of the pulleys' hose can be controlled", "create.ponder.hose_pulley.text_3": "The Pulley retracts while the input rotation is inverted", "create.ponder.hose_pulley.text_4": "On the opposite side, pipes can be connected", "create.ponder.hose_pulley.text_5": "Attached pipe networks can either provide fluid to the hose...", "create.ponder.hose_pulley.text_6": "...or pull from it, draining the pool instead", "create.ponder.hose_pulley.text_7": "Fill and Drain speed of the pulley depends entirely on the fluid networks' throughput", "create.ponder.hose_pulley_infinite.header": "Passively Filling and Draining large bodies of Fluid", "create.ponder.hose_pulley_infinite.text_1": "When deploying the Hose Pulley into a large enough ocean...", "create.ponder.hose_pulley_infinite.text_2": "It will provide/dispose fluids without affecting the source", "create.ponder.hose_pulley_infinite.text_3": "Pipe networks can limitlessly take fluids from/to such pulleys", "create.ponder.hose_pulley_level.header": "Fill and Drain level of Hose Pulleys", "create.ponder.hose_pulley_level.text_1": "While fully retracted, the Hose Pulley cannot operate", "create.ponder.hose_pulley_level.text_2": "Draining runs from top to bottom", "create.ponder.hose_pulley_level.text_3": "The surface level will end up just below where the hose ends", "create.ponder.hose_pulley_level.text_4": "Filling runs from bottom to top", "create.ponder.hose_pulley_level.text_5": "The filled pool will not grow beyond the layer above the hose end", "create.ponder.item_drain.header": "Emptying Fluid Containers using Item Drains", "create.ponder.item_drain.text_1": "Item Drains can extract fluids from items", "create.ponder.item_drain.text_2": "Right-click it to pour fluids from your held item into it", "create.ponder.item_drain.text_3": "When items are inserted from the side...", "create.ponder.item_drain.text_4": "...they roll across, emptying out their contained fluid", "create.ponder.item_drain.text_5": "Pipe Networks can now pull the fluid from the drains' internal buffer", "create.ponder.item_vault_sizes.header": "Dimensions of an Item Vault", "create.ponder.item_vault_sizes.text_1": "Item Vaults can be combined to increase the total capacity", "create.ponder.item_vault_sizes.text_2": "Their base square can be up to 3 blocks wide...", "create.ponder.item_vault_sizes.text_3": "...and grow in length up to 3x their diameter", "create.ponder.item_vault_storage.header": "Storing Items in Vaults", "create.ponder.item_vault_storage.text_1": "Item Vaults can be used to store large amounts of items", "create.ponder.item_vault_storage.text_2": "However, contents cannot be added or taken manually", "create.ponder.item_vault_storage.text_3": "Any components for item transfer can both insert...", "create.ponder.item_vault_storage.text_4": "...and take contents from this container", "create.ponder.large_cogwheel.header": "Relaying rotational force using Large Cogwheels", "create.ponder.large_cogwheel.text_1": "Large cogwheels can connect to each other at right angles", "create.ponder.large_cogwheel.text_2": "It will help relaying conveyed speed to other axes of rotation", "create.ponder.linear_chassis_attachment.header": "Attaching blocks using Linear Chassis", "create.ponder.linear_chassis_attachment.text_1": "The open faces of a Linear Chassis can be made Sticky", "create.ponder.linear_chassis_attachment.text_2": "Click again to make the opposite side sticky", "create.ponder.linear_chassis_attachment.text_3": "Sneak and Right-Click with an empty hand to remove the slime", "create.ponder.linear_chassis_attachment.text_4": "Stickied faces of the Linear Chassis will attach a line of blocks in front of it", "create.ponder.linear_chassis_attachment.text_5": "Using a Wrench, a precise Range can be specified for this chassis", "create.ponder.linear_chassis_attachment.text_6": "Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks", "create.ponder.linear_chassis_attachment.text_7": "Attaching blocks to any other side requires the use of Super Glue", "create.ponder.linear_chassis_attachment.text_8": "Using these mechanics, structures of any shape can move as a Contraption", "create.ponder.linear_chassis_group.header": "Moving Linear Chassis in groups", "create.ponder.linear_chassis_group.text_1": "Linear Chassis connect to identical Chassis blocks next to them", "create.ponder.linear_chassis_group.text_2": "When one is moved by a Contraption, the others are dragged with it", "create.ponder.linear_chassis_group.text_3": "Chassis of a different type or facing another direction will not attach", "create.ponder.mechanical_arm.header": "Setting up Mechanical Arms", "create.ponder.mechanical_arm.text_1": "Mechanical Arms have to be assigned their in- and outputs before they are placed", "create.ponder.mechanical_arm.text_2": "Right-Click inventories while holding the Arm to assign them as Targets", "create.ponder.mechanical_arm.text_3": "Right-Click again to toggle between Input (Blue) and Output (Orange)", "create.ponder.mechanical_arm.text_4": "Left-Click components to remove their Selection", "create.ponder.mechanical_arm.text_5": "Once placed, the Mechanical Arm will target the blocks selected previously", "create.ponder.mechanical_arm.text_6": "They can have any amount of in- and outputs within their range", "create.ponder.mechanical_arm.text_7": "However, not every type of Inventory can be interacted with directly", "create.ponder.mechanical_arm.text_8": "Funnels and Depots can help to Bridge that gap", "create.ponder.mechanical_arm_filtering.header": "Filtering Outputs of the Mechanical Arm", "create.ponder.mechanical_arm_filtering.text_1": "Inputs", "create.ponder.mechanical_arm_filtering.text_2": "Outputs", "create.ponder.mechanical_arm_filtering.text_3": "Sometimes it is desirable to restrict targets of the Arm by matching a filter", "create.ponder.mechanical_arm_filtering.text_4": "Mechanical Arms by themselves do not provide any options for filtering", "create.ponder.mechanical_arm_filtering.text_5": "Brass Funnels as Targets do however communicate their own filter to the Arm", "create.ponder.mechanical_arm_filtering.text_6": "The Arm is smart enough not to pick up items it couldn't distribute", "create.ponder.mechanical_arm_modes.header": "Distribution modes of the Mechanical Arm", "create.ponder.mechanical_arm_modes.text_1": "Input", "create.ponder.mechanical_arm_modes.text_2": "Outputs", "create.ponder.mechanical_arm_modes.text_3": "Whenever an Arm has to choose between multiple valid outputs...", "create.ponder.mechanical_arm_modes.text_4": "...it will act according to its setting", "create.ponder.mechanical_arm_modes.text_5": "Scrolling with a Wrench will allow you to configure it", "create.ponder.mechanical_arm_modes.text_6": "Round Robin mode simply cycles through all outputs that are available", "create.ponder.mechanical_arm_modes.text_7": "If an output is unable to take more items, it will be skipped", "create.ponder.mechanical_arm_modes.text_8": "Forced Round Robin mode will never skip outputs, and instead wait until they are free", "create.ponder.mechanical_arm_modes.text_9": "Prefer First prioritizes the outputs selected earliest when configuring this Arm", "create.ponder.mechanical_arm_redstone.header": "Controlling Mechanical Arms with Redstone", "create.ponder.mechanical_arm_redstone.text_1": "When powered by Redstone, Mechanical Arms will not activate", "create.ponder.mechanical_arm_redstone.text_2": "Before stopping, it will finish any started cycles", "create.ponder.mechanical_arm_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle", "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_crafter.header": "Setting up Mechanical Crafters", "create.ponder.mechanical_crafter.text_1": "An array of Mechanical Crafters can be used to automate any Crafting Recipe", "create.ponder.mechanical_crafter.text_2": "Using a Wrench, the Crafters' paths can be arranged", "create.ponder.mechanical_crafter.text_3": "For a valid setup, all paths have to converge into one exit at any side", "create.ponder.mechanical_crafter.text_4": "The outputs will be placed into the inventory at the exit", "create.ponder.mechanical_crafter.text_5": "Mechanical Crafters require Rotational Force to operate", "create.ponder.mechanical_crafter.text_6": "Right-Click the front to insert Items manually", "create.ponder.mechanical_crafter.text_7": "Once every slot of a path contains an Item, the crafting process will begin", "create.ponder.mechanical_crafter.text_8": "For recipes not fully occupying the crafter setup, the start can be forced using a Redstone Pulse", "create.ponder.mechanical_crafter_connect.header": "Connecting Inventories of Crafters", "create.ponder.mechanical_crafter_connect.text_1": "Items can be inserted to Crafters automatically", "create.ponder.mechanical_crafter_connect.text_2": "Using the Wrench at their backs, Mechanical Crafter inputs can be combined", "create.ponder.mechanical_crafter_connect.text_3": "All connected Crafters can now be accessed by the same input location", "create.ponder.mechanical_crafter_covers.header": "Covering slots of Mechanical Crafters", "create.ponder.mechanical_crafter_covers.text_1": "Some recipes will require additional Crafters to bridge gaps in the path", "create.ponder.mechanical_crafter_covers.text_2": "Using Slot Covers, Crafters can be set to act as an Empty Slot in the arrangement", "create.ponder.mechanical_crafter_covers.text_3": "Shared Inputs created with the Wrench at the back can also reach across covered Crafters", "create.ponder.mechanical_drill.header": "Breaking Blocks with the Mechanical Drill", "create.ponder.mechanical_drill.text_1": "When given Rotational Force, a Mechanical Drill will break blocks directly in front of it", "create.ponder.mechanical_drill.text_2": "Its mining speed depends on the Rotational Input", "create.ponder.mechanical_drill_contraption.header": "Using Mechanical Drills on Contraptions", "create.ponder.mechanical_drill_contraption.text_1": "Whenever Drills are moved as part of an animated Contraption...", "create.ponder.mechanical_drill_contraption.text_2": "...they will break blocks the contraption runs them into", "create.ponder.mechanical_harvester.header": "Using Mechanical Harvesters on Contraptions", "create.ponder.mechanical_harvester.text_1": "Whenever Harvesters are moved as part of an animated Contraption...", "create.ponder.mechanical_harvester.text_2": "They will harvest and reset any mature crops on their way", "create.ponder.mechanical_mixer.header": "Processing Items with the Mechanical Mixer", "create.ponder.mechanical_mixer.text_1": "With a Mixer and Basin, some Crafting Recipes can be automated", "create.ponder.mechanical_mixer.text_2": "Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones", "create.ponder.mechanical_mixer.text_3": "Some of those recipes may require the heat of a Blaze Burner", "create.ponder.mechanical_mixer.text_4": "The filter slot can be used in case two recipes are conflicting.", "create.ponder.mechanical_piston.header": "Moving Structures using Mechanical Pistons", "create.ponder.mechanical_piston.text_1": "Mechanical Pistons can move blocks in front of them", "create.ponder.mechanical_piston.text_2": "Speed and direction of movement depend on the Rotational Input", "create.ponder.mechanical_piston.text_3": "Sticky Mechanical Pistons can pull the attached blocks back", "create.ponder.mechanical_piston_modes.header": "Movement Modes of the Mechanical Piston", "create.ponder.mechanical_piston_modes.text_1": "Whenever Pistons stop moving, the moved structure reverts to blocks", "create.ponder.mechanical_piston_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at", "create.ponder.mechanical_plough.header": "Using Mechanical Ploughs on Contraptions", "create.ponder.mechanical_plough.text_1": "Whenever Ploughs are moved as part of an animated Contraption...", "create.ponder.mechanical_plough.text_2": "...they will break blocks without a solid collision hitbox", "create.ponder.mechanical_plough.text_3": "Additionally, ploughs can create farmland", "create.ponder.mechanical_plough.text_4": "...they can also launch entities without hurting them", "create.ponder.mechanical_press.header": "Processing Items with the Mechanical Press", "create.ponder.mechanical_press.text_1": "The Mechanical Press can process items provided beneath it", "create.ponder.mechanical_press.text_2": "The Input items can be dropped or placed on a Depot under the Press", "create.ponder.mechanical_press.text_3": "When items are provided on a belt...", "create.ponder.mechanical_press.text_4": "The Press will hold and process them automatically", "create.ponder.mechanical_press_compacting.header": "Compacting items with the Mechanical Press", "create.ponder.mechanical_press_compacting.text_1": "Pressing items held in a Basin will cause them to be Compacted", "create.ponder.mechanical_press_compacting.text_2": "Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones", "create.ponder.mechanical_press_compacting.text_3": "Some of those recipes may require the heat of a Blaze Burner", "create.ponder.mechanical_press_compacting.text_4": "The filter slot can be used in case two recipes are conflicting.", "create.ponder.mechanical_pump_flow.header": "Fluid Transportation using Mechanical Pumps", "create.ponder.mechanical_pump_flow.text_1": "Mechanical Pumps govern the flow of their attached pipe networks", "create.ponder.mechanical_pump_flow.text_2": "When powered, their arrow indicates the direction of flow", "create.ponder.mechanical_pump_flow.text_3": "The network behind is now pulling fluids...", "create.ponder.mechanical_pump_flow.text_4": "...while the network in front is transferring it outward", "create.ponder.mechanical_pump_flow.text_5": "Reversing the input rotation reverses the direction of flow", "create.ponder.mechanical_pump_flow.text_6": "Use a Wrench to reverse the orientation of pumps manually", "create.ponder.mechanical_pump_speed.header": "Throughput of Mechanical Pumps", "create.ponder.mechanical_pump_speed.text_1": "Regardless of speed, Mechanical Pumps affect pipes connected up to 16 blocks away", "create.ponder.mechanical_pump_speed.text_2": "Speeding up the input rotation changes the speed of flow propagation...", "create.ponder.mechanical_pump_speed.text_3": "...aswell as how quickly fluids are transferred", "create.ponder.mechanical_pump_speed.text_4": "Pumps can combine their throughputs within shared pipe networks", "create.ponder.mechanical_pump_speed.text_5": "Alternating their orientation can help align their flow directions", "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.millstone.header": "Processing Items in the Millstone", "create.ponder.millstone.text_1": "Millstones process items by grinding them", "create.ponder.millstone.text_2": "They can be powered from the side using cogwheels", "create.ponder.millstone.text_3": "Throw or Insert items at the top", "create.ponder.millstone.text_4": "After some time, the result can be obtained via Right-click", "create.ponder.millstone.text_5": "The outputs can also be extracted by automation", "create.ponder.nixie_tube.header": "Using Nixie Tubes", "create.ponder.nixie_tube.text_1": "When powered by Redstone, Nixie Tubes will display the redstone signals' strength", "create.ponder.nixie_tube.text_2": "Using name tags edited with an anvil, custom text can be displayed", "create.ponder.nixie_tube.text_3": "Right-Click with Dye to change their display colour", "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_fluid_interface.header": "Contraption Fluid Exchange", "create.ponder.portable_fluid_interface.text_1": "Fluid Tanks on moving contraptions cannot be accessed by any pipes", "create.ponder.portable_fluid_interface.text_2": "This component can interact with fluid tanks without the need to stop the contraption", "create.ponder.portable_fluid_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.portable_fluid_interface.text_4": "Whenever they pass by each other, they will engage in a connection", "create.ponder.portable_fluid_interface.text_5": "While engaged, the stationary interface will represent ALL Tanks on the contraption", "create.ponder.portable_fluid_interface.text_6": "Fluid can now be inserted...", "create.ponder.portable_fluid_interface.text_7": "...or extracted from the contraption", "create.ponder.portable_fluid_interface.text_8": "After no contents have been exchanged for a while, the contraption will continue on its way", "create.ponder.portable_storage_interface.header": "Contraption Storage Exchange", "create.ponder.portable_storage_interface.text_1": "Inventories on moving contraptions cannot be accessed by players.", "create.ponder.portable_storage_interface.text_2": "This component can interact with storage without the need to stop the contraption.", "create.ponder.portable_storage_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.portable_storage_interface.text_4": "Whenever they pass by each other, they will engage in a connection", "create.ponder.portable_storage_interface.text_5": "While engaged, the stationary interface will represent ALL inventories on the contraption", "create.ponder.portable_storage_interface.text_6": "Items can now be inserted...", "create.ponder.portable_storage_interface.text_7": "...or extracted from the contraption", "create.ponder.portable_storage_interface.text_8": "After no items have been exchanged for a while, the contraption will continue on its way", "create.ponder.portable_storage_interface_redstone.header": "Redstone Control", "create.ponder.portable_storage_interface_redstone.text_1": "Redstone power will prevent the stationary interface from engaging", "create.ponder.powered_latch.header": "Controlling signals using the Powered Latch", "create.ponder.powered_latch.text_1": "Powered Latches are redstone controllable Levers", "create.ponder.powered_latch.text_2": "Signals at the back switch it on", "create.ponder.powered_latch.text_3": "Signals from the side switch it back off", "create.ponder.powered_latch.text_4": "Powered latches can also be toggled manually", "create.ponder.powered_toggle_latch.header": "Controlling signals using the Powered Toggle Latch", "create.ponder.powered_toggle_latch.text_1": "Powered Toggle Latches are redstone controllable Levers", "create.ponder.powered_toggle_latch.text_2": "Signals at the back will toggle its state", "create.ponder.powered_toggle_latch.text_3": "...on and back off", "create.ponder.powered_toggle_latch.text_4": "Powered toggle latches can also be toggled manually", "create.ponder.pulse_extender.header": "Controlling signals using Pulse Extenders", "create.ponder.pulse_extender.text_1": "Pulse Extenders can lengthen a signal passing through", "create.ponder.pulse_extender.text_2": "They activate after a short delay...", "create.ponder.pulse_extender.text_3": "...and cool down for the configured duration", "create.ponder.pulse_extender.text_4": "Using the mouse wheel, the discharge time can be configured", "create.ponder.pulse_extender.text_5": "The configured duration can range up to 30 minutes", "create.ponder.pulse_repeater.header": "Controlling signals using Pulse Repeaters", "create.ponder.pulse_repeater.text_1": "Pulse Repeaters emit a short pulse at a delay", "create.ponder.pulse_repeater.text_2": "Using the mouse wheel, the charge time can be configured", "create.ponder.pulse_repeater.text_3": "Configured delays can range up to 30 minutes", "create.ponder.radial_chassis.header": "Attaching blocks using Radial Chassis", "create.ponder.radial_chassis.text_1": "Radial Chassis connect to identical Chassis blocks in a row", "create.ponder.radial_chassis.text_2": "When one is moved by a Contraption, the others are dragged with it", "create.ponder.radial_chassis.text_3": "The side faces of a Radial Chassis can be made Sticky", "create.ponder.radial_chassis.text_4": "Click again to make all other sides sticky", "create.ponder.radial_chassis.text_5": "Sneak and Right-Click with an empty hand to remove the slime", "create.ponder.radial_chassis.text_6": "Whenever a Block is next to a sticky face...", "create.ponder.radial_chassis.text_7": "...it will attach all reachable blocks within a radius on that layer", "create.ponder.radial_chassis.text_8": "Using a Wrench, a precise Radius can be specified for this chassis", "create.ponder.radial_chassis.text_9": "Blocks not reachable by any sticky face will not attach", "create.ponder.redstone_contact.header": "Redstone Contacts", "create.ponder.redstone_contact.text_1": "Redstone Contacts facing each other will emit a redstone signal", "create.ponder.redstone_contact.text_2": "This still applies when one of them is part of a moving Contraption", "create.ponder.redstone_link.header": "Using Redstone Links", "create.ponder.redstone_link.text_1": "Redstone Links can transmit redstone signals wirelessly", "create.ponder.redstone_link.text_2": "Right-click while Sneaking to toggle receive mode", "create.ponder.redstone_link.text_3": "A simple Right-click with a Wrench can do the same", "create.ponder.redstone_link.text_4": "Receivers emit the redstone power of transmitters within 128 blocks", "create.ponder.redstone_link.text_5": "Placing items in the two slots can specify a Frequency", "create.ponder.redstone_link.text_6": "Only the links with matching Frequencies will communicate", "create.ponder.rope_pulley.header": "Moving Structures using Rope Pulleys", "create.ponder.rope_pulley.text_1": "Rope Pulleys can move blocks vertically when given Rotational Force", "create.ponder.rope_pulley.text_2": "Direction and Speed of movement depend on the Rotational Input", "create.ponder.rope_pulley_attachment.header": "Moving Pulleys as part of a Contraption", "create.ponder.rope_pulley_attachment.text_1": "Whenever Pulleys are themselves being moved by a Contraption...", "create.ponder.rope_pulley_attachment.text_2": "...its attached structure will be dragged with it", "create.ponder.rope_pulley_attachment.text_3": "Mind that pulleys are only movable while stopped", "create.ponder.rope_pulley_modes.header": "Movement Modes of the Rope Pulley", "create.ponder.rope_pulley_modes.text_1": "Whenever Pulleys stop moving, the moved structure reverts to blocks", "create.ponder.rope_pulley_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at", "create.ponder.rose_quartz_lamp.header": "Rose Quartz Lamps", "create.ponder.rose_quartz_lamp.text_1": "Rose Quartz Lamps activate on a Redstone signal", "create.ponder.rose_quartz_lamp.text_2": "They will continue to emit redstone power afterwards", "create.ponder.rose_quartz_lamp.text_3": "When multiple lamps are arranged in a group...", "create.ponder.rose_quartz_lamp.text_4": "...activating a Lamp will focus the signal to it, deactivating all others", "create.ponder.rose_quartz_lamp.text_5": "Comparators output based on the distance to a powered lamp", "create.ponder.rose_quartz_lamp.text_6": "The Lamps can also be toggled manually using a Wrench", "create.ponder.rotation_speed_controller.header": "Using the Rotational Speed Controller", "create.ponder.rotation_speed_controller.text_1": "Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them", "create.ponder.rotation_speed_controller.text_2": "Using the scroll input on its side, the conveyed speed can be configured", "create.ponder.sail.header": "Assembling Windmills using Sails", "create.ponder.sail.text_1": "Sails are handy blocks to create Windmills with", "create.ponder.sail.text_2": "They will attach to blocks and each other without the need of Super Glue or Chassis Blocks", "create.ponder.sail.text_3": "Right-Click with Dye to paint them", "create.ponder.sail.text_4": "Right-Click with Shears to turn them back into frames", "create.ponder.sail_frame.header": "Assembling Windmills using Sail Frames", "create.ponder.sail_frame.text_1": "Sail Frames are handy blocks to create Windmills with", "create.ponder.sail_frame.text_2": "They will attach to blocks and each other without the need of Super Glue or Chassis Blocks", "create.ponder.sequenced_gearshift.header": "Controlling Rotational Speed using Sequenced Gearshifts", "create.ponder.sequenced_gearshift.text_1": "Seq. Gearshifts relay rotation by following a timed list of instructions", "create.ponder.sequenced_gearshift.text_2": "Right-click it to open the Configuration UI", "create.ponder.sequenced_gearshift.text_3": "Upon receiving a Redstone Signal, it will start running its configured sequence", "create.ponder.sequenced_gearshift.text_4": "Once finished, it waits for the next Redstone Signal and starts over", "create.ponder.sequenced_gearshift.text_5": "A redstone comparator can be used to read the current progress", "create.ponder.shaft.header": "Relaying rotational force using Shafts", "create.ponder.shaft.text_1": "Shafts will relay rotation in a straight line.", "create.ponder.shaft_casing.header": "Encasing Shafts", "create.ponder.shaft_casing.text_1": "Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.smart_chute.header": "Filtering Items using Smart Chutes", "create.ponder.smart_chute.text_1": "Smart Chutes are vertical chutes with additional control", "create.ponder.smart_chute.text_2": "Items in the filter slot specify what exactly they can extract and transfer", "create.ponder.smart_chute.text_3": "Use the Mouse Wheel to specify the extracted stack size", "create.ponder.smart_chute.text_4": "Redstone power will prevent Smart Chutes from acting.", "create.ponder.smart_pipe.header": "Controlling Fluid flow using Smart Pipes", "create.ponder.smart_pipe.text_1": "Smart pipes can help control flows by fluid type", "create.ponder.smart_pipe.text_2": "When placed directly at the source, they can specify the type of fluid to extract", "create.ponder.smart_pipe.text_3": "Simply Right-Click their filter slot with any item containing the desired fluid", "create.ponder.smart_pipe.text_4": "When placed further down a pipe network, smart pipes will only let matching fluids continue", "create.ponder.speedometer.header": "Monitoring Kinetic information using the Speedometer", "create.ponder.speedometer.text_1": "The Speedometer displays the current Speed of the attached components", "create.ponder.speedometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge", "create.ponder.speedometer.text_3": "Comparators can emit analog Restone Signals relative to the Speedometer's measurements", "create.ponder.spout_filling.header": "Filling Items using a Spout", "create.ponder.spout_filling.text_1": "The Spout can fill fluid holding items provided beneath it", "create.ponder.spout_filling.text_2": "The content of a Spout cannot be accessed manually", "create.ponder.spout_filling.text_3": "Instead, Pipes can be used to supply it with fluids", "create.ponder.spout_filling.text_4": "The Input items can be placed on a Depot under the Spout", "create.ponder.spout_filling.text_5": "When items are provided on a belt...", "create.ponder.spout_filling.text_6": "The Spout will hold and process them automatically", "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.steam_engine.header": "Setting up Steam Engines", "create.ponder.steam_engine.text_1": "Steam Engines can be placed on a Fluid Tank", "create.ponder.steam_engine.text_10": "Lvl 4", "create.ponder.steam_engine.text_11": "4 Engines", "create.ponder.steam_engine.text_12": "Lvl 8", "create.ponder.steam_engine.text_13": "8 Engines", "create.ponder.steam_engine.text_2": "Clicking the engine with a Shaft creates the Kinetic Output", "create.ponder.steam_engine.text_3": "With sufficient Heat, Water and Boiler space...", "create.ponder.steam_engine.text_4": "...they will generate Rotational Force", "create.ponder.steam_engine.text_5": "The minimal setup requires 4 Fluid Tanks", "create.ponder.steam_engine.text_6": "With the help of Blaze Burners, the power output can be increased", "create.ponder.steam_engine.text_7": "Higher power levels require more Water, Size and Heat", "create.ponder.steam_engine.text_8": "The boiler's current power level can be inspected with Engineer's Goggles", "create.ponder.steam_engine.text_9": "With each added power level, an additional Engine can output at full capacity", "create.ponder.steam_whistle.header": "Setting up Steam Whistles", "create.ponder.steam_whistle.text_1": "Steam Whistles can be placed on a Fluid Tank", "create.ponder.steam_whistle.text_2": "If the tank receives sufficient heat...", "create.ponder.steam_whistle.text_3": "...the Whistle will play a note when activated", "create.ponder.steam_whistle.text_4": "Use a Whistle item on the block to lower its pitch", "create.ponder.steam_whistle.text_5": "Cycle between three different octaves using a Wrench", "create.ponder.steam_whistle.text_6": "Engineer's Goggles can help to find out the current pitch of a Whistle", "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.stressometer.header": "Monitoring Kinetic information using the Stressometer", "create.ponder.stressometer.text_1": "The Stressometer displays the current Stress Capacity of the attached kinetic network", "create.ponder.stressometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge", "create.ponder.stressometer.text_3": "Comparators can emit analog Restone Signals relative to the Stressometer's measurements", "create.ponder.super_glue.header": "Attaching blocks using Super Glue", "create.ponder.super_glue.text_1": "Super Glue groups blocks together into moving contraptions", "create.ponder.super_glue.text_2": "Clicking two endpoints creates a new 'glued' area", "create.ponder.super_glue.text_3": "To remove a box, punch it with the glue item in hand", "create.ponder.super_glue.text_4": "Adjacent blocks sharing an area will pull each other along", "create.ponder.super_glue.text_5": "Overlapping glue volumes will move together", "create.ponder.super_glue.text_6": "Blocks hanging on others usually do not require glue", "create.ponder.track_chunks.header": "Traversing unloaded Chunks", "create.ponder.track_chunks.text_1": "Tracks stay functional outside of loaded chunks", "create.ponder.track_chunks.text_2": "Trains will travel through inactive sections of the world without issue", "create.ponder.track_chunks.text_3": "They will still stop at stations or red signals", "create.ponder.track_chunks.text_4": "However, Drills and other on-board machines will not operate", "create.ponder.track_chunks.text_5": "Once near a Player, the train will re-appear", "create.ponder.track_observer.header": "Detecting Trains", "create.ponder.track_observer.text_1": "Select a Train Track then place the Observer nearby", "create.ponder.track_observer.text_2": "The Observer will detect any Trains passing over the marker", "create.ponder.track_observer.text_3": "Observers can be filtered to activate for matching cargo", "create.ponder.track_placement.header": "Placing Train Tracks", "create.ponder.track_placement.text_1": "A new type of rail designed for Train Contraptions", "create.ponder.track_placement.text_2": "To place rows of track in bulk, click on an existing track", "create.ponder.track_placement.text_3": "Then place or select a second track", "create.ponder.track_placement.text_4": "Tracks can also be placed as turns or slopes", "create.ponder.track_placement.text_5": "When connecting, tracks will try to make each turn equally sized", "create.ponder.track_placement.text_6": "Holding the sprint key while connecting...", "create.ponder.track_placement.text_7": "...will create the longest fitting bend instead", "create.ponder.track_placement.text_8": "Materials in the off-hand will be paved under tracks automatically", "create.ponder.track_portal.header": "Tracks and the Nether", "create.ponder.track_portal.text_1": "Tracks placed up against a nether portal...", "create.ponder.track_portal.text_2": "...will attempt to create a paired track on the other side", "create.ponder.track_portal.text_3": "Trains on this track are now able to travel across dimensions", "create.ponder.train_assembly.header": "Assembling Trains", "create.ponder.train_assembly.text_1": "Select a Train Track then place the Station nearby", "create.ponder.train_assembly.text_10": "Every Train requires Train Controls on board", "create.ponder.train_assembly.text_11": "An optional second one allows departure from Stations in both directions", "create.ponder.train_assembly.text_12": "Open the Station UI and confirm the Assembly process", "create.ponder.train_assembly.text_13": "Trains can be disassembled back into blocks at stations only", "create.ponder.train_assembly.text_14": "When used on a station, maps will add a labeled marker at the location", "create.ponder.train_assembly.text_15": "Assembled Trains can be relocated to nearby Tracks using the Wrench", "create.ponder.train_assembly.text_2": "Stations are the Waypoints of your Track Network", "create.ponder.train_assembly.text_3": "To create a new Train, open the UI and switch to Assembly Mode", "create.ponder.train_assembly.text_4": "During Assembly no scheduled trains will approach this station", "create.ponder.train_assembly.text_5": "Create new bogeys by using Train Casing on Tracks", "create.ponder.train_assembly.text_6": "Click the track again to cycle between bogey designs", "create.ponder.train_assembly.text_7": "Attach blocks with the help of Super Glue", "create.ponder.train_assembly.text_8": "Assembled Trains will move faster if they can find fuel in assembled chests or barrels", "create.ponder.train_assembly.text_9": "Fuel stored in Vaults will not be consumed by the train", "create.ponder.train_controls.header": "Controlling Trains", "create.ponder.train_controls.text_1": "Train Controls are required on every train contraption", "create.ponder.train_controls.text_2": "Once assembled, right-click the block to start driving", "create.ponder.train_controls.text_3": "Accelerate and steer the Train using movement keybinds", "create.ponder.train_controls.text_4": "If desired, the top speed can be fine-tuned using the mouse wheel", "create.ponder.train_controls.text_5": "Hold space to approach a nearby Station", "create.ponder.train_controls.text_6": "Trains can only be disassembled back into blocks at Stations", "create.ponder.train_controls.text_7": "Assembled Whistles can be activated with the sprint key", "create.ponder.train_controls.text_8": "Sneak or click again to stop controlling the Train", "create.ponder.train_schedule.header": "Using Train Schedules", "create.ponder.train_schedule.text_1": "Schedules allow Trains to be controlled by other Drivers", "create.ponder.train_schedule.text_2": "Right-click with the item in hand to open its Interface", "create.ponder.train_schedule.text_3": "Once programmed, the Schedule can be handed off to a Train Driver", "create.ponder.train_schedule.text_4": "Any mob or blaze burner sitting in front of Train Controls is an eligible conductor", "create.ponder.train_schedule.text_5": "Creatures on a lead can be given their seat more conveniently", "create.ponder.train_schedule.text_6": "Schedules can be retrieved from Drivers at any moment", "create.ponder.train_signal_placement.header": "Placing Train Signals", "create.ponder.train_signal_placement.text_1": "Select a Train Track then place the Signal nearby", "create.ponder.train_signal_placement.text_2": "Signals control the flow of Trains not driven by players", "create.ponder.train_signal_placement.text_3": "Scheduled Trains will never cross signals in the opposite direction", "create.ponder.train_signal_placement.text_4": "...unless a second signal is added facing the opposite way.", "create.ponder.train_signal_placement.text_5": "Nixie tubes can be attached to make a signal's lights more visible", "create.ponder.train_signal_redstone.header": "Signals & Redstone", "create.ponder.train_signal_redstone.text_1": "Signals can be forced red by a redstone signal", "create.ponder.train_signal_redstone.text_2": "Reversely, red signals emit a comparator output", "create.ponder.train_signal_signaling.header": "Collision Prevention with Signals", "create.ponder.train_signal_signaling.text_1": "Train Signals divide a track into segments", "create.ponder.train_signal_signaling.text_2": "If a Segment is occupied, no other Trains will be allowed entry", "create.ponder.train_signal_signaling.text_3": "Thus, each Segment will contain only one Train at a time", "create.ponder.train_signal_signaling.text_4": "A second Signal mode is available via the Wrench", "create.ponder.train_signal_signaling.text_5": "Segments of a brass signal usually lead into standard signals", "create.ponder.train_signal_signaling.text_6": "This special Signal can stop trains under a second condition", "create.ponder.train_signal_signaling.text_7": "It will stop Trains, which, upon entering...", "create.ponder.train_signal_signaling.text_8": "...would not be able to leave the Segment immediately", "create.ponder.train_signal_signaling.text_9": "This helps keeping queued Trains out of a busy Segment", "create.ponder.valve_handle.header": "Generating Rotational Force using Valve Handles", "create.ponder.valve_handle.text_1": "Valve Handles can be used by players to apply rotational force manually", "create.ponder.valve_handle.text_2": "Hold Right-Click to rotate it Counter-Clockwise", "create.ponder.valve_handle.text_3": "Its conveyed speed is slow and precise", "create.ponder.valve_handle.text_4": "Sneak and Hold Right-Click to rotate it Clockwise", "create.ponder.valve_handle.text_5": "Valve handles can be dyed for aesthetic purposes", "create.ponder.valve_pipe.header": "Controlling Fluid flow using Valves", "create.ponder.valve_pipe.text_1": "Valve pipes help control fluids propagating through pipe networks", "create.ponder.valve_pipe.text_2": "Their shaft input controls whether fluid is currently allowed through", "create.ponder.valve_pipe.text_3": "Given Rotational Force in the opening direction, the valve will open up", "create.ponder.valve_pipe.text_4": "It can be closed again by reversing the input rotation", "create.ponder.water_wheel.header": "Generating Rotational Force using Water Wheels", "create.ponder.water_wheel.text_1": "Water Wheels draw force from adjacent Water Currents", "create.ponder.water_wheel.text_2": "The more faces are powered, the faster the Water Wheel will rotate", "create.ponder.water_wheel.text_3": "The Wheels' blades should be oriented against the flow", "create.ponder.water_wheel.text_4": "Facing the opposite way, they will not be as effective", "create.ponder.weighted_ejector.header": "Using Weighted Ejectors", "create.ponder.weighted_ejector.text_1": "Sneak and Right-Click holding an Ejector to select its target location", "create.ponder.weighted_ejector.text_10": "It is now limited to this stack size, and only activates when its held stack reaches this amount", "create.ponder.weighted_ejector.text_11": "Other Entities will always trigger an Ejector when stepping on it", "create.ponder.weighted_ejector.text_2": "The placed ejector will now launch objects to the marked location", "create.ponder.weighted_ejector.text_3": "A valid target can be at any height or distance within range", "create.ponder.weighted_ejector.text_4": "They cannot however be off to a side", "create.ponder.weighted_ejector.text_5": "If no valid Target was selected, it will simply target the block directly in front", "create.ponder.weighted_ejector.text_6": "Supply Rotational Force in order to charge it up", "create.ponder.weighted_ejector.text_7": "Items placed on the ejector cause it to trigger", "create.ponder.weighted_ejector.text_8": "If Inventories are targeted, the ejector will wait until there is space", "create.ponder.weighted_ejector.text_9": "Using the Wrench, a required Stack Size can be configured", "create.ponder.weighted_ejector_redstone.header": "Controlling Weighted Ejectors with Redstone", "create.ponder.weighted_ejector_redstone.text_1": "When powered by Redstone, Ejectors will not activate", "create.ponder.weighted_ejector_redstone.text_2": "Furthermore, Observers can detect when Ejectors activate", "create.ponder.weighted_ejector_tunnel.header": "Splitting item stacks using Weighted Ejectors", "create.ponder.weighted_ejector_tunnel.text_1": "Combined with Brass Tunnels, Ejectors can split item stacks by specific amounts", "create.ponder.weighted_ejector_tunnel.text_2": "First, configure the Brass Tunnel to 'Prefer Nearest', in order to prioritize its side output", "create.ponder.weighted_ejector_tunnel.text_3": "The Stack Size set on the Ejector now determines the amount to be split off", "create.ponder.weighted_ejector_tunnel.text_4": "While a new stack of the configured size exits the side output...", "create.ponder.weighted_ejector_tunnel.text_5": "...the remainder will continue on its path", "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": "Create a movable structure with the help of Super Glue", "create.ponder.windmill_source.text_3": "If enough Sail-like blocks are included, this can act as a Windmill", "create.ponder.windmill_source.text_4": "Activated with Right-Click, the Windmill Bearing will start providing Rotational Force", "create.ponder.windmill_source.text_5": "The Amount of Sail Blocks determine its Rotation Speed", "create.ponder.windmill_source.text_6": "Use a Wrench to configure its rotation direction", "create.ponder.windmill_source.text_7": "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!" }