mirror of
https://github.com/Creators-of-Create/Create.git
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Belts
- Ponder scenes for the belt
This commit is contained in:
parent
47b54b1ae6
commit
15e88b9bcf
27 changed files with 1187 additions and 110 deletions
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@ -337,7 +337,7 @@ e8b0a401c10d1ba67ed71ba31bd5f9bc28571b65 assets/create/blockstates/powered_toggl
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d06cd9a1101b18d306a786320aab12018b1325d6 assets/create/blockstates/purple_sail.json
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92957119abd5fbcca36a113b2a80255fd70fc303 assets/create/blockstates/purple_seat.json
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61035f8afe75ff7bbd291da5d8690bcbebe679eb assets/create/blockstates/purple_valve_handle.json
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d2e6f19325be65457e94bea44fd52863c0f66be7 assets/create/blockstates/radial_chassis.json
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6fa36883e76e9e403bb429c8f86b8c0d3bba0cff assets/create/blockstates/radial_chassis.json
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45877c4d90a7185c2f304edbd67379d800920439 assets/create/blockstates/red_sail.json
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da1b08387af7afa0855ee8d040f620c01f20660a assets/create/blockstates/red_seat.json
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722fc77bbf387af8a4016e42cbf9501d2b968881 assets/create/blockstates/red_valve_handle.json
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@ -401,19 +401,19 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
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7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
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b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
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2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json
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1c808ec167a735945a60fdef344aaec7a1fd68d0 assets/create/lang/en_us.json
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ae1ea7ce8b825405e38ed0d87b26bbcf46de3742 assets/create/lang/unfinished/de_de.json
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8522f80887d94e89a87d20188a3658342de7c757 assets/create/lang/unfinished/es_es.json
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e7476bbfef6254a143d999f7f1220af80ce39c8b assets/create/lang/unfinished/es_mx.json
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a6516993be60550fd45e55583e6040733f70dcef assets/create/lang/unfinished/fr_fr.json
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d5b30386a7a0fdbf8bcd951baa4f6000d9c1501e assets/create/lang/unfinished/it_it.json
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4e5101741f7565c4450f36a37da4b3ad92af4076 assets/create/lang/unfinished/ja_jp.json
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d526a4dd43baefa89c7a42b2e236ccc7b9cdf678 assets/create/lang/unfinished/ko_kr.json
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6dcd80f25ecdc7ead62f1f48a6162575e2a93257 assets/create/lang/unfinished/nl_nl.json
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43ff570e703a25847830e99c12722bbc4a9fb2ab assets/create/lang/unfinished/pt_br.json
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3312f083a22112e786726047129476710cec0242 assets/create/lang/unfinished/ru_ru.json
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25b50c546bb8b40bb8c85e8b4914fbe1bca6bdce assets/create/lang/unfinished/zh_cn.json
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bddbc961a8bd12e08a8aa2b0b2329568da1b27ef assets/create/lang/unfinished/zh_tw.json
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3c5716831e32264eedbb4855c5381e0e8cbfb91e assets/create/lang/en_us.json
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0ea72b7657580c63fa96b869d7c9c1f7fbc8d76c assets/create/lang/unfinished/de_de.json
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f8877a94811cdcd095a79016d0eab10654c1d1a1 assets/create/lang/unfinished/es_es.json
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b34477d41473ee2da522cda45013dd7fa2f6f47f assets/create/lang/unfinished/es_mx.json
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a4dd182d9f14556fe1b3a9c94137c679f89130e2 assets/create/lang/unfinished/fr_fr.json
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694df935fc02bc5125e5ddba0b6f65c412201914 assets/create/lang/unfinished/it_it.json
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952e2a7d43846e35e815dd7f37c407ffee566634 assets/create/lang/unfinished/ja_jp.json
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06cd02f64e33ce33fa18b7c89f7a4bea033d1f5d assets/create/lang/unfinished/ko_kr.json
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68019d005300f91f23b66c7d153ad7e67729afa7 assets/create/lang/unfinished/nl_nl.json
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638fb33291096e9d4eb1d5fcf04a5184f6d24ff9 assets/create/lang/unfinished/pt_br.json
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a66de91e4c2597d12eafe32a332c5a3fdd502303 assets/create/lang/unfinished/ru_ru.json
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1bb3efa9bd717110f06ba7fa9feb54786208c710 assets/create/lang/unfinished/zh_cn.json
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35c52ca6c33f9419dfe6751910bb4837cb90b446 assets/create/lang/unfinished/zh_tw.json
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846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
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1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
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1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
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@ -149,8 +149,8 @@
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},
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{
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"when": {
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"axis": "x",
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"sticky_north": "true"
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"sticky_north": "true",
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"axis": "x"
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},
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"apply": {
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"model": "create:block/radial_chassis_side_x_sticky"
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@ -158,8 +158,8 @@
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},
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{
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"when": {
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"axis": "y",
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"sticky_north": "true"
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"sticky_north": "true",
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"axis": "y"
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},
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"apply": {
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"model": "create:block/radial_chassis_side_y_sticky",
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@ -168,8 +168,8 @@
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},
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{
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"when": {
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"axis": "z",
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"sticky_north": "true"
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"sticky_north": "true",
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"axis": "z"
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},
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"apply": {
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"model": "create:block/radial_chassis_side_x_sticky",
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@ -178,8 +178,8 @@
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},
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{
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"when": {
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"axis": "x",
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"sticky_north": "false"
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"sticky_north": "false",
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"axis": "x"
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},
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"apply": {
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"model": "create:block/radial_chassis_side_x"
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@ -187,8 +187,8 @@
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},
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{
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"when": {
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"axis": "y",
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"sticky_north": "false"
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"sticky_north": "false",
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"axis": "y"
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},
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"apply": {
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"model": "create:block/radial_chassis_side_y",
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@ -197,8 +197,8 @@
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},
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{
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"when": {
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"axis": "z",
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"sticky_north": "false"
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"sticky_north": "false",
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"axis": "z"
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},
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"apply": {
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"model": "create:block/radial_chassis_side_x",
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@ -1840,7 +1840,27 @@
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"create.ponder.belt_casing.header": "Encasing Belts",
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"create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts",
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"create.ponder.belt_casing.text_2": "A wrench can be used to remove it again",
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"create.ponder.belt_casing.text_2": "A wrench can be used to remove the casing",
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"create.ponder.belt_connector.header": "Using Mechanical Belts",
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"create.ponder.belt_connector.text_1": "Right-Clicking two shafts with a belt item will connect them together",
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"create.ponder.belt_connector.text_2": "Accidental selections can be canceled with Right-Click while Sneaking",
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"create.ponder.belt_connector.text_3": "Additional Shafts can be added throughout the Belt",
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"create.ponder.belt_connector.text_4": "Shafts connected via Belts will rotate with Identical Speed and Direction",
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"create.ponder.belt_connector.text_5": "Added shafts can be removed using the wrench",
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"create.ponder.belt_connector.text_6": "Mechanical Belts can be dyed for aesthetic purposes",
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"create.ponder.belt_directions.header": "Valid Orientations for Mechanical Belts",
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"create.ponder.belt_directions.text_1": "Belts cannot connect in arbitrary directions",
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"create.ponder.belt_directions.text_2": "1. They can connect horizontally",
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"create.ponder.belt_directions.text_3": "2. They can connect diagonally",
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"create.ponder.belt_directions.text_4": "3. They can connect vertically",
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"create.ponder.belt_directions.text_5": "4. And they can connect vertical shafts horizontally",
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"create.ponder.belt_directions.text_6": "These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
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"create.ponder.belt_transport.header": "Using Mechanical Belts for Logistics",
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"create.ponder.belt_transport.text_1": "Moving belts will transport Items and other Entities",
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"create.ponder.belt_transport.text_2": "Right-Click with an empty hand to take items off a belt",
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"create.ponder.brass_funnel.header": "The Brass Funnel",
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"create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.",
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@ -1874,6 +1894,10 @@
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"create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels",
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"create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions",
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"create.ponder.creative_motor.header": "Generating Rotational Force using Creative Motors",
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"create.ponder.creative_motor.text_1": "Creative motors are a compact and configurable source of Rotational Force",
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"create.ponder.creative_motor.text_2": "Scrolling on the back panel changes the RPM of the motors' rotational output",
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"create.ponder.funnel_compat.header": "Funnel compatibility",
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"create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.",
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"create.ponder.funnel_compat.text_2": "Vertical Saws",
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@ -1931,6 +1955,12 @@
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"create.ponder.gearshift.text_1": "Gearshifts will relay rotation in a straight line",
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"create.ponder.gearshift.text_2": "When powered by Redstone, it reverses the transmission",
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"create.ponder.hand_crank.header": "Generating Rotational Force using Hand Cranks",
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"create.ponder.hand_crank.text_1": "Hand Cranks can be used by players to apply rotational force manually",
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"create.ponder.hand_crank.text_2": "Hold Right-Click to rotate it Counter-Clockwise",
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"create.ponder.hand_crank.text_3": "Its conveyed speed is relatively high",
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"create.ponder.hand_crank.text_4": "Sneak and Hold Right-Click to rotate it Clockwise",
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"create.ponder.large_cogwheel.header": "Relaying rotational force using Large Cogwheels",
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"create.ponder.large_cogwheel.text_1": "Large cogwheels can connect to each other at right angles",
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"create.ponder.large_cogwheel.text_2": "It will help relaying conveyed speed to other axes of rotation",
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@ -1954,6 +1984,19 @@
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"create.ponder.shaft_casing.header": "Encasing Shafts",
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"create.ponder.shaft_casing.text_1": "Brass or Andesite Casing can be used to decorate Shafts",
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"create.ponder.valve_handle.header": "Generating Rotational Force using Valve Handles",
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"create.ponder.valve_handle.text_1": "Valve Handles can be used by players to apply rotational force manually",
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"create.ponder.valve_handle.text_2": "Hold Right-Click to rotate it Counter-Clockwise",
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"create.ponder.valve_handle.text_3": "Its conveyed speed is slow and precise",
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"create.ponder.valve_handle.text_4": "Sneak and Hold Right-Click to rotate it Clockwise",
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"create.ponder.valve_handle.text_5": "Valve handles can be dyed for aesthetic purposes",
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"create.ponder.water_wheel.header": "Generating Rotational Force using Water Wheels",
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"create.ponder.water_wheel.text_1": "Water Wheels draw force from adjacent Water Currents",
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"create.ponder.water_wheel.text_2": "The more faces are powered, the faster the Water Wheel will rotate",
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"create.ponder.water_wheel.text_3": "The Wheels' blades should be oriented against the flow",
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"create.ponder.water_wheel.text_4": "Facing the opposite way, they will not be as effective",
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"_": "Thank you for translating Create!"
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}
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@ -1,5 +1,5 @@
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{
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"_": "Missing Localizations: 1096",
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"_": "Missing Localizations: 1132",
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"_": "->------------------------] Game Elements [------------------------<-",
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@ -1841,7 +1841,27 @@
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"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
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"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
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"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
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"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
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"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
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"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
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"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
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"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
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"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
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"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
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"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
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"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
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"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
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"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
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"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
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"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
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"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
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"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
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"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
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"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
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"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
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"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
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"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
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@ -1875,6 +1895,10 @@
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"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
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"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
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"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
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"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
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"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
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"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
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"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
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"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
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@ -1932,6 +1956,12 @@
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"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
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"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
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"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
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"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
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"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
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"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
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"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
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"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
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"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
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"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
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@ -1955,6 +1985,19 @@
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"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
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"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
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"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
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"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
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"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
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"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
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"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
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"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
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"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
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"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
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"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
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"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
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"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
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"_": "Thank you for translating Create!"
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}
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@ -1,5 +1,5 @@
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{
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"_": "Missing Localizations: 139",
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"_": "Missing Localizations: 175",
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"_": "->------------------------] Game Elements [------------------------<-",
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@ -1841,7 +1841,27 @@
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"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
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"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
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"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
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"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
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"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
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"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 1026",
|
||||
"_": "Missing Localizations: 1062",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 808",
|
||||
"_": "Missing Localizations: 844",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 144",
|
||||
"_": "Missing Localizations: 180",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 151",
|
||||
"_": "Missing Localizations: 187",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 197",
|
||||
"_": "Missing Localizations: 233",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 1295",
|
||||
"_": "Missing Localizations: 1331",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 1361",
|
||||
"_": "Missing Localizations: 1397",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 147",
|
||||
"_": "Missing Localizations: 183",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 145",
|
||||
"_": "Missing Localizations: 181",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"_": "Missing Localizations: 150",
|
||||
"_": "Missing Localizations: 186",
|
||||
|
||||
"_": "->------------------------] Game Elements [------------------------<-",
|
||||
|
||||
|
@ -1841,7 +1841,27 @@
|
|||
|
||||
"create.ponder.belt_casing.header": "UNLOCALIZED: Encasing Belts",
|
||||
"create.ponder.belt_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Mechanical Belts",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove it again",
|
||||
"create.ponder.belt_casing.text_2": "UNLOCALIZED: A wrench can be used to remove the casing",
|
||||
|
||||
"create.ponder.belt_connector.header": "UNLOCALIZED: Using Mechanical Belts",
|
||||
"create.ponder.belt_connector.text_1": "UNLOCALIZED: Right-Clicking two shafts with a belt item will connect them together",
|
||||
"create.ponder.belt_connector.text_2": "UNLOCALIZED: Accidental selections can be canceled with Right-Click while Sneaking",
|
||||
"create.ponder.belt_connector.text_3": "UNLOCALIZED: Additional Shafts can be added throughout the Belt",
|
||||
"create.ponder.belt_connector.text_4": "UNLOCALIZED: Shafts connected via Belts will rotate with Identical Speed and Direction",
|
||||
"create.ponder.belt_connector.text_5": "UNLOCALIZED: Added shafts can be removed using the wrench",
|
||||
"create.ponder.belt_connector.text_6": "UNLOCALIZED: Mechanical Belts can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.belt_directions.header": "UNLOCALIZED: Valid Orientations for Mechanical Belts",
|
||||
"create.ponder.belt_directions.text_1": "UNLOCALIZED: Belts cannot connect in arbitrary directions",
|
||||
"create.ponder.belt_directions.text_2": "UNLOCALIZED: 1. They can connect horizontally",
|
||||
"create.ponder.belt_directions.text_3": "UNLOCALIZED: 2. They can connect diagonally",
|
||||
"create.ponder.belt_directions.text_4": "UNLOCALIZED: 3. They can connect vertically",
|
||||
"create.ponder.belt_directions.text_5": "UNLOCALIZED: 4. And they can connect vertical shafts horizontally",
|
||||
"create.ponder.belt_directions.text_6": "UNLOCALIZED: These are all possible directions.\nBelts can span any Length between 2 and 20 blocks",
|
||||
|
||||
"create.ponder.belt_transport.header": "UNLOCALIZED: Using Mechanical Belts for Logistics",
|
||||
"create.ponder.belt_transport.text_1": "UNLOCALIZED: Moving belts will transport Items and other Entities",
|
||||
"create.ponder.belt_transport.text_2": "UNLOCALIZED: Right-Click with an empty hand to take items off a belt",
|
||||
|
||||
"create.ponder.brass_funnel.header": "UNLOCALIZED: The Brass Funnel",
|
||||
"create.ponder.brass_funnel.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
|
||||
|
@ -1875,6 +1895,10 @@
|
|||
"create.ponder.cogwheel.text_1": "UNLOCALIZED: Cogwheels will relay rotation to other adjacent cogwheels",
|
||||
"create.ponder.cogwheel.text_2": "UNLOCALIZED: Neighbouring shafts connected like this will rotate in opposite directions",
|
||||
|
||||
"create.ponder.creative_motor.header": "UNLOCALIZED: Generating Rotational Force using Creative Motors",
|
||||
"create.ponder.creative_motor.text_1": "UNLOCALIZED: Creative motors are a compact and configurable source of Rotational Force",
|
||||
"create.ponder.creative_motor.text_2": "UNLOCALIZED: Scrolling on the back panel changes the RPM of the motors' rotational output",
|
||||
|
||||
"create.ponder.funnel_compat.header": "UNLOCALIZED: Funnel compatibility",
|
||||
"create.ponder.funnel_compat.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
|
||||
"create.ponder.funnel_compat.text_2": "UNLOCALIZED: Vertical Saws",
|
||||
|
@ -1932,6 +1956,12 @@
|
|||
"create.ponder.gearshift.text_1": "UNLOCALIZED: Gearshifts will relay rotation in a straight line",
|
||||
"create.ponder.gearshift.text_2": "UNLOCALIZED: When powered by Redstone, it reverses the transmission",
|
||||
|
||||
"create.ponder.hand_crank.header": "UNLOCALIZED: Generating Rotational Force using Hand Cranks",
|
||||
"create.ponder.hand_crank.text_1": "UNLOCALIZED: Hand Cranks can be used by players to apply rotational force manually",
|
||||
"create.ponder.hand_crank.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.hand_crank.text_3": "UNLOCALIZED: Its conveyed speed is relatively high",
|
||||
"create.ponder.hand_crank.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
|
||||
"create.ponder.large_cogwheel.header": "UNLOCALIZED: Relaying rotational force using Large Cogwheels",
|
||||
"create.ponder.large_cogwheel.text_1": "UNLOCALIZED: Large cogwheels can connect to each other at right angles",
|
||||
"create.ponder.large_cogwheel.text_2": "UNLOCALIZED: It will help relaying conveyed speed to other axes of rotation",
|
||||
|
@ -1955,6 +1985,19 @@
|
|||
"create.ponder.shaft_casing.header": "UNLOCALIZED: Encasing Shafts",
|
||||
"create.ponder.shaft_casing.text_1": "UNLOCALIZED: Brass or Andesite Casing can be used to decorate Shafts",
|
||||
|
||||
"create.ponder.valve_handle.header": "UNLOCALIZED: Generating Rotational Force using Valve Handles",
|
||||
"create.ponder.valve_handle.text_1": "UNLOCALIZED: Valve Handles can be used by players to apply rotational force manually",
|
||||
"create.ponder.valve_handle.text_2": "UNLOCALIZED: Hold Right-Click to rotate it Counter-Clockwise",
|
||||
"create.ponder.valve_handle.text_3": "UNLOCALIZED: Its conveyed speed is slow and precise",
|
||||
"create.ponder.valve_handle.text_4": "UNLOCALIZED: Sneak and Hold Right-Click to rotate it Clockwise",
|
||||
"create.ponder.valve_handle.text_5": "UNLOCALIZED: Valve handles can be dyed for aesthetic purposes",
|
||||
|
||||
"create.ponder.water_wheel.header": "UNLOCALIZED: Generating Rotational Force using Water Wheels",
|
||||
"create.ponder.water_wheel.text_1": "UNLOCALIZED: Water Wheels draw force from adjacent Water Currents",
|
||||
"create.ponder.water_wheel.text_2": "UNLOCALIZED: The more faces are powered, the faster the Water Wheel will rotate",
|
||||
"create.ponder.water_wheel.text_3": "UNLOCALIZED: The Wheels' blades should be oriented against the flow",
|
||||
"create.ponder.water_wheel.text_4": "UNLOCALIZED: Facing the opposite way, they will not be as effective",
|
||||
|
||||
"_": "Thank you for translating Create!"
|
||||
|
||||
}
|
|
@ -563,10 +563,19 @@ public class PonderUI extends AbstractSimiScreen {
|
|||
return true;
|
||||
|
||||
if (identifyMode && hoveredBlockPos != null && PonderIndex.EDITOR_MODE) {
|
||||
clipboardHelper.setClipboardString(minecraft.getWindow()
|
||||
.getHandle(),
|
||||
"BlockPos copied = util.grid.at(" + hoveredBlockPos.getX() + ", " + hoveredBlockPos.getY() + ", "
|
||||
+ hoveredBlockPos.getZ() + ");");
|
||||
long handle = minecraft.getWindow()
|
||||
.getHandle();
|
||||
if (copiedBlockPos != null && button == 1) {
|
||||
clipboardHelper.setClipboardString(handle,
|
||||
"util.select.fromTo(" + copiedBlockPos.getX() + ", " + copiedBlockPos.getY() + ", "
|
||||
+ copiedBlockPos.getZ() + ", " + hoveredBlockPos.getX() + ", " + hoveredBlockPos.getY() + ", "
|
||||
+ hoveredBlockPos.getZ() + ")");
|
||||
copiedBlockPos = hoveredBlockPos;
|
||||
return true;
|
||||
}
|
||||
|
||||
clipboardHelper.setClipboardString(handle, "util.grid.at(" + hoveredBlockPos.getX() + ", "
|
||||
+ hoveredBlockPos.getY() + ", " + hoveredBlockPos.getZ() + ")");
|
||||
copiedBlockPos = hoveredBlockPos;
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -21,6 +21,7 @@ import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
|
|||
import com.simibubi.create.foundation.ponder.elements.ParrotElement;
|
||||
import com.simibubi.create.foundation.ponder.elements.TextWindowElement;
|
||||
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
|
||||
import com.simibubi.create.foundation.ponder.instructions.AnimateParrotInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.AnimateTileEntityInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.AnimateWorldSectionInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.ChaseAABBInstruction;
|
||||
|
@ -30,6 +31,7 @@ import com.simibubi.create.foundation.ponder.instructions.DisplayWorldSectionIns
|
|||
import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.EmitParticlesInstruction.Emitter;
|
||||
import com.simibubi.create.foundation.ponder.instructions.FadeOutOfSceneInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.LineInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.MarkAsFinishedInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.MovePoiInstruction;
|
||||
import com.simibubi.create.foundation.ponder.instructions.OutlineSelectionInstruction;
|
||||
|
@ -279,6 +281,10 @@ public class SceneBuilder {
|
|||
addInstruction(new ChaseAABBInstruction(color, slot, boundingBox, duration));
|
||||
}
|
||||
|
||||
public void showLine(PonderPalette color, Vec3d start, Vec3d end, int duration) {
|
||||
addInstruction(new LineInstruction(color, start, end, duration));
|
||||
}
|
||||
|
||||
public void showOutline(PonderPalette color, Object slot, Selection selection, int duration) {
|
||||
addInstruction(new OutlineSelectionInstruction(color, slot, selection, duration));
|
||||
}
|
||||
|
@ -287,23 +293,37 @@ public class SceneBuilder {
|
|||
|
||||
public class SpecialInstructions {
|
||||
|
||||
public void birbOnTurntable(BlockPos pos) {
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN,
|
||||
ParrotElement.spinOnComponent(VecHelper.getCenterOf(pos), pos)));
|
||||
public ElementLink<ParrotElement> birbOnTurntable(BlockPos pos) {
|
||||
ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
|
||||
ParrotElement parrot = ParrotElement.spinOnComponent(VecHelper.getCenterOf(pos), pos);
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, parrot));
|
||||
addInstruction(scene -> scene.linkElement(parrot, link));
|
||||
return link;
|
||||
}
|
||||
|
||||
public void birbOnSpinnyShaft(BlockPos pos) {
|
||||
addInstruction(
|
||||
new CreateParrotInstruction(10, Direction.DOWN, ParrotElement.spinOnComponent(VecHelper.getCenterOf(pos)
|
||||
.add(0, 0.5, 0), pos)));
|
||||
public ElementLink<ParrotElement> birbOnSpinnyShaft(BlockPos pos) {
|
||||
ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
|
||||
ParrotElement parrot = ParrotElement.spinOnComponent(VecHelper.getCenterOf(pos)
|
||||
.add(0, 0.5, 0), pos);
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, parrot));
|
||||
addInstruction(scene -> scene.linkElement(parrot, link));
|
||||
return link;
|
||||
}
|
||||
|
||||
public void birbLookingAtPOI(Vec3d location) {
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, ParrotElement.lookAtPOI(location)));
|
||||
public ElementLink<ParrotElement> birbLookingAtPOI(Vec3d location) {
|
||||
ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
|
||||
ParrotElement parrot = ParrotElement.lookAtPOI(location);
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, parrot));
|
||||
addInstruction(scene -> scene.linkElement(parrot, link));
|
||||
return link;
|
||||
}
|
||||
|
||||
public void birbPartying(Vec3d location) {
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, ParrotElement.dance(location)));
|
||||
public ElementLink<ParrotElement> birbPartying(Vec3d location) {
|
||||
ElementLink<ParrotElement> link = new ElementLink<>(ParrotElement.class);
|
||||
ParrotElement parrot = ParrotElement.dance(location);
|
||||
addInstruction(new CreateParrotInstruction(10, Direction.DOWN, parrot));
|
||||
addInstruction(scene -> scene.linkElement(parrot, link));
|
||||
return link;
|
||||
}
|
||||
|
||||
public void movePointOfInterest(Vec3d location) {
|
||||
|
@ -314,6 +334,15 @@ public class SceneBuilder {
|
|||
movePointOfInterest(VecHelper.getCenterOf(location));
|
||||
}
|
||||
|
||||
public void rotateParrot(ElementLink<ParrotElement> link, double xRotation, double yRotation, double zRotation,
|
||||
int duration) {
|
||||
addInstruction(AnimateParrotInstruction.rotate(link, new Vec3d(xRotation, yRotation, zRotation), duration));
|
||||
}
|
||||
|
||||
public void moveParrot(ElementLink<ParrotElement> link, Vec3d offset, int duration) {
|
||||
addInstruction(AnimateParrotInstruction.move(link, offset, duration));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class WorldInstructions {
|
||||
|
|
|
@ -5,20 +5,375 @@ import java.util.Collections;
|
|||
import java.util.List;
|
||||
|
||||
import com.simibubi.create.AllBlocks;
|
||||
import com.simibubi.create.AllItems;
|
||||
import com.simibubi.create.content.contraptions.relays.belt.BeltBlock;
|
||||
import com.simibubi.create.content.contraptions.relays.belt.BeltPart;
|
||||
import com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity;
|
||||
import com.simibubi.create.content.contraptions.relays.elementary.ShaftBlock;
|
||||
import com.simibubi.create.foundation.ponder.ElementLink;
|
||||
import com.simibubi.create.foundation.ponder.SceneBuilder;
|
||||
import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
|
||||
import com.simibubi.create.foundation.ponder.Selection;
|
||||
import com.simibubi.create.foundation.ponder.elements.EntityElement;
|
||||
import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
|
||||
import com.simibubi.create.foundation.ponder.elements.ParrotElement;
|
||||
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
|
||||
import com.simibubi.create.foundation.utility.NBTHelper;
|
||||
import com.simibubi.create.foundation.utility.Pointing;
|
||||
|
||||
import net.minecraft.entity.Entity;
|
||||
import net.minecraft.entity.item.ItemEntity;
|
||||
import net.minecraft.item.DyeColor;
|
||||
import net.minecraft.item.ItemStack;
|
||||
import net.minecraft.item.Items;
|
||||
import net.minecraft.util.Direction;
|
||||
import net.minecraft.util.Direction.Axis;
|
||||
import net.minecraft.util.math.AxisAlignedBB;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
public class BeltScenes {
|
||||
|
||||
public static void beltConnector(SceneBuilder scene, SceneBuildingUtil util) {
|
||||
scene.title("belt_connector", "Using Mechanical Belts");
|
||||
scene.configureBasePlate(0, 0, 5);
|
||||
scene.showBasePlate();
|
||||
scene.idle(5);
|
||||
|
||||
scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 1, 5), Direction.DOWN);
|
||||
ElementLink<WorldSectionElement> shafts =
|
||||
scene.world.showIndependentSection(util.select.fromTo(0, 1, 3, 4, 1, 3), Direction.DOWN);
|
||||
scene.world.moveSection(shafts, util.vector.of(0, 0, -1), 0);
|
||||
scene.world.setKineticSpeed(util.select.position(0, 1, 3), 0);
|
||||
scene.idle(20);
|
||||
|
||||
BlockPos backEnd = util.grid.at(4, 1, 2);
|
||||
BlockPos frontEnd = util.grid.at(0, 1, 2);
|
||||
ItemStack beltItem = AllItems.BELT_CONNECTOR.asStack();
|
||||
Vec3d backEndCenter = util.vector.centerOf(backEnd);
|
||||
AxisAlignedBB connectBB = new AxisAlignedBB(backEndCenter, backEndCenter);
|
||||
AxisAlignedBB shaftBB = AllBlocks.SHAFT.getDefaultState()
|
||||
.with(ShaftBlock.AXIS, Axis.Z)
|
||||
.getShape(null, null)
|
||||
.getBoundingBox();
|
||||
|
||||
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(backEnd), Pointing.DOWN).rightClick()
|
||||
.withItem(beltItem), 57);
|
||||
scene.idle(7);
|
||||
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.GREEN, backEnd, shaftBB.offset(backEnd), 42);
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.BLACK, backEndCenter, connectBB, 50);
|
||||
scene.idle(20);
|
||||
|
||||
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(frontEnd), Pointing.DOWN).rightClick()
|
||||
.withItem(beltItem), 37);
|
||||
scene.idle(7);
|
||||
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.GREEN, frontEnd, shaftBB.offset(frontEnd), 17);
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.BLACK, backEndCenter, connectBB.expand(-4, 0, 0), 20);
|
||||
scene.idle(20);
|
||||
|
||||
scene.world.moveSection(shafts, util.vector.of(0, -2, 0), 0);
|
||||
scene.world.showSection(util.select.fromTo(0, 1, 2, 4, 1, 2), Direction.SOUTH);
|
||||
scene.idle(20);
|
||||
|
||||
scene.overlay.showText(80)
|
||||
.text("Right-Clicking two shafts with a belt item will connect them together")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.topOf(2, 1, 2));
|
||||
scene.idle(90);
|
||||
|
||||
Vec3d falseSelection = util.vector.topOf(backEnd.south(1));
|
||||
scene.overlay.showControls(new InputWindowElement(falseSelection, Pointing.DOWN).rightClick()
|
||||
.withItem(beltItem), 37);
|
||||
scene.idle(7);
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, backEnd, shaftBB.offset(backEnd.south(1)), 50);
|
||||
|
||||
scene.overlay.showText(80)
|
||||
.colored(PonderPalette.RED)
|
||||
.text("Accidental selections can be canceled with Right-Click while Sneaking")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.centerOf(backEnd.south(1)));
|
||||
scene.idle(43);
|
||||
|
||||
scene.overlay.showControls(new InputWindowElement(falseSelection, Pointing.DOWN).rightClick()
|
||||
.withItem(beltItem)
|
||||
.whileSneaking(), 20);
|
||||
scene.idle(60);
|
||||
|
||||
BlockPos shaftLocation = frontEnd.east();
|
||||
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(shaftLocation), Pointing.DOWN).rightClick()
|
||||
.withItem(AllBlocks.SHAFT.asStack()), 50);
|
||||
scene.idle(7);
|
||||
scene.world.modifyBlock(shaftLocation, s -> s.with(BeltBlock.PART, BeltPart.PULLEY), true);
|
||||
scene.idle(10);
|
||||
|
||||
scene.overlay.showText(43)
|
||||
.text("Additional Shafts can be added throughout the Belt")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.blockSurface(shaftLocation, Direction.NORTH));
|
||||
scene.idle(50);
|
||||
|
||||
Selection attachedShafts = util.select.fromTo(0, 1, 1, 1, 1, 1);
|
||||
scene.world.showSection(attachedShafts, Direction.SOUTH);
|
||||
scene.world.setKineticSpeed(attachedShafts, 32);
|
||||
scene.idle(10);
|
||||
scene.effects.rotationDirectionIndicator(util.grid.at(0, 1, 1));
|
||||
scene.effects.rotationDirectionIndicator(util.grid.at(1, 1, 1));
|
||||
scene.idle(20);
|
||||
|
||||
scene.overlay.showText(50)
|
||||
.text("Shafts connected via Belts will rotate with Identical Speed and Direction")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(0, 1, 1), Direction.NORTH));
|
||||
scene.idle(60);
|
||||
|
||||
scene.world.hideSection(attachedShafts, Direction.NORTH);
|
||||
scene.idle(20);
|
||||
|
||||
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(shaftLocation), Pointing.DOWN).rightClick()
|
||||
.withWrench(), 50);
|
||||
scene.idle(7);
|
||||
scene.world.modifyBlock(shaftLocation, s -> s.with(BeltBlock.PART, BeltPart.MIDDLE), true);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(50)
|
||||
.text("Added shafts can be removed using the wrench")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.blockSurface(shaftLocation, Direction.NORTH));
|
||||
scene.idle(70);
|
||||
|
||||
scene.overlay
|
||||
.showControls(new InputWindowElement(util.vector.topOf(shaftLocation.east()), Pointing.DOWN).rightClick()
|
||||
.withItem(new ItemStack(Items.BLUE_DYE)), 50);
|
||||
scene.idle(7);
|
||||
scene.world.modifyTileNBT(util.select.fromTo(0, 1, 2, 4, 1, 2), BeltTileEntity.class,
|
||||
nbt -> NBTHelper.writeEnum(nbt, "Dye", DyeColor.BLUE));
|
||||
scene.idle(20);
|
||||
scene.overlay.showText(80)
|
||||
.colored(PonderPalette.BLUE)
|
||||
.text("Mechanical Belts can be dyed for aesthetic purposes")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.topOf(shaftLocation.east()));
|
||||
}
|
||||
|
||||
public static void directions(SceneBuilder scene, SceneBuildingUtil util) {
|
||||
scene.title("belt_directions", "Valid Orientations for Mechanical Belts");
|
||||
scene.configureBasePlate(0, 0, 5);
|
||||
scene.showBasePlate();
|
||||
scene.idle(5);
|
||||
|
||||
ElementLink<WorldSectionElement> leftShaft =
|
||||
scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.DOWN);
|
||||
ElementLink<WorldSectionElement> rightShaft =
|
||||
scene.world.showIndependentSection(util.select.position(0, 1, 0), Direction.DOWN);
|
||||
|
||||
scene.world.moveSection(leftShaft, util.vector.of(0, 0, 2), 0);
|
||||
scene.world.moveSection(rightShaft, util.vector.of(0, 0, 2), 0);
|
||||
scene.idle(1);
|
||||
scene.world.moveSection(leftShaft, util.vector.of(-1, 0, 0), 10);
|
||||
scene.world.moveSection(rightShaft, util.vector.of(1, 1, 0), 10);
|
||||
|
||||
scene.idle(20);
|
||||
|
||||
Vec3d from = util.vector.centerOf(3, 1, 2);
|
||||
Vec3d to = util.vector.centerOf(1, 2, 2);
|
||||
|
||||
scene.overlay.showLine(PonderPalette.RED, from, to, 70);
|
||||
scene.idle(10);
|
||||
scene.overlay.showLine(PonderPalette.GREEN, to.add(-1, -1, 0), from, 60);
|
||||
scene.overlay.showLine(PonderPalette.GREEN, from.add(0, 3, 0), from, 60);
|
||||
|
||||
scene.idle(20);
|
||||
scene.overlay.showText(60)
|
||||
.colored(PonderPalette.RED)
|
||||
.placeNearTarget()
|
||||
.pointAt(to)
|
||||
.text("Belts cannot connect in arbitrary directions");
|
||||
scene.idle(70);
|
||||
|
||||
from = util.vector.centerOf(4, 1, 2);
|
||||
to = util.vector.centerOf(0, 1, 2);
|
||||
|
||||
scene.world.moveSection(leftShaft, util.vector.of(1, 0, 0), 10);
|
||||
scene.world.moveSection(rightShaft, util.vector.of(-1, -1, 0), 10);
|
||||
scene.idle(10);
|
||||
scene.overlay.showLine(PonderPalette.GREEN, from, to, 40);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(40)
|
||||
.colored(PonderPalette.GREEN)
|
||||
.placeNearTarget()
|
||||
.pointAt(to)
|
||||
.text("1. They can connect horizontally");
|
||||
|
||||
scene.idle(20);
|
||||
Selection firstBelt = util.select.fromTo(4, 1, 1, 0, 1, 1);
|
||||
ElementLink<WorldSectionElement> belt = scene.world.showIndependentSection(firstBelt, Direction.SOUTH);
|
||||
scene.world.moveSection(belt, util.vector.of(0, 0, 1), 0);
|
||||
scene.idle(20);
|
||||
scene.world.hideIndependentSection(belt, Direction.SOUTH);
|
||||
scene.idle(15);
|
||||
|
||||
from = util.vector.centerOf(3, 3, 2);
|
||||
to = util.vector.centerOf(1, 1, 2);
|
||||
|
||||
scene.world.moveSection(leftShaft, util.vector.of(-1, 2, 0), 10);
|
||||
scene.world.moveSection(rightShaft, util.vector.of(1, 0, 0), 10);
|
||||
scene.idle(10);
|
||||
scene.world.rotateSection(leftShaft, 0, 0, 25, 5);
|
||||
scene.world.rotateSection(rightShaft, 0, 0, 25, 5);
|
||||
scene.overlay.showLine(PonderPalette.GREEN, from, to, 40);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(40)
|
||||
.colored(PonderPalette.GREEN)
|
||||
.placeNearTarget()
|
||||
.pointAt(to)
|
||||
.text("2. They can connect diagonally");
|
||||
|
||||
scene.idle(20);
|
||||
Selection secondBelt = util.select.fromTo(3, 3, 2, 1, 1, 2);
|
||||
belt = scene.world.showIndependentSection(secondBelt, Direction.SOUTH);
|
||||
scene.idle(20);
|
||||
scene.world.hideIndependentSection(belt, Direction.SOUTH);
|
||||
scene.idle(15);
|
||||
|
||||
from = util.vector.centerOf(2, 4, 2);
|
||||
to = util.vector.centerOf(2, 1, 2);
|
||||
|
||||
scene.world.moveSection(leftShaft, util.vector.of(-1, 1, 0), 10);
|
||||
scene.world.moveSection(rightShaft, util.vector.of(1, 0, 0), 10);
|
||||
scene.idle(10);
|
||||
scene.world.rotateSection(rightShaft, 0, 0, -25, 5);
|
||||
scene.overlay.showLine(PonderPalette.GREEN, from, to, 40);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(40)
|
||||
.colored(PonderPalette.GREEN)
|
||||
.placeNearTarget()
|
||||
.pointAt(to)
|
||||
.text("3. They can connect vertically");
|
||||
|
||||
scene.idle(20);
|
||||
Selection thirdBelt = util.select.fromTo(2, 1, 3, 2, 4, 3);
|
||||
belt = scene.world.showIndependentSection(thirdBelt, Direction.SOUTH);
|
||||
scene.world.moveSection(belt, util.vector.of(0, 0, -1), 0);
|
||||
scene.idle(20);
|
||||
scene.world.hideIndependentSection(belt, Direction.SOUTH);
|
||||
scene.idle(15);
|
||||
|
||||
from = util.vector.centerOf(4, 1, 2);
|
||||
to = util.vector.centerOf(0, 1, 2);
|
||||
|
||||
scene.world.moveSection(leftShaft, util.vector.of(2, -3, 0), 10);
|
||||
scene.world.moveSection(rightShaft, util.vector.of(-2, 0, 0), 10);
|
||||
scene.idle(10);
|
||||
scene.world.rotateSection(rightShaft, 90, 0, -25, 5);
|
||||
scene.world.rotateSection(leftShaft, 90, 0, -50, 5);
|
||||
scene.overlay.showLine(PonderPalette.GREEN, from, to, 60);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(60)
|
||||
.colored(PonderPalette.GREEN)
|
||||
.placeNearTarget()
|
||||
.pointAt(to)
|
||||
.text("4. And they can connect vertical shafts horizontally");
|
||||
|
||||
scene.idle(20);
|
||||
Selection fourthBelt = util.select.fromTo(4, 1, 4, 0, 1, 4);
|
||||
belt = scene.world.showIndependentSection(fourthBelt, Direction.DOWN);
|
||||
scene.world.moveSection(belt, util.vector.of(0, 1 / 512f, -2), 0);
|
||||
scene.idle(40);
|
||||
scene.world.hideIndependentSection(belt, Direction.UP);
|
||||
scene.idle(15);
|
||||
scene.world.hideIndependentSection(leftShaft, Direction.UP);
|
||||
scene.world.hideIndependentSection(rightShaft, Direction.UP);
|
||||
scene.idle(15);
|
||||
|
||||
scene.world.showSection(firstBelt, Direction.DOWN);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(secondBelt, Direction.DOWN);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(thirdBelt, Direction.DOWN);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(fourthBelt, Direction.DOWN);
|
||||
scene.idle(10);
|
||||
|
||||
scene.overlay.showText(160)
|
||||
.text("These are all possible directions.\nBelts can span any Length between 2 and 20 blocks");
|
||||
scene.markAsFinished();
|
||||
}
|
||||
|
||||
public static void transport(SceneBuilder scene, SceneBuildingUtil util) {
|
||||
scene.title("belt_transport", "Using Mechanical Belts for Logistics");
|
||||
scene.configureBasePlate(0, 0, 5);
|
||||
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -.6f * f);
|
||||
scene.showBasePlate();
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(1, 1, 3, 2, 1, 5), Direction.DOWN);
|
||||
scene.idle(20);
|
||||
scene.world.showSection(util.select.fromTo(2, 1, 2, 4, 3, 2), Direction.SOUTH);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(1, 1, 2, 0, 1, 2), Direction.SOUTH);
|
||||
scene.idle(10);
|
||||
scene.special.movePointOfInterest(util.grid.at(2, 2, 0));
|
||||
|
||||
ItemStack stack = AllBlocks.COPPER_BLOCK.asStack();
|
||||
ElementLink<EntityElement> item =
|
||||
scene.world.createItemEntity(util.vector.centerOf(0, 4, 2), util.vector.of(0, 0, 0), stack);
|
||||
scene.idle(13);
|
||||
scene.world.modifyEntity(item, Entity::remove);
|
||||
BlockPos beltEnd = util.grid.at(0, 1, 2);
|
||||
scene.world.createItemOnBelt(beltEnd, Direction.DOWN, stack);
|
||||
|
||||
scene.idle(20);
|
||||
|
||||
ElementLink<ParrotElement> parrot = scene.special.birbLookingAtPOI(util.vector.topOf(0, 1, 2)
|
||||
.add(0, -3 / 16f, 0));
|
||||
scene.special.moveParrot(parrot, util.vector.of(1.78, 0, 0), 40);
|
||||
scene.special.movePointOfInterest(util.grid.at(1, 1, 3));
|
||||
|
||||
scene.overlay.showText(60)
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.topOf(beltEnd))
|
||||
.text("Moving belts will transport Items and other Entities");
|
||||
|
||||
scene.idle(20);
|
||||
item = scene.world.createItemEntity(util.vector.centerOf(0, 4, 2), util.vector.of(0, 0, 0), stack);
|
||||
scene.special.movePointOfInterest(util.grid.at(0, 3, 2));
|
||||
scene.idle(10);
|
||||
scene.special.movePointOfInterest(beltEnd);
|
||||
scene.idle(3);
|
||||
scene.world.modifyEntity(item, Entity::remove);
|
||||
scene.world.createItemOnBelt(beltEnd, Direction.DOWN, stack);
|
||||
scene.idle(8);
|
||||
|
||||
scene.special.movePointOfInterest(util.grid.at(3, 2, 1));
|
||||
scene.special.moveParrot(parrot, util.vector.of(2.1, 2.1, 0), 60);
|
||||
scene.idle(20);
|
||||
scene.special.movePointOfInterest(util.grid.at(5, 5, 2));
|
||||
scene.idle(30);
|
||||
scene.special.movePointOfInterest(util.grid.at(2, 1, 5));
|
||||
scene.idle(10);
|
||||
scene.special.moveParrot(parrot, util.vector.of(.23, 0, 0), 5);
|
||||
scene.idle(5);
|
||||
scene.world.setKineticSpeed(util.select.everywhere(), 0f);
|
||||
scene.idle(10);
|
||||
scene.world.modifyEntities(ItemEntity.class, Entity::remove);
|
||||
scene.special.movePointOfInterest(util.grid.at(2, 5, 4));
|
||||
|
||||
Vec3d topOf = util.vector.topOf(util.grid.at(3, 2, 2))
|
||||
.add(-0.1, 0.3, 0);
|
||||
scene.overlay.showControls(new InputWindowElement(topOf, Pointing.DOWN).rightClick(), 60);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(60)
|
||||
.placeNearTarget()
|
||||
.pointAt(topOf.subtract(0, 0.1, 0))
|
||||
.text("Right-Click with an empty hand to take items off a belt");
|
||||
scene.idle(20);
|
||||
scene.world.removeItemsFromBelt(util.grid.at(3, 2, 2));
|
||||
scene.effects.indicateSuccess(util.grid.at(3, 2, 2));
|
||||
scene.idle(20);
|
||||
|
||||
scene.special.movePointOfInterest(util.grid.at(2, 1, 5));
|
||||
}
|
||||
|
||||
public static void beltsCanBeEncased(SceneBuilder scene, SceneBuildingUtil util) {
|
||||
scene.title("belt_casing", "Encasing Belts");
|
||||
scene.configureBasePlate(0, 0, 5);
|
||||
|
@ -96,7 +451,7 @@ public class BeltScenes {
|
|||
scene.idle(7);
|
||||
scene.world.modifyBlock(beltPos.south(), s -> s.with(BeltBlock.CASING, false), true);
|
||||
scene.overlay.showText(80)
|
||||
.text("A wrench can be used to remove it again")
|
||||
.text("A wrench can be used to remove the casing")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.blockSurface(beltPos.south(), Direction.WEST));
|
||||
}
|
||||
|
|
|
@ -26,6 +26,11 @@ public class PonderIndex {
|
|||
PonderRegistry.forComponents(AllBlocks.LARGE_COGWHEEL)
|
||||
.addStoryBoard("cog/speedup", KineticsScenes::cogsSpeedUp)
|
||||
.addStoryBoard("cog/large", KineticsScenes::largeCogAsRelay);
|
||||
PonderRegistry.forComponents(AllItems.BELT_CONNECTOR)
|
||||
.addStoryBoard("belt/connect", BeltScenes::beltConnector)
|
||||
.addStoryBoard("belt/directions", BeltScenes::directions)
|
||||
.addStoryBoard("belt/transport", BeltScenes::transport)
|
||||
.addStoryBoard("belt/encasing", BeltScenes::beltsCanBeEncased);
|
||||
|
||||
PonderRegistry.forComponents(AllBlocks.ANDESITE_CASING, AllBlocks.BRASS_CASING)
|
||||
.addStoryBoard("shaft/encasing", KineticsScenes::shaftsCanBeEncased)
|
||||
|
|
|
@ -46,21 +46,65 @@ public class ParrotElement extends AnimatedSceneElement {
|
|||
this.location = location;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void reset(PonderScene scene) {
|
||||
super.reset(scene);
|
||||
entity.setPos(0, 0, 0);
|
||||
entity.prevPosX = 0;
|
||||
entity.prevPosY = 0;
|
||||
entity.prevPosZ = 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick(PonderScene scene) {
|
||||
super.tick(scene);
|
||||
if (entity == null)
|
||||
return;
|
||||
|
||||
entity.prevPosX = entity.getX();
|
||||
entity.prevPosY = entity.getY();
|
||||
entity.prevPosZ = entity.getZ();
|
||||
entity.ticksExisted++;
|
||||
entity.prevRotationYawHead = entity.rotationYawHead;
|
||||
entity.oFlapSpeed = entity.flapSpeed;
|
||||
entity.oFlap = entity.flap;
|
||||
entity.onGround = true;
|
||||
entity.prevRotationYaw = entity.rotationYaw;
|
||||
entity.prevRotationPitch = entity.rotationPitch;
|
||||
|
||||
pose.tick(scene);
|
||||
}
|
||||
|
||||
public void setPositionOffset(Vec3d position, boolean immediate) {
|
||||
if (entity == null)
|
||||
return;
|
||||
entity.setPosition(position.x, position.y, position.z);
|
||||
if (!immediate)
|
||||
return;
|
||||
entity.prevPosX = position.x;
|
||||
entity.prevPosY = position.y;
|
||||
entity.prevPosZ = position.z;
|
||||
}
|
||||
|
||||
public void setRotation(Vec3d eulers, boolean immediate) {
|
||||
if (entity == null)
|
||||
return;
|
||||
entity.rotationPitch = (float) eulers.x;
|
||||
entity.rotationYaw = (float) eulers.y;
|
||||
if (!immediate)
|
||||
return;
|
||||
entity.prevRotationPitch = entity.rotationPitch;
|
||||
entity.prevRotationYaw = entity.rotationYaw;
|
||||
}
|
||||
|
||||
public Vec3d getPositionOffset() {
|
||||
return entity != null ? entity.getPositionVec() : Vec3d.ZERO;
|
||||
}
|
||||
|
||||
public Vec3d getRotation() {
|
||||
return entity != null ? new Vec3d(entity.rotationPitch, entity.rotationYaw, 0) : Vec3d.ZERO;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void renderLast(PonderWorld world, IRenderTypeBuffer buffer, MatrixStack ms, float fade, float pt) {
|
||||
EntityRendererManager entityrenderermanager = Minecraft.getInstance()
|
||||
|
@ -71,6 +115,8 @@ public class ParrotElement extends AnimatedSceneElement {
|
|||
|
||||
ms.push();
|
||||
ms.translate(location.x, location.y, location.z);
|
||||
ms.translate(MathHelper.lerp(pt, entity.prevPosX, entity.getX()),
|
||||
MathHelper.lerp(pt, entity.prevPosY, entity.getY()), MathHelper.lerp(pt, entity.prevPosZ, entity.getZ()));
|
||||
|
||||
MatrixStacker.of(ms)
|
||||
.rotateY(AngleHelper.angleLerp(pt, entity.prevRotationYaw, entity.rotationYaw));
|
||||
|
@ -138,8 +184,6 @@ public class ParrotElement extends AnimatedSceneElement {
|
|||
double d1 = p_200602_2_.y - vec3d.y;
|
||||
double d2 = p_200602_2_.z - vec3d.z;
|
||||
double d3 = (double) MathHelper.sqrt(d0 * d0 + d2 * d2);
|
||||
entity.prevRotationYaw = entity.rotationYaw;
|
||||
entity.prevRotationPitch = entity.rotationPitch;
|
||||
entity.rotationPitch =
|
||||
MathHelper.wrapDegrees((float) -(MathHelper.atan2(d1, d3) * (double) (180F / (float) Math.PI)));
|
||||
entity.rotationYaw =
|
||||
|
|
|
@ -0,0 +1,57 @@
|
|||
package com.simibubi.create.foundation.ponder.instructions;
|
||||
|
||||
import java.util.function.BiConsumer;
|
||||
import java.util.function.Function;
|
||||
|
||||
import com.simibubi.create.foundation.ponder.ElementLink;
|
||||
import com.simibubi.create.foundation.ponder.PonderScene;
|
||||
import com.simibubi.create.foundation.ponder.elements.PonderSceneElement;
|
||||
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
public class AnimateElementInstruction<T extends PonderSceneElement> extends TickingInstruction {
|
||||
|
||||
protected Vec3d deltaPerTick;
|
||||
protected Vec3d totalDelta;
|
||||
protected Vec3d target;
|
||||
protected ElementLink<T> link;
|
||||
protected T element;
|
||||
|
||||
private BiConsumer<T, Vec3d> setter;
|
||||
private Function<T, Vec3d> getter;
|
||||
|
||||
protected AnimateElementInstruction(ElementLink<T> link, Vec3d totalDelta, int ticks,
|
||||
BiConsumer<T, Vec3d> setter, Function<T, Vec3d> getter) {
|
||||
super(false, ticks);
|
||||
this.link = link;
|
||||
this.setter = setter;
|
||||
this.getter = getter;
|
||||
this.deltaPerTick = totalDelta.scale(1d / ticks);
|
||||
this.totalDelta = totalDelta;
|
||||
this.target = totalDelta;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected final void firstTick(PonderScene scene) {
|
||||
super.firstTick(scene);
|
||||
element = scene.resolve(link);
|
||||
if (element == null)
|
||||
return;
|
||||
target = getter.apply(element)
|
||||
.add(totalDelta);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick(PonderScene scene) {
|
||||
super.tick(scene);
|
||||
if (element == null)
|
||||
return;
|
||||
if (remainingTicks == 0) {
|
||||
setter.accept(element, target);
|
||||
return;
|
||||
}
|
||||
setter.accept(element, getter.apply(element)
|
||||
.add(deltaPerTick));
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
package com.simibubi.create.foundation.ponder.instructions;
|
||||
|
||||
import java.util.function.BiConsumer;
|
||||
import java.util.function.Function;
|
||||
|
||||
import com.simibubi.create.foundation.ponder.ElementLink;
|
||||
import com.simibubi.create.foundation.ponder.elements.ParrotElement;
|
||||
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
public class AnimateParrotInstruction extends AnimateElementInstruction<ParrotElement> {
|
||||
|
||||
public static AnimateParrotInstruction rotate(ElementLink<ParrotElement> link, Vec3d rotation, int ticks) {
|
||||
return new AnimateParrotInstruction(link, rotation, ticks, (wse, v) -> wse.setRotation(v, ticks == 0),
|
||||
ParrotElement::getRotation);
|
||||
}
|
||||
|
||||
public static AnimateParrotInstruction move(ElementLink<ParrotElement> link, Vec3d offset, int ticks) {
|
||||
return new AnimateParrotInstruction(link, offset, ticks, (wse, v) -> wse.setPositionOffset(v, ticks == 0),
|
||||
ParrotElement::getPositionOffset);
|
||||
}
|
||||
|
||||
protected AnimateParrotInstruction(ElementLink<ParrotElement> link, Vec3d totalDelta, int ticks,
|
||||
BiConsumer<ParrotElement, Vec3d> setter, Function<ParrotElement, Vec3d> getter) {
|
||||
super(link, totalDelta, ticks, setter, getter);
|
||||
}
|
||||
|
||||
}
|
|
@ -4,21 +4,11 @@ import java.util.function.BiConsumer;
|
|||
import java.util.function.Function;
|
||||
|
||||
import com.simibubi.create.foundation.ponder.ElementLink;
|
||||
import com.simibubi.create.foundation.ponder.PonderScene;
|
||||
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
|
||||
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
public class AnimateWorldSectionInstruction extends TickingInstruction {
|
||||
|
||||
protected Vec3d deltaPerTick;
|
||||
protected Vec3d totalDelta;
|
||||
protected Vec3d target;
|
||||
protected ElementLink<WorldSectionElement> link;
|
||||
protected WorldSectionElement element;
|
||||
|
||||
private BiConsumer<WorldSectionElement, Vec3d> setter;
|
||||
private Function<WorldSectionElement, Vec3d> getter;
|
||||
public class AnimateWorldSectionInstruction extends AnimateElementInstruction<WorldSectionElement> {
|
||||
|
||||
public static AnimateWorldSectionInstruction rotate(ElementLink<WorldSectionElement> link, Vec3d rotation,
|
||||
int ticks) {
|
||||
|
@ -33,36 +23,7 @@ public class AnimateWorldSectionInstruction extends TickingInstruction {
|
|||
|
||||
protected AnimateWorldSectionInstruction(ElementLink<WorldSectionElement> link, Vec3d totalDelta, int ticks,
|
||||
BiConsumer<WorldSectionElement, Vec3d> setter, Function<WorldSectionElement, Vec3d> getter) {
|
||||
super(false, ticks);
|
||||
this.link = link;
|
||||
this.setter = setter;
|
||||
this.getter = getter;
|
||||
this.deltaPerTick = totalDelta.scale(1d / ticks);
|
||||
this.totalDelta = totalDelta;
|
||||
this.target = totalDelta;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected final void firstTick(PonderScene scene) {
|
||||
super.firstTick(scene);
|
||||
element = scene.resolve(link);
|
||||
if (element == null)
|
||||
return;
|
||||
target = getter.apply(element)
|
||||
.add(totalDelta);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick(PonderScene scene) {
|
||||
super.tick(scene);
|
||||
if (element == null)
|
||||
return;
|
||||
if (remainingTicks == 0) {
|
||||
setter.accept(element, target);
|
||||
return;
|
||||
}
|
||||
setter.accept(element, getter.apply(element)
|
||||
.add(deltaPerTick));
|
||||
super(link, totalDelta, ticks, setter, getter);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,30 @@
|
|||
package com.simibubi.create.foundation.ponder.instructions;
|
||||
|
||||
import com.simibubi.create.foundation.ponder.PonderScene;
|
||||
import com.simibubi.create.foundation.ponder.content.PonderPalette;
|
||||
|
||||
import net.minecraft.util.math.Vec3d;
|
||||
|
||||
public class LineInstruction extends TickingInstruction {
|
||||
|
||||
private PonderPalette color;
|
||||
private Vec3d start;
|
||||
private Vec3d end;
|
||||
|
||||
public LineInstruction(PonderPalette color, Vec3d start, Vec3d end, int ticks) {
|
||||
super(false, ticks);
|
||||
this.color = color;
|
||||
this.start = start;
|
||||
this.end = end;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void tick(PonderScene scene) {
|
||||
super.tick(scene);
|
||||
scene.getOutliner()
|
||||
.showLine(start, start, end)
|
||||
.lineWidth(1 / 16f)
|
||||
.colored(color.getColor());
|
||||
}
|
||||
|
||||
}
|
BIN
src/main/resources/ponder/belt/connect.nbt
Normal file
BIN
src/main/resources/ponder/belt/connect.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/belt/directions.nbt
Normal file
BIN
src/main/resources/ponder/belt/directions.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/belt/transport.nbt
Normal file
BIN
src/main/resources/ponder/belt/transport.nbt
Normal file
Binary file not shown.
Loading…
Reference in a new issue