316cc2ab78
Fixed variacs and sliders on dedicated panels not working on world reload
176 lines
No EOL
20 KiB
Text
176 lines
No EOL
20 KiB
Text
tile.industrialwires.ic2_connector.tin_conn.name=Tin Wire Connector
|
|
tile.industrialwires.ic2_connector.tin_relay.name=Tin Wire Relay
|
|
tile.industrialwires.ic2_connector.copper_conn.name=Copper Wire Connector
|
|
tile.industrialwires.ic2_connector.copper_relay.name=Copper Wire Relay
|
|
tile.industrialwires.ic2_connector.gold_conn.name=Gold Wire Connector
|
|
tile.industrialwires.ic2_connector.gold_relay.name=Gold Wire Relay
|
|
tile.industrialwires.ic2_connector.hv_conn.name=IC2 HV Wire Connector
|
|
tile.industrialwires.ic2_connector.hv_relay.name=IC2 HV Wire Relay
|
|
tile.industrialwires.ic2_connector.glass_conn.name=Glass Fiber Wire Connector
|
|
tile.industrialwires.ic2_connector.glass_relay.name=Glass Fiber Wire Relay
|
|
|
|
tile.industrialwires.general_hv.discharge_meter.name=Discharge Energy Meter
|
|
|
|
tile.industrialwires.mechanical_converter.ie_motor.name=Rotational Motor
|
|
tile.industrialwires.mechanical_converter.ie_to_ic2.name=Converter: Rotational To Kinetic
|
|
tile.industrialwires.mechanical_converter.ic2_to_ie.name=Converter: Kinetic To Rotational
|
|
|
|
tile.industrialwires.jacobs_ladder.small.name=Small Jacob's ladder
|
|
tile.industrialwires.jacobs_ladder.normal.name=Jacob's ladder
|
|
tile.industrialwires.jacobs_ladder.huge.name=Huge Jacob's ladder
|
|
|
|
tile.industrialwires.control_panel.top.name=Control Panel
|
|
tile.industrialwires.control_panel.rs_wire.name=Redstone Wire Controller
|
|
tile.industrialwires.control_panel.dummy.name=Panel Connector
|
|
tile.industrialwires.control_panel.creator.name=Control Panel Creator
|
|
tile.industrialwires.control_panel.unfinished.name=Unfinished Control Panel
|
|
|
|
item.industrialwires.ic2_wire_coil.tin.name=Tin Wire Coil
|
|
item.industrialwires.ic2_wire_coil.copper.name=Copper Wire Coil
|
|
item.industrialwires.ic2_wire_coil.gold.name=Gold Wire Coil
|
|
item.industrialwires.ic2_wire_coil.hv.name=IC2 HV Wire Coil
|
|
item.industrialwires.ic2_wire_coil.glass.name=Glass Fiber Wire Coil
|
|
item.industrialwires.ic2_wire_coil.tin_ins.name=Insulated Tin Wire Coil
|
|
item.industrialwires.ic2_wire_coil.copper_ins.name=Insulated Copper Wire Coil
|
|
item.industrialwires.ic2_wire_coil.gold_ins.name=Insulated Gold Wire Coil
|
|
|
|
item.industrialwires.panel_component.lighted_button.name=Lighted Button
|
|
item.industrialwires.panel_component.label.name=Label
|
|
item.industrialwires.panel_component.indicator_light.name=Indicator Light
|
|
item.industrialwires.panel_component.slider.name=Slider
|
|
item.industrialwires.panel_component.variac.name=Variac®
|
|
item.industrialwires.panel_component.toggle_switch.name=Toggle Switch
|
|
item.industrialwires.panel_component.toggle_switch_covered.name=Covered Toggle Switch
|
|
item.industrialwires.panel_component.lock.name=Lock Switch
|
|
item.industrialwires.panel_component.panel_meter.name=Panel Meter
|
|
item.industrialwires.panel_component.7seg.name=7-Segment Display
|
|
item.industrialwires.key.key.name=Key
|
|
item.industrialwires.key.key_named.name=Key for
|
|
item.industrialwires.key.blank_key.name=Blank Key
|
|
item.industrialwires.key.key_ring.name=Key Ring
|
|
|
|
potion.industrialwires.tinnitus=Tinnitus
|
|
|
|
industrialwires.subtitle.tinnitus=You have a tinnitus
|
|
industrialwires.subtitle.jacobs_ladder=Jacob's ladder hums
|
|
industrialwires.subtitle.marx_bang=Marx generator discharges
|
|
industrialwires.subtitle.marx_pop=Marx generator misfires
|
|
|
|
industrialwires.desc.jei.marx=Marx Generator
|
|
industrialwires.desc.jei.alt= (alternative)
|
|
industrialwires.desc.jei.max= (max.)
|
|
industrialwires.desc.input=Input
|
|
industrialwires.desc.output=Main Output
|
|
industrialwires.desc.alt=Replacement
|
|
industrialwires.desc.ideal_e=Ideal Energy
|
|
|
|
industrialwires.desc.wireLength=Wire length: %s block(s)
|
|
industrialwires.desc.recipe=Please check the Engineer's manual for recipe details
|
|
industrialwires.desc.remove_all=Remove all components from this panel
|
|
industrialwires.desc.create_panel=Create a new control panel
|
|
industrialwires.desc.snap0=Allow free placing of components
|
|
industrialwires.desc.snap1=Snap to grid
|
|
industrialwires.desc.snap2=Snap to other components
|
|
industrialwires.desc.latching=Latching
|
|
industrialwires.desc.latching_info=Does this button stay on indefinitely?
|
|
industrialwires.desc.disassemble=Disassemble the panel
|
|
industrialwires.desc.rsid_info=The ID of the redstone wire controller to interact with
|
|
industrialwires.desc.rschannel_info=The color of the channel to use
|
|
industrialwires.desc.rsid_info2=The ID of the redstone wire controller for the second signal. -1 to disable.
|
|
industrialwires.desc.rschannel_info2=The color of the channel to use for the second signal
|
|
industrialwires.desc.label_text=The text in this label
|
|
industrialwires.desc.red=Red
|
|
industrialwires.desc.green=Green
|
|
industrialwires.desc.blue=Blue
|
|
industrialwires.desc.length=Length
|
|
industrialwires.desc.wide_info=Wide Format
|
|
industrialwires.desc.height=Height
|
|
industrialwires.desc.height_info=The Height of the panel in the middle
|
|
industrialwires.desc.angle=Angle
|
|
industrialwires.desc.angle_info=The panel's angle to the surface it is placed on. 0=-45°, 100=45°
|
|
industrialwires.tooltip.wide=Wide
|
|
industrialwires.tooltip.narrow=Narrow
|
|
|
|
industrialwires.tooltip.horizontal=Horizontal
|
|
industrialwires.tooltip.vertical=Vertical
|
|
industrialwires.tooltip.rsId=Redstone Connector ID: %1s
|
|
industrialwires.tooltip.text=Text: %1s
|
|
industrialwires.tooltip.latching=Stays on indefinitely
|
|
industrialwires.tooltip.instantaneous=Turns off after half a second
|
|
industrialwires.tooltip.length=Length: %1s
|
|
industrialwires.tooltip.power_tier=Power Tier: %s
|
|
industrialwires.tooltip.eu_per_tick=%s EU/t
|
|
industrialwires.tooltip.transfer_rate=Burns at %s EU/t
|
|
industrialwires.tooltip.input_rate=%s EU/t per connector
|
|
|
|
|
|
industrialwires.chat.tooLong=This coil does not contain enough wire for this connection
|
|
industrialwires.chat.stackSize=Linking is only possible with a stack of size 1
|
|
industrialwires.chat.marxEnergy=Last discharge was %s kJ per block
|
|
industrialwires.chat.maxSpeed=Highest measurable speed: %s
|
|
|
|
death.attack.industrialwires.jacobs_ladder=%1$s was electrocuted by a Jacob's Ladder
|
|
death.attack.industrialwires.marx=%1$s was struck by lightning produced by a Marx generator
|
|
|
|
itemGroup.industrialwires=Industrial Wires
|
|
|
|
ie.manual.category.industrialwires.name=Industrial Wires
|
|
ie.manual.category.control_panels.name=Control Panels
|
|
|
|
ie.manual.entry.industrialwires.wires.name=Industrial Wires
|
|
ie.manual.entry.industrialwires.wires.subtext=No complex impedance!
|
|
ie.manual.entry.industrialwires.wires0=Wires from the IndustrialWires company allow you to transfer energy like you can with cables from the IndustrialCraft2 company.<br>You use them exactly as you would use wires from Immersive Engineering. Each wire transfers as much EU as the corresponding cable would, so
|
|
ie.manual.entry.industrialwires.wires1=attaching a connector to a power source that would destroy the cable will destroy the connector.<br>The wire coils for the IC2 cable are different from the Immersive Engineering wire coils in that longer connections use up more wire: The coils are crafted by placing any combination of uninsulated IC2 cables and the corresponding wire coils in a crafting grid. The next page shows some examples of valid recipes and their outputs. The uninsulated
|
|
ie.manual.entry.industrialwires.wires2=tin cables can be replaced by uninsulated copper, gold or HV cables or by glass fiber cable to craft the other coils.
|
|
|
|
ie.manual.entry.industrialwires.mechConv.name=Mechanical Converters
|
|
ie.manual.entry.industrialwires.mechConv.subtext=I made rotational energy for this!
|
|
ie.manual.entry.industrialwires.mechConv0=Both the IC2 and IE company produce products that run on kinetic energy of some sort. The new converters from IndustrialWires allow you to convert between these two forms of energy!<br>To use the "Converter: Rotational To Kinetic" attach a source of IE rotational energy
|
|
ie.manual.entry.industrialwires.mechConv1=like a waterwheel or a motor (see page 3) to the side marked with a gear and a consumer of IC2 kinetic energy to the opposite side. The "Converter: Kinetic To Rotational" is used in a similar way (Rotational and kinetic energy have to be swapped).<br>Unfortunately some energy is
|
|
ie.manual.entry.industrialwires.mechConv2=lost with each conversion.<br>As a little extra the "Mechanical converter" product series also contains a Rotational Motor: It consumes IF to produce IE rotational energy. As with the converters this is not a lossless process.
|
|
|
|
ie.manual.entry.industrialwires.jacobs.name=Jacob's Ladders
|
|
# Note for potential translators: This refers to Polychlorinated biphenyls (a poisonous ingredient in old insulation oils) rather than printed circuit boards
|
|
ie.manual.entry.industrialwires.jacobs.subtext=Probably contain PCB's!
|
|
ie.manual.entry.industrialwires.jacobs0=By applying a high voltage between 2 electrodes forming a "V" one can create an arc travelling upwards. They don't serve a particular purpose apart from being a nice-looking waste of power. Power can be supplied using either Flux or EU. The energy usage varies with the size of the ladder.
|
|
ie.manual.entry.industrialwires.jacobs1=These are the required power values in EU: <config;dA;iwJacobsUsage>. Due to the voltages involved touching the ladder while active is not a good idea. Applying salt to the electrodes will cause the arc to be colored orange for a short time due to the sodium contained in the salt.
|
|
|
|
|
|
ie.manual.entry.industrialwires.marx.name=Marx Generator
|
|
ie.manual.entry.industrialwires.marx.subtext=I'm Erwin-Otto, not Karl!
|
|
ie.manual.entry.industrialwires.marx=A Marx Generator is a device use to produce high-voltage high-energy pulses. These pulses are visible as lightning between the output terminals and can be used to process ores. Each type of ore has an ideal amount of processing energy (see <link;industrialwires.marx;§oAppendix B§r;7>). The precise values are unknown, estimate values with 10%% accuracy can be found at the end of this entry. The factor between the actual value and the estimate is the same for all types of ore.<br>§lConstruction§r<&0><br>The above plan shows a 5-stage generator capable of producing 3 block lightning. An arbitrary amount of stages can be added by increasing the number of "middle" layers. Power (either IF or EU) is connected to the HV connector, the redstone wire for the control signals is connected to the redstone connector<br>§lEnergy§r<br>Each stage of the Marx generator consists of a 1.6μF capacitor that is charged to up to 250kV (see <link;industrialwires.marx;§oAppendix A§r;6>). When the generator is fully charged the voltage of each capacitor is roughly equal to the charging voltage. The total energy is the sum of the energy stored in the individual capacitors and is split equally between the ores to be processed.<br>§lControl signals§r<br>Voltages are represented by 2 signals: The first signal is simply proportional to the voltage to represent. The second signal is proportional to the voltage in the "gap" between 2 values of the first signal, thus allowing more precise control/measurements. Panel components capable of interacting with analog signals usually support this dual-channel setup. The charging voltage is controlled by the white and yellow signals. The voltages of the top and bottom capacitor are output to the magenta and pink resp. the orange and lime signals. The light blue signal is a firing control. If it is high the generator will attempt to fire. If the voltage of the bottom capacitor is lower than 125 kV or the total voltage is lower than 30%% of the maximum output voltage the generator will misfire, discharging the capacitors without actually producing lightning.<br>§lSafety§r<br>Due to the high voltages and energies involved in firing a Marx generator a safe distance should be maintained to avoid injury or death. Even outside of this area hearing protection (As provided by Immersive Engineering) is obligatory. Formulas to calculate the safe distances can be found in <link;industrialwires.marx;§oAppendix A§r;6>.<np>§lAppendix A: Formulas§r<br>Energy stored in a capacitor:<br>E=0.5*C*U^2<br>E: Energy, C: Capacitance, U: Voltage<br><br>Voltage from redstone signals:<br>U=250/255*(16*a+b)<br>U: Voltage (kV), a: First signal, b: Second signal<br><br>Safe distance (Physical damage):<br>r=sqrt(e/50,000)<br>r: Safe distance, e: Energy stored<br><br>Safe distance (Ear damage):<br>r=sqrt(e)/50<br>r: Safe distance, e: Energy stored<np>§lAppendix B: Ore Energy Values§r<br>
|
|
|
|
ie.manual.entry.industrialwires.intro.name=Introduction
|
|
ie.manual.entry.industrialwires.intro.subtext=
|
|
ie.manual.entry.industrialwires.intro0=Control Panels allow you to monitor and control a large amount of redstone signals using only a few blocks. Those signals can currently be connected using redstone wires and connectors.<br>Buttons, switches, indicator lights and other things that can be placed on a control panel are called §l(Panel) Components§r<br>To create a control panel you will need a Panel Creator, the individual components and an Unfinished Panel (which determines the shape of the
|
|
ie.manual.entry.industrialwires.intro1=panel). Each component is described in the entry "Panel Components". Right-clicking with a panel component opens up a GUI in which the properties of the component, like the redstone channel and ID or the color, can be configured.
|
|
ie.manual.entry.industrialwires.intro2=A §l(panel) network§r is formed by panel blocks connected to each other, directly or through other panel blocks. Panel blocks include the control panel itself, the panel connector and the Redstone Wire Controller. If multiple components in one network are configured to modify the same
|
|
ie.manual.entry.industrialwires.intro3=redstone signal, the resulting signal will be the highest of the individual signals. Having multiple components accepting the same signal on a network is valid as well.
|
|
ie.manual.entry.industrialwires.intro4=The §lUnfinished Control Panel§r is used as the casing of a control panel. It can be configured by putting it into an Engineer's Workbench. The slider labeled "Height" changes the height in the middle of the panel. The "Angle" slider changes the angle of the panel relative to the surface it is
|
|
ie.manual.entry.industrialwires.intro5=placed on, creating tilted panels. The sliders will automatically clamp to the highest/lowest angle/height the panel can have without being partially outside the block. The values might not visually clamp due to the way the Workbench works, closing and re-opening the GUI should fix this.
|
|
|
|
ie.manual.entry.industrialwires.panel_creator.name=Panel Creator
|
|
ie.manual.entry.industrialwires.panel_creator.subtext=
|
|
ie.manual.entry.industrialwires.panel_creator0=The GUI of the panel creator consists of two major sections: The controls on the left and the panel on the right. Components can be placed on the panel by "placing" the items in the corresponding point in the GUI. If the component is surrounded by a red area, it can not be placed in that
|
|
ie.manual.entry.industrialwires.panel_creator1=position on the panel. This usually means that it is either overlapping with an other component or isn't completely on the panel.<br>The top button on the left (D) disassembles an existing control panel when it is placed in the slot beneath the button: The components of that panel are placed in the GUI, allowing them to be repositioned. The casing is lost in this process.<br>The next button (C) places the components from the right of the GUI on an Unfinished Control Panel in the slot in the
|
|
ie.manual.entry.industrialwires.panel_creator2=left of the GUI, turning it into a regular Control Panel.<br>The button labeled R removes all components from the GUI panel area and places them in your inventory.<br>Finally the last button (S) changes the snapping mode. Components can be placed anywhere by default. The first snapping option forces the component to align with the 16x16 grid, the second option forces it to align with components already placed on the panel.
|
|
|
|
ie.manual.entry.industrialwires.redstone.name=Redstone Connections
|
|
ie.manual.entry.industrialwires.redstone.subtext=Could also be blood vessels
|
|
ie.manual.entry.industrialwires.redstone0=A panel network can contain any amount of §lRedstone Wire Controllers§r. Each controller should be assigned a different ID in its GUI. Each component that interacts with redstone signals has two settings in its GUI: A redstone channel color and a controller ID. To get the redstone signals out of and into the controller it needs to be connected to redstone
|
|
ie.manual.entry.industrialwires.redstone1=connectors from Immersive Engineering.
|
|
|
|
ie.manual.entry.industrialwires.components.name=Panel Components
|
|
ie.manual.entry.industrialwires.components.subtext=More than just two
|
|
ie.manual.entry.industrialwires.components.general=The settings of any component can be copied to a component of the same type by placing the components directly above each other in a crafting bench. The settings of the upper component will be copied to the lower.<br>Components can be placed in the world by shift-right-clicking to create small control panels containing just that component. These interact with redstone signals in the world directly, just like a lever does, rather than through redstone wire controllers like normal control panels would.
|
|
ie.manual.entry.industrialwires.button=A simple button that activates a redstone signal when pressed. Its color can be changed. The button either stays on until clicked again (latching) or tuns off after half a second (non-latching).
|
|
ie.manual.entry.industrialwires.label=A text that can be placed on the control panel, for example to indicate the purpose of some other component. The color and obviously the text can be edited.
|
|
ie.manual.entry.industrialwires.indicator_light=A small indicator that brightens as the input redstone signal is increased. The color can be changed.
|
|
ie.manual.entry.industrialwires.slider=A sliding switch that can set an output redstone signal to any desired signal strength. It can be either vertically or horizontally aligned and can have any length between one eighth of a block and one block. The color of the sliding knob can be changed.
|
|
ie.manual.entry.industrialwires.toggle_switch=A switch to turn a signal on or off. The covered version includes a cover to prevent accidental activation: When clicked for the first time the cover will open, the signal will be turned on by clicking once again. Another click will close the cover and turn off the output signal. If the cover was opened by accident it can be closed by shift-right-clicking
|
|
ie.manual.entry.industrialwires.toggle_switch1=the switch. The color of the cover can be configured.
|
|
ie.manual.entry.industrialwires.variac=A Variac® is a variable autotransformer. The output signal of the transformer increases as the knob is turned to the right. The signal strenght can only be increased by one unit per click.
|
|
ie.manual.entry.industrialwires.lock=A lock switch activates a redstone signal when a key is inserted and turned. A newly crafted lock will have a unique key configuration. By placing a blank key and a lock in a crafting table a key for the lock can be created. Multiple locks fitting the same key can be created using component copying (see page 1). Keys can be named in a GUI opened by right-clicking with them.
|
|
ie.manual.entry.industrialwires.lock1=Up to <config;I;iwKeysOnRing> can be combined on a key ring. Keys are added to the ring by placing both in a crafting table. Shift-right-click the key ring to cycle through the keys on the ring. The selected key can be removed from the ring by placing the ring in a crafting table. The key ring will work just as the selected key would on lock switches.
|
|
ie.manual.entry.industrialwires.panel_meter=A panel meter can be used to show display analog redstone signals with some accuracy. Panel meters are available in two different formats, wide and narrow. The difference between the formats is purely visual.
|
|
ie.manual.entry.industrialwires.7seg=Seven-Segment Displays are a way of displaying analog redstone signals precisely. Signal strengths 0-9 are displayed as one would expect, levels 10-15 are represented by the letters A-E. Some of the letters are lower-case to differentiate them from digits (e.g. 8 vs B). |