{ "_": "->------------------------] Game Elements [------------------------<-", "block.create.acacia_window": "Acacia Window", "block.create.acacia_window_pane": "Acacia Window Pane", "block.create.adjustable_chain_gearshift": "Adjustable Chain Gearshift", "block.create.adjustable_crate": "Adjustable Crate", "block.create.adjustable_pulse_repeater": "Adjustable Pulse Repeater", "block.create.adjustable_repeater": "Adjustable Repeater", "block.create.analog_lever": "Analog Lever", "block.create.andesite_belt_funnel": "Andesite Belt Funnel", "block.create.andesite_bricks": "Andesite Bricks", "block.create.andesite_bricks_slab": "Andesite Bricks Slab", "block.create.andesite_bricks_stairs": "Andesite Bricks Stairs", "block.create.andesite_bricks_wall": "Andesite Bricks Wall", "block.create.andesite_casing": "Andesite Casing", "block.create.andesite_cobblestone": "Andesite Cobblestone", "block.create.andesite_cobblestone_slab": "Andesite Cobblestone Slab", "block.create.andesite_cobblestone_stairs": "Andesite Cobblestone Stairs", "block.create.andesite_cobblestone_wall": "Andesite Cobblestone Wall", "block.create.andesite_encased_shaft": "Andesite Encased Shaft", "block.create.andesite_funnel": "Andesite Funnel", "block.create.andesite_pillar": "Andesite Pillar", "block.create.andesite_tunnel": "Andesite Tunnel", "block.create.basin": "Basin", "block.create.belt": "Belt", "block.create.birch_window": "Birch Window", "block.create.birch_window_pane": "Birch Window Pane", "block.create.black_nixie_tube": "Black Nixie Tube", "block.create.black_sail": "Black Sail", "block.create.black_seat": "Black Seat", "block.create.black_valve_handle": "Black Valve Handle", "block.create.blaze_burner": "Blaze Burner", "block.create.blue_nixie_tube": "Blue Nixie Tube", "block.create.blue_sail": "Blue Sail", "block.create.blue_seat": "Blue Seat", "block.create.blue_valve_handle": "Blue Valve Handle", "block.create.brass_belt_funnel": "Brass Belt Funnel", "block.create.brass_block": "Block of Brass", "block.create.brass_casing": "Brass Casing", "block.create.brass_encased_shaft": "Brass Encased Shaft", "block.create.brass_funnel": "Brass Funnel", "block.create.brass_tunnel": "Brass Tunnel", "block.create.brown_nixie_tube": "Brown Nixie Tube", "block.create.brown_sail": "Brown Sail", "block.create.brown_seat": "Brown Seat", "block.create.brown_valve_handle": "Brown Valve Handle", "block.create.cart_assembler": "Cart Assembler", "block.create.chiseled_dark_scoria": "Chiseled Dark Scoria", "block.create.chiseled_dolomite": "Chiseled Dolomite", "block.create.chiseled_gabbro": "Chiseled Gabbro", "block.create.chiseled_limestone": "Chiseled Limestone", "block.create.chiseled_scoria": "Chiseled Scoria", "block.create.chiseled_weathered_limestone": "Chiseled Weathered Limestone", "block.create.chocolate": "Chocolate", "block.create.chute": "Chute", "block.create.clockwork_bearing": "Clockwork Bearing", "block.create.clutch": "Clutch", "block.create.cogwheel": "Cogwheel", "block.create.content_observer": "Content Observer", "block.create.controller_rail": "Controller Rail", "block.create.copper_backtank": "Copper Backtank", "block.create.copper_block": "Block of Copper", "block.create.copper_casing": "Copper Casing", "block.create.copper_ore": "Copper Ore", "block.create.copper_shingles": "Copper Shingles", "block.create.copper_tiles": "Copper Tiles", "block.create.copper_valve_handle": "Copper Valve Handle", "block.create.creative_crate": "Creative Crate", "block.create.creative_fluid_tank": "Creative Fluid Tank", "block.create.creative_motor": "Creative Motor", "block.create.crimson_window": "Crimson Window", "block.create.crimson_window_pane": "Crimson Window Pane", "block.create.crushing_wheel": "Crushing Wheel", "block.create.crushing_wheel_controller": "Crushing Wheel Controller", "block.create.cuckoo_clock": "Cuckoo Clock", "block.create.cyan_nixie_tube": "Cyan Nixie Tube", "block.create.cyan_sail": "Cyan Sail", "block.create.cyan_seat": "Cyan Seat", "block.create.cyan_valve_handle": "Cyan Valve Handle", "block.create.dark_oak_window": "Dark Oak Window", "block.create.dark_oak_window_pane": "Dark Oak Window Pane", "block.create.dark_scoria": "Dark Scoria", "block.create.dark_scoria_bricks": "Dark Scoria Bricks", "block.create.dark_scoria_bricks_slab": "Dark Scoria Bricks Slab", "block.create.dark_scoria_bricks_stairs": "Dark Scoria Bricks Stairs", "block.create.dark_scoria_bricks_wall": "Dark Scoria Bricks Wall", "block.create.dark_scoria_cobblestone": "Dark Scoria Cobblestone", "block.create.dark_scoria_cobblestone_slab": "Dark Scoria Cobblestone Slab", "block.create.dark_scoria_cobblestone_stairs": "Dark Scoria Cobblestone Stairs", "block.create.dark_scoria_cobblestone_wall": "Dark Scoria Cobblestone Wall", "block.create.dark_scoria_pillar": "Dark Scoria Pillar", "block.create.deployer": "Deployer", "block.create.depot": "Depot", "block.create.diorite_bricks": "Diorite Bricks", "block.create.diorite_bricks_slab": "Diorite Bricks Slab", "block.create.diorite_bricks_stairs": "Diorite Bricks Stairs", "block.create.diorite_bricks_wall": "Diorite Bricks Wall", "block.create.diorite_cobblestone": "Diorite Cobblestone", "block.create.diorite_cobblestone_slab": "Diorite Cobblestone Slab", "block.create.diorite_cobblestone_stairs": "Diorite Cobblestone Stairs", "block.create.diorite_cobblestone_wall": "Diorite Cobblestone Wall", "block.create.diorite_pillar": "Diorite Pillar", "block.create.dolomite": "Dolomite", "block.create.dolomite_bricks": "Dolomite Bricks", "block.create.dolomite_bricks_slab": "Dolomite Bricks Slab", "block.create.dolomite_bricks_stairs": "Dolomite Bricks Stairs", "block.create.dolomite_bricks_wall": "Dolomite Bricks Wall", "block.create.dolomite_cobblestone": "Dolomite Cobblestone", "block.create.dolomite_cobblestone_slab": "Dolomite Cobblestone Slab", "block.create.dolomite_cobblestone_stairs": "Dolomite Cobblestone Stairs", "block.create.dolomite_cobblestone_wall": "Dolomite Cobblestone Wall", "block.create.dolomite_pillar": "Dolomite Pillar", "block.create.encased_chain_drive": "Encased Chain Drive", "block.create.encased_fan": "Encased Fan", "block.create.encased_fluid_pipe": "Encased Fluid Pipe", "block.create.fancy_andesite_bricks": "Fancy Andesite Bricks", "block.create.fancy_andesite_bricks_slab": "Fancy Andesite Bricks Slab", "block.create.fancy_andesite_bricks_stairs": "Fancy Andesite Bricks Stairs", "block.create.fancy_andesite_bricks_wall": "Fancy Andesite Bricks Wall", "block.create.fancy_dark_scoria_bricks": "Fancy Dark Scoria Bricks", "block.create.fancy_dark_scoria_bricks_slab": "Fancy Dark Scoria Bricks Slab", "block.create.fancy_dark_scoria_bricks_stairs": "Fancy Dark Scoria Bricks Stairs", "block.create.fancy_dark_scoria_bricks_wall": "Fancy Dark Scoria Bricks Wall", "block.create.fancy_diorite_bricks": "Fancy Diorite Bricks", "block.create.fancy_diorite_bricks_slab": "Fancy Diorite Bricks Slab", "block.create.fancy_diorite_bricks_stairs": "Fancy Diorite Bricks Stairs", "block.create.fancy_diorite_bricks_wall": "Fancy Diorite Bricks Wall", "block.create.fancy_dolomite_bricks": "Fancy Dolomite Bricks", "block.create.fancy_dolomite_bricks_slab": "Fancy Dolomite Bricks Slab", "block.create.fancy_dolomite_bricks_stairs": "Fancy Dolomite Bricks Stairs", "block.create.fancy_dolomite_bricks_wall": "Fancy Dolomite Bricks Wall", "block.create.fancy_gabbro_bricks": "Fancy Gabbro Bricks", "block.create.fancy_gabbro_bricks_slab": "Fancy Gabbro Bricks Slab", "block.create.fancy_gabbro_bricks_stairs": "Fancy Gabbro Bricks Stairs", "block.create.fancy_gabbro_bricks_wall": "Fancy Gabbro Bricks Wall", "block.create.fancy_granite_bricks": "Fancy Granite Bricks", "block.create.fancy_granite_bricks_slab": "Fancy Granite Bricks Slab", "block.create.fancy_granite_bricks_stairs": "Fancy Granite Bricks Stairs", "block.create.fancy_granite_bricks_wall": "Fancy Granite Bricks Wall", "block.create.fancy_limestone_bricks": "Fancy Limestone Bricks", "block.create.fancy_limestone_bricks_slab": "Fancy Limestone Bricks Slab", "block.create.fancy_limestone_bricks_stairs": "Fancy Limestone Bricks Stairs", "block.create.fancy_limestone_bricks_wall": "Fancy Limestone Bricks Wall", "block.create.fancy_scoria_bricks": "Fancy Scoria Bricks", "block.create.fancy_scoria_bricks_slab": "Fancy Scoria Bricks Slab", "block.create.fancy_scoria_bricks_stairs": "Fancy Scoria Bricks Stairs", "block.create.fancy_scoria_bricks_wall": "Fancy Scoria Bricks Wall", "block.create.fancy_weathered_limestone_bricks": "Fancy Weathered Limestone Bricks", "block.create.fancy_weathered_limestone_bricks_slab": "Fancy Weathered Limestone Bricks Slab", "block.create.fancy_weathered_limestone_bricks_stairs": "Fancy Weathered Limestone Bricks Stairs", "block.create.fancy_weathered_limestone_bricks_wall": "Fancy Weathered Limestone Bricks Wall", "block.create.fluid_pipe": "Fluid Pipe", "block.create.fluid_tank": "Fluid Tank", "block.create.fluid_valve": "Fluid Valve", "block.create.flywheel": "Flywheel", "block.create.framed_glass": "Framed Glass", "block.create.framed_glass_pane": "Framed Glass Pane", "block.create.furnace_engine": "Furnace Engine", "block.create.gabbro": "Gabbro", "block.create.gabbro_bricks": "Gabbro Bricks", "block.create.gabbro_bricks_slab": "Gabbro Bricks Slab", "block.create.gabbro_bricks_stairs": "Gabbro Bricks Stairs", "block.create.gabbro_bricks_wall": "Gabbro Bricks Wall", "block.create.gabbro_cobblestone": "Gabbro Cobblestone", "block.create.gabbro_cobblestone_slab": "Gabbro Cobblestone Slab", "block.create.gabbro_cobblestone_stairs": "Gabbro Cobblestone Stairs", "block.create.gabbro_cobblestone_wall": "Gabbro Cobblestone Wall", "block.create.gabbro_pillar": "Gabbro Pillar", "block.create.gantry_carriage": "Gantry Carriage", "block.create.gantry_shaft": "Gantry Shaft", "block.create.gearbox": "Gearbox", "block.create.gearshift": "Gearshift", "block.create.glass_fluid_pipe": "Glass Fluid Pipe", "block.create.granite_bricks": "Granite Bricks", "block.create.granite_bricks_slab": "Granite Bricks Slab", "block.create.granite_bricks_stairs": "Granite Bricks Stairs", "block.create.granite_bricks_wall": "Granite Bricks Wall", "block.create.granite_cobblestone": "Granite Cobblestone", "block.create.granite_cobblestone_slab": "Granite Cobblestone Slab", "block.create.granite_cobblestone_stairs": "Granite Cobblestone Stairs", "block.create.granite_cobblestone_wall": "Granite Cobblestone Wall", "block.create.granite_pillar": "Granite Pillar", "block.create.gray_nixie_tube": "Gray Nixie Tube", "block.create.gray_sail": "Gray Sail", "block.create.gray_seat": "Gray Seat", "block.create.gray_valve_handle": "Gray Valve Handle", "block.create.green_nixie_tube": "Green Nixie Tube", "block.create.green_sail": "Green Sail", "block.create.green_seat": "Green Seat", "block.create.green_valve_handle": "Green Valve Handle", "block.create.hand_crank": "Hand Crank", "block.create.haunted_bell": "Haunted Bell", "block.create.honey": "Honey", "block.create.horizontal_framed_glass": "Horizontal Framed Glass", "block.create.horizontal_framed_glass_pane": "Horizontal Framed Glass Pane", "block.create.hose_pulley": "Hose Pulley", "block.create.item_drain": "Item Drain", "block.create.jungle_window": "Jungle Window", "block.create.jungle_window_pane": "Jungle Window Pane", "block.create.large_cogwheel": "Large Cogwheel", "block.create.layered_andesite": "Layered Andesite", "block.create.layered_dark_scoria": "Layered Dark Scoria", "block.create.layered_diorite": "Layered Diorite", "block.create.layered_dolomite": "Layered Dolomite", "block.create.layered_gabbro": "Layered Gabbro", "block.create.layered_granite": "Layered Granite", "block.create.layered_limestone": "Layered Limestone", "block.create.layered_scoria": "Layered Scoria", "block.create.layered_weathered_limestone": "Layered Weathered Limestone", "block.create.lectern_controller": "Lectern Controller", "block.create.light_blue_nixie_tube": "Light Blue Nixie Tube", "block.create.light_blue_sail": "Light Blue Sail", "block.create.light_blue_seat": "Light Blue Seat", "block.create.light_blue_valve_handle": "Light Blue Valve Handle", "block.create.light_gray_nixie_tube": "Light Gray Nixie Tube", "block.create.light_gray_sail": "Light Gray Sail", "block.create.light_gray_seat": "Light Gray Seat", "block.create.light_gray_valve_handle": "Light Gray Valve Handle", "block.create.lime_nixie_tube": "Lime Nixie Tube", "block.create.lime_sail": "Lime Sail", "block.create.lime_seat": "Lime Seat", "block.create.lime_valve_handle": "Lime Valve Handle", "block.create.limesand": "Limesand", "block.create.limestone": "Limestone", "block.create.limestone_bricks": "Limestone Bricks", "block.create.limestone_bricks_slab": "Limestone Bricks Slab", "block.create.limestone_bricks_stairs": "Limestone Bricks Stairs", "block.create.limestone_bricks_wall": "Limestone Bricks Wall", "block.create.limestone_cobblestone": "Limestone Cobblestone", "block.create.limestone_cobblestone_slab": "Limestone Cobblestone Slab", "block.create.limestone_cobblestone_stairs": "Limestone Cobblestone Stairs", "block.create.limestone_cobblestone_wall": "Limestone Cobblestone Wall", "block.create.limestone_pillar": "Limestone Pillar", "block.create.linear_chassis": "Linear Chassis", "block.create.lit_blaze_burner": "Lit Blaze Burner", "block.create.magenta_nixie_tube": "Magenta Nixie Tube", "block.create.magenta_sail": "Magenta Sail", "block.create.magenta_seat": "Magenta Seat", "block.create.magenta_valve_handle": "Magenta Valve Handle", "block.create.mechanical_arm": "Mechanical Arm", "block.create.mechanical_bearing": "Mechanical Bearing", "block.create.mechanical_crafter": "Mechanical Crafter", "block.create.mechanical_drill": "Mechanical Drill", "block.create.mechanical_harvester": "Mechanical Harvester", "block.create.mechanical_mixer": "Mechanical Mixer", "block.create.mechanical_piston": "Mechanical Piston", "block.create.mechanical_piston_head": "Mechanical Piston Head", "block.create.mechanical_plough": "Mechanical Plough", "block.create.mechanical_press": "Mechanical Press", "block.create.mechanical_pump": "Mechanical Pump", "block.create.mechanical_saw": "Mechanical Saw", "block.create.metal_bracket": "Metal Bracket", "block.create.millstone": "Millstone", "block.create.minecart_anchor": "Minecart Anchor", "block.create.mossy_andesite": "Mossy Andesite", "block.create.mossy_dark_scoria": "Mossy Dark Scoria", "block.create.mossy_diorite": "Mossy Diorite", "block.create.mossy_dolomite": "Mossy Dolomite", "block.create.mossy_gabbro": "Mossy Gabbro", "block.create.mossy_granite": "Mossy Granite", "block.create.mossy_limestone": "Mossy Limestone", "block.create.mossy_scoria": "Mossy Scoria", "block.create.mossy_weathered_limestone": "Mossy Weathered Limestone", "block.create.mysterious_cuckoo_clock": "Cuckoo Clock", "block.create.natural_scoria": "Natural Scoria", "block.create.nixie_tube": "Nixie Tube", "block.create.nozzle": "Nozzle", "block.create.oak_window": "Oak Window", "block.create.oak_window_pane": "Oak Window Pane", "block.create.orange_sail": "Orange Sail", "block.create.orange_seat": "Orange Seat", "block.create.orange_valve_handle": "Orange Valve Handle", "block.create.ornate_iron_window": "Ornate Iron Window", "block.create.ornate_iron_window_pane": "Ornate Iron Window Pane", "block.create.overgrown_andesite": "Overgrown Andesite", "block.create.overgrown_dark_scoria": "Overgrown Dark Scoria", "block.create.overgrown_diorite": "Overgrown Diorite", "block.create.overgrown_dolomite": "Overgrown Dolomite", "block.create.overgrown_gabbro": "Overgrown Gabbro", "block.create.overgrown_granite": "Overgrown Granite", "block.create.overgrown_limestone": "Overgrown Limestone", "block.create.overgrown_scoria": "Overgrown Scoria", "block.create.overgrown_weathered_limestone": "Overgrown Weathered Limestone", "block.create.paved_andesite": "Paved Andesite", "block.create.paved_andesite_slab": "Paved Andesite Slab", "block.create.paved_andesite_stairs": "Paved Andesite Stairs", "block.create.paved_andesite_wall": "Paved Andesite Wall", "block.create.paved_dark_scoria": "Paved Dark Scoria", "block.create.paved_dark_scoria_slab": "Paved Dark Scoria Slab", "block.create.paved_dark_scoria_stairs": "Paved Dark Scoria Stairs", "block.create.paved_dark_scoria_wall": "Paved Dark Scoria Wall", "block.create.paved_diorite": "Paved Diorite", "block.create.paved_diorite_slab": "Paved Diorite Slab", "block.create.paved_diorite_stairs": "Paved Diorite Stairs", "block.create.paved_diorite_wall": "Paved Diorite Wall", "block.create.paved_dolomite": "Paved Dolomite", "block.create.paved_dolomite_slab": "Paved Dolomite Slab", "block.create.paved_dolomite_stairs": "Paved Dolomite Stairs", "block.create.paved_dolomite_wall": "Paved Dolomite Wall", "block.create.paved_gabbro": "Paved Gabbro", "block.create.paved_gabbro_slab": "Paved Gabbro Slab", "block.create.paved_gabbro_stairs": "Paved Gabbro Stairs", "block.create.paved_gabbro_wall": "Paved Gabbro Wall", "block.create.paved_granite": "Paved Granite", "block.create.paved_granite_slab": "Paved Granite Slab", "block.create.paved_granite_stairs": "Paved Granite Stairs", "block.create.paved_granite_wall": "Paved Granite Wall", "block.create.paved_limestone": "Paved Limestone", "block.create.paved_limestone_slab": "Paved Limestone Slab", "block.create.paved_limestone_stairs": "Paved Limestone Stairs", "block.create.paved_limestone_wall": "Paved Limestone Wall", "block.create.paved_scoria": "Paved Scoria", "block.create.paved_scoria_slab": "Paved Scoria Slab", "block.create.paved_scoria_stairs": "Paved Scoria Stairs", "block.create.paved_scoria_wall": "Paved Scoria Wall", "block.create.paved_weathered_limestone": "Paved Weathered Limestone", "block.create.paved_weathered_limestone_slab": "Paved Weathered Limestone Slab", "block.create.paved_weathered_limestone_stairs": "Paved Weathered Limestone Stairs", "block.create.paved_weathered_limestone_wall": "Paved Weathered Limestone Wall", "block.create.peculiar_bell": "Peculiar Bell", "block.create.pink_nixie_tube": "Pink Nixie Tube", "block.create.pink_sail": "Pink Sail", "block.create.pink_seat": "Pink Seat", "block.create.pink_valve_handle": "Pink Valve Handle", "block.create.piston_extension_pole": "Piston Extension Pole", "block.create.polished_dark_scoria": "Polished Dark Scoria", "block.create.polished_dark_scoria_slab": "Polished Dark Scoria Slab", "block.create.polished_dark_scoria_stairs": "Polished Dark Scoria Stairs", "block.create.polished_dark_scoria_wall": "Polished Dark Scoria Wall", "block.create.polished_dolomite": "Polished Dolomite", "block.create.polished_dolomite_slab": "Polished Dolomite Slab", "block.create.polished_dolomite_stairs": "Polished Dolomite Stairs", "block.create.polished_dolomite_wall": "Polished Dolomite Wall", "block.create.polished_gabbro": "Polished Gabbro", "block.create.polished_gabbro_slab": "Polished Gabbro Slab", "block.create.polished_gabbro_stairs": "Polished Gabbro Stairs", "block.create.polished_gabbro_wall": "Polished Gabbro Wall", "block.create.polished_limestone": "Polished Limestone", "block.create.polished_limestone_slab": "Polished Limestone Slab", "block.create.polished_limestone_stairs": "Polished Limestone Stairs", "block.create.polished_limestone_wall": "Polished Limestone Wall", "block.create.polished_scoria": "Polished Scoria", "block.create.polished_scoria_slab": "Polished Scoria Slab", "block.create.polished_scoria_stairs": "Polished Scoria Stairs", "block.create.polished_scoria_wall": "Polished Scoria Wall", "block.create.polished_weathered_limestone": "Polished Weathered Limestone", "block.create.polished_weathered_limestone_slab": "Polished Weathered Limestone Slab", "block.create.polished_weathered_limestone_stairs": "Polished Weathered Limestone Stairs", "block.create.polished_weathered_limestone_wall": "Polished Weathered Limestone Wall", "block.create.portable_fluid_interface": "Portable Fluid Interface", "block.create.portable_storage_interface": "Portable Storage Interface", "block.create.powered_latch": "Powered Latch", "block.create.powered_toggle_latch": "Powered Toggle Latch", "block.create.pulley_magnet": "Pulley Magnet", "block.create.pulse_repeater": "Pulse Repeater", "block.create.purple_nixie_tube": "Purple Nixie Tube", "block.create.purple_sail": "Purple Sail", "block.create.purple_seat": "Purple Seat", "block.create.purple_valve_handle": "Purple Valve Handle", "block.create.radial_chassis": "Radial Chassis", "block.create.red_nixie_tube": "Red Nixie Tube", "block.create.red_sail": "Red Sail", "block.create.red_seat": "Red Seat", "block.create.red_valve_handle": "Red Valve Handle", "block.create.redstone_contact": "Redstone Contact", "block.create.redstone_link": "Redstone Link", "block.create.refined_radiance_casing": "Radiant Casing", "block.create.reinforced_rail": "Reinforced Rail", "block.create.rope": "Rope", "block.create.rope_pulley": "Rope Pulley", "block.create.rotation_speed_controller": "Rotation Speed Controller", "block.create.sail_frame": "Sail Frame", "block.create.schematic_table": "Schematic Table", "block.create.schematicannon": "Schematicannon", "block.create.scoria": "Scoria", "block.create.scoria_bricks": "Scoria Bricks", "block.create.scoria_bricks_slab": "Scoria Bricks Slab", "block.create.scoria_bricks_stairs": "Scoria Bricks Stairs", "block.create.scoria_bricks_wall": "Scoria Bricks Wall", "block.create.scoria_cobblestone": "Scoria Cobblestone", "block.create.scoria_cobblestone_slab": "Scoria Cobblestone Slab", "block.create.scoria_cobblestone_stairs": "Scoria Cobblestone Stairs", "block.create.scoria_cobblestone_wall": "Scoria Cobblestone Wall", "block.create.scoria_pillar": "Scoria Pillar", "block.create.secondary_linear_chassis": "Secondary Linear Chassis", "block.create.sequenced_gearshift": "Sequenced Gearshift", "block.create.shadow_steel_casing": "Shadow Casing", "block.create.shaft": "Shaft", "block.create.smart_chute": "Smart Chute", "block.create.smart_fluid_pipe": "Smart Fluid Pipe", "block.create.speedometer": "Speedometer", "block.create.spout": "Spout", "block.create.spruce_window": "Spruce Window", "block.create.spruce_window_pane": "Spruce Window Pane", "block.create.sticker": "Sticker", "block.create.sticky_mechanical_piston": "Sticky Mechanical Piston", "block.create.stockpile_switch": "Stockpile Switch", "block.create.stressometer": "Stressometer", "block.create.tiled_glass": "Tiled Glass", "block.create.tiled_glass_pane": "Tiled Glass Pane", "block.create.turntable": "Turntable", "block.create.vertical_framed_glass": "Vertical Framed Glass", "block.create.vertical_framed_glass_pane": "Vertical Framed Glass Pane", "block.create.warped_window": "Warped Window", "block.create.warped_window_pane": "Warped Window Pane", "block.create.water_wheel": "Water Wheel", "block.create.weathered_limestone": "Weathered Limestone", "block.create.weathered_limestone_bricks": "Weathered Limestone Bricks", "block.create.weathered_limestone_bricks_slab": "Weathered Limestone Bricks Slab", "block.create.weathered_limestone_bricks_stairs": "Weathered Limestone Bricks Stairs", "block.create.weathered_limestone_bricks_wall": "Weathered Limestone Bricks Wall", "block.create.weathered_limestone_cobblestone": "Weathered Limestone Cobblestone", "block.create.weathered_limestone_cobblestone_slab": "Weathered Limestone Cobblestone Slab", "block.create.weathered_limestone_cobblestone_stairs": "Weathered Limestone Cobblestone Stairs", "block.create.weathered_limestone_cobblestone_wall": "Weathered Limestone Cobblestone Wall", "block.create.weathered_limestone_pillar": "Weathered Limestone Pillar", "block.create.weighted_ejector": "Weighted Ejector", "block.create.white_nixie_tube": "White Nixie Tube", "block.create.white_sail": "White Sail", "block.create.white_seat": "White Seat", "block.create.white_valve_handle": "White Valve Handle", "block.create.windmill_bearing": "Windmill Bearing", "block.create.wooden_bracket": "Wooden Bracket", "block.create.yellow_nixie_tube": "Yellow Nixie Tube", "block.create.yellow_sail": "Yellow Sail", "block.create.yellow_seat": "Yellow Seat", "block.create.yellow_valve_handle": "Yellow Valve Handle", "block.create.zinc_block": "Block of Zinc", "block.create.zinc_ore": "Zinc Ore", "enchantment.create.potato_recovery": "Potato Recovery", "entity.create.contraption": "Contraption", "entity.create.crafting_blueprint": "Crafting Blueprint", "entity.create.gantry_contraption": "Gantry Contraption", "entity.create.potato_projectile": "Potato Projectile", "entity.create.seat": "Seat", "entity.create.stationary_contraption": "Stationary Contraption", "entity.create.super_glue": "Super Glue", "fluid.create.milk": "Milk", "fluid.create.potion": "Potion", "fluid.create.tea": "Builder's Tea", "item.create.andesite_alloy": "Andesite Alloy", "item.create.attribute_filter": "Attribute Filter", "item.create.bar_of_chocolate": "Bar of Chocolate", "item.create.belt_connector": "Mechanical Belt", "item.create.blaze_cake": "Blaze Cake", "item.create.blaze_cake_base": "Blaze Cake Base", "item.create.brass_hand": "Brass Hand", "item.create.brass_ingot": "Brass Ingot", "item.create.brass_nugget": "Brass Nugget", "item.create.brass_sheet": "Brass Sheet", "item.create.builders_tea": "Builder's Tea", "item.create.chest_minecart_contraption": "Chest Minecart Contraption", "item.create.chocolate_bucket": "Chocolate Bucket", "item.create.chocolate_glazed_berries": "Chocolate Glazed Berries", "item.create.chromatic_compound": "Chromatic Compound", "item.create.cinder_flour": "Cinder Flour", "item.create.copper_backtank": "Copper Backtank", "item.create.copper_ingot": "Copper Ingot", "item.create.copper_nugget": "Copper Nugget", "item.create.copper_sheet": "Copper Sheet", "item.create.crafter_slot_cover": "Crafter Slot Cover", "item.create.crafting_blueprint": "Crafting Blueprint", "item.create.crushed_aluminum_ore": "Crushed Aluminum Ore", "item.create.crushed_brass": "Crushed Brass", "item.create.crushed_copper_ore": "Crushed Copper Ore", "item.create.crushed_gold_ore": "Crushed Gold Ore", "item.create.crushed_iron_ore": "Crushed Iron Ore", "item.create.crushed_lead_ore": "Crushed Lead Ore", "item.create.crushed_nickel_ore": "Crushed Nickel Ore", "item.create.crushed_osmium_ore": "Crushed Osmium Ore", "item.create.crushed_platinum_ore": "Crushed Platinum Ore", "item.create.crushed_quicksilver_ore": "Crushed Quicksilver Ore", "item.create.crushed_silver_ore": "Crushed Silver Ore", "item.create.crushed_tin_ore": "Crushed Tin Ore", "item.create.crushed_uranium_ore": "Crushed Uranium Ore", "item.create.crushed_zinc_ore": "Crushed Zinc Ore", "item.create.diving_boots": "Diving Boots", "item.create.diving_helmet": "Diving Helmet", "item.create.dough": "Dough", "item.create.electron_tube": "Electron Tube", "item.create.empty_blaze_burner": "Empty Blaze Burner", "item.create.empty_schematic": "Empty Schematic", "item.create.extendo_grip": "Extendo Grip", "item.create.filter": "Filter", "item.create.furnace_minecart_contraption": "Furnace Minecart Contraption", "item.create.goggles": "Engineer's Goggles", "item.create.golden_sheet": "Golden Sheet", "item.create.handheld_worldshaper": "Creative Worldshaper", "item.create.honey_bucket": "Honey Bucket", "item.create.honeyed_apple": "Honeyed Apple", "item.create.incomplete_cogwheel": "Incomplete Cogwheel", "item.create.incomplete_large_cogwheel": "Incomplete Large Cogwheel", "item.create.incomplete_precision_mechanism": "Incomplete Precision Mechanism", "item.create.iron_sheet": "Iron Sheet", "item.create.linked_controller": "Linked Controller", "item.create.minecart_contraption": "Minecart Contraption", "item.create.minecart_coupling": "Minecart Coupling", "item.create.polished_rose_quartz": "Polished Rose Quartz", "item.create.potato_cannon": "Potato Cannon", "item.create.powdered_obsidian": "Powdered Obsidian", "item.create.precision_mechanism": "Precision Mechanism", "item.create.propeller": "Propeller", "item.create.red_sand_paper": "Red Sand Paper", "item.create.refined_radiance": "Refined Radiance", "item.create.rose_quartz": "Rose Quartz", "item.create.sand_paper": "Sand Paper", "item.create.schematic": "Schematic", "item.create.schematic_and_quill": "Schematic And Quill", "item.create.shadow_steel": "Shadow Steel", "item.create.super_glue": "Super Glue", "item.create.sweet_roll": "Sweet Roll", "item.create.tree_fertilizer": "Tree Fertilizer", "item.create.vertical_gearbox": "Vertical Gearbox", "item.create.wand_of_symmetry": "Wand Of Symmetry", "item.create.wheat_flour": "Wheat Flour", "item.create.whisk": "Whisk", "item.create.wrench": "Wrench", "item.create.zinc_ingot": "Zinc Ingot", "item.create.zinc_nugget": "Zinc Nugget", "_": "->------------------------] Advancements [------------------------<-", "advancement.create.root": "Welcome to Create", "advancement.create.root.desc": "It's time to start building some amazing Contraptions!", "advancement.create.andesite_alloy": "Alliterations Aplenty", "advancement.create.andesite_alloy.desc": "Create's materials have weird names, Andesite Alloy is one of them.", "advancement.create.its_alive": "It's Alive!", "advancement.create.its_alive.desc": "Watch your first kinetic component spin.", "advancement.create.shifting_gears": "Shifting Gears", "advancement.create.shifting_gears.desc": "Connect a Large Cogwheel to a Small Cogwheel, allowing you to change the speed of your contraption.", "advancement.create.overstressed": "Overstressed", "advancement.create.overstressed.desc": "Experience the limits of stress firsthand.", "advancement.create.belt": "Kelp Drive", "advancement.create.belt.desc": "Connect two shafts with a Mechanical Belt.", "advancement.create.tunnel": "Take cover!", "advancement.create.tunnel.desc": "Embellish your mechanical belt with a Tunnel.", "advancement.create.splitter_tunnel": "Divide and Conquer", "advancement.create.splitter_tunnel.desc": "Create a splitter with a group of Brass Tunnels.", "advancement.create.chute": "Tumbling down", "advancement.create.chute.desc": "Place a chute, the vertical counterpart of the belt.", "advancement.create.upward_chute": "Aerial Abduction", "advancement.create.upward_chute.desc": "Watch a thrown item fly up into a fan-powered chute.", "advancement.create.belt_funnel": "Funnels' Flappy Danglers", "advancement.create.belt_funnel.desc": "Place a sideways funnel on top of a belt or depot to create a special type.", "advancement.create.belt_funnel_kiss": "The Parrots and the Flaps", "advancement.create.belt_funnel_kiss.desc": "Make two belt mounted funnels kiss.", "advancement.create.fan": "Mechanical Airbender", "advancement.create.fan.desc": "Ride the stream of air provided by an Encased Fan.", "advancement.create.fan_lava": "Geothermal Space Heater", "advancement.create.fan_lava.desc": "Get caught in a stream of air that smelts things.", "advancement.create.fan_water": "Wacky Washing", "advancement.create.fan_water.desc": "Get caught in a stream of air that washes things.", "advancement.create.fan_smoke": "Mechanical Bellows", "advancement.create.fan_smoke.desc": "Get caught in a stream of air that smokes items.", "advancement.create.wrench": "Configure Conveniently", "advancement.create.wrench.desc": "Create a Wrench to aid you in building your contraptions.", "advancement.create.goggles": "Stress-O-Vision", "advancement.create.goggles.desc": "Create some Engineer's Goggles to aid you in getting more kinetic information from components.", "advancement.create.speedometer": "But How Fast Exactly?", "advancement.create.speedometer.desc": "Place and power a Speedometer. Look at it through your goggles to read its exact value.", "advancement.create.stressometer": "But How Stressed Exactly?", "advancement.create.stressometer.desc": "Place and power a Stressometer. Look at it through your goggles to read its exact value.", "advancement.create.aesthetics": "Boom, Aesthetics!", "advancement.create.aesthetics.desc": "Place brackets on a shaft, pipe and cogwheel.", "advancement.create.reinforced": "Boom, Reinforced!", "advancement.create.reinforced.desc": "Use fitting casing blocks on a shaft, pipe and mechanical belt.", "advancement.create.water_wheel": "Harnessing Hydraulics", "advancement.create.water_wheel.desc": "Place a Water Wheel and try getting it to spin!", "advancement.create.chocolate_wheel": "Tasteful power", "advancement.create.chocolate_wheel.desc": "Run a Water Wheel with molten Chocolate.", "advancement.create.lava_wheel": "Magma Wheel", "advancement.create.lava_wheel.desc": "This shouldn't have worked.", "advancement.create.cuckoo": "Is it time?", "advancement.create.cuckoo.desc": "Witness a cuckhoo clock announce bedtime.", "advancement.create.millstone": "Pocket Crusher", "advancement.create.millstone.desc": "Place and power a Millstone.", "advancement.create.windmill": "A mild Breeze", "advancement.create.windmill.desc": "Assemble a windmill.", "advancement.create.maxed_windmill": "A strong breeze", "advancement.create.maxed_windmill.desc": "Assemble a windmill of maximum strength.", "advancement.create.andesite_casing": "The Andesite Age", "advancement.create.andesite_casing.desc": "Use some Andesite Alloy and Wood to create a basic Casing.", "advancement.create.mechanical_drill": "Stationary Breakers", "advancement.create.mechanical_drill.desc": "Place and power a Mechanical Drill.", "advancement.create.press": "Press Goes 'Bonk!'", "advancement.create.press.desc": "Power a Mechanical Press and use it to create some Sheets.", "advancement.create.polished_rose_quartz": "Pink Diamonds", "advancement.create.polished_rose_quartz.desc": "Use a piece of Sand Paper to polish Rose Quartz until it becomes transparent.", "advancement.create.electron_tube": "Beep Boop", "advancement.create.electron_tube.desc": "Make some Electron Tubes, useful in crafting less primitive machinery.", "advancement.create.mechanical_saw": "Stationary Chopping", "advancement.create.mechanical_saw.desc": "Place and power a Mechanical Saw.", "advancement.create.basin": "Basin Operation", "advancement.create.basin.desc": "Place a Basin and try throwing items into it.", "advancement.create.mixer": "Mixin' It Up", "advancement.create.mixer.desc": "Place a Mechanical Mixer above the Basin, power it, and start mixing some ingredients.", "advancement.create.blaze_burner": "A living Fireplace", "advancement.create.blaze_burner.desc": "Obtain a Blaze Burner.", "advancement.create.compact": "Automated Compacting", "advancement.create.compact.desc": "Use a Press and a Basin to compact some items.", "advancement.create.brass": "Actual Alloys", "advancement.create.brass.desc": "Use Crushed Copper and Crushed Zinc to create some Brass.", "advancement.create.brass_casing": "The Brass Age", "advancement.create.brass_casing.desc": "Use newly obtained Brass and some Wood to create a more advanced Casing.", "advancement.create.copper_casing": "The Copper Age", "advancement.create.copper_casing.desc": "Use some Copper Sheets and Wood to create some Copper Casings.", "advancement.create.spout": "Sploosh", "advancement.create.spout.desc": "Watch a fluid item being filled using a spout.", "advancement.create.spout_potion": "Global Brewery", "advancement.create.spout_potion.desc": "Watch a spout fill a bottle with potion fluid.", "advancement.create.chocolate": "A world of Imagination", "advancement.create.chocolate.desc": "Obtain a bucket of Molten Chocolate.", "advancement.create.item_drain": "Tumble Draining", "advancement.create.item_drain.desc": "Watch a fluid item being emptied by an item drain.", "advancement.create.chained_item_drain": "Let it roll!", "advancement.create.chained_item_drain.desc": "Watch an item roll across several chained item drains.", "advancement.create.glass_pipe": "Flow Spy", "advancement.create.glass_pipe.desc": "Watch fluid propagate through a windowed fluid pipe. Straight fluid pipes become windowed when a wrench is used on them.", "advancement.create.pipe_collision": "Never cross the Streams!", "advancement.create.pipe_collision.desc": "Watch two fluids meet in your pipe network.", "advancement.create.pipe_spill": "There's a leak!", "advancement.create.pipe_spill.desc": "Watch an open end of a pipe take or place fluids into the world.", "advancement.create.hose_pulley": "Industrial Spillage", "advancement.create.hose_pulley.desc": "Lower a hose pulley and watch it drain or fill a body of fluid.", "advancement.create.infinite_water": "Draining the Ocean", "advancement.create.infinite_water.desc": "Pump from a body of Water large enough to be considered Infinite.", "advancement.create.infinite_lava": "Draining the Planets' Core", "advancement.create.infinite_lava.desc": "Pump from a body of Lava large enough to be considered Infinite.", "advancement.create.infinite_chocolate": "Drowning in Imagination", "advancement.create.infinite_chocolate.desc": "Pump from a body of Molten Chocolate large enough to be considered Infinite.", "advancement.create.crafter": "Automated Assembly", "advancement.create.crafter.desc": "Place and power some Mechanical Crafters.", "advancement.create.clockwork_bearing": "Contraption o'clock", "advancement.create.clockwork_bearing.desc": "Assemble a Structure mounted on a Clockwork Bearing.", "advancement.create.nixie_tube": "Signs of Style", "advancement.create.nixie_tube.desc": "Obtain and place down a pair of Nixie Tubes.", "advancement.create.deployer": "Poke, Place, and Attack", "advancement.create.deployer.desc": "Place and power a Deployer, the perfect reflection of yourself.", "advancement.create.speed_controller": "Engineers hate him!", "advancement.create.speed_controller.desc": "Place a Rotation Speed Controller, the ultimate device for changing gear.", "advancement.create.flywheel": "Heart of the Factory", "advancement.create.flywheel.desc": "Successfully connect an engine to the Flywheel.", "advancement.create.overstress_flywheel": "High levels of Stress", "advancement.create.overstress_flywheel.desc": "Overstress a Furnace Engine.", "advancement.create.precision_mechanism": "Complex Curiosities", "advancement.create.precision_mechanism.desc": "Assemble a Precision Mechanism.", "advancement.create.mechanical_arm": "Busy Hands!", "advancement.create.mechanical_arm.desc": "Craft a Mechanical Arm, select in- and outputs, place it down and give it power; then watch as it does all the work for you.", "advancement.create.musical_arm": "Play Me My Theme Tune!", "advancement.create.musical_arm.desc": "Watch a Mechanical Arm operate your Jukebox.", "advancement.create.arm_many_targets": "Organize-o-Tron", "advancement.create.arm_many_targets.desc": "Program a Mechanical Arm with ten or more output locations.", "advancement.create.arm_blaze_burner": "Combust-o-Tron", "advancement.create.arm_blaze_burner.desc": "Instruct a Mechanical Arm to feed your Blaze Burner.", "advancement.create.fist_bump": "Pound It, Bro!", "advancement.create.fist_bump.desc": "Make two Deployers fist-bump.", "advancement.create.crushing_wheel": "A Pair of Giants", "advancement.create.crushing_wheel.desc": "Create some Crushing Wheels to break down more materials more effectively.", "advancement.create.blaze_cake": "Sugar Rush", "advancement.create.blaze_cake.desc": "Bake your blaze burner a special cake.", "advancement.create.chromatic_compound": "Mysterious Minerals", "advancement.create.chromatic_compound.desc": "Create a Bar of Chromatic Compound.", "advancement.create.shadow_steel": "Void Returner", "advancement.create.shadow_steel.desc": "Create Shadow Steel, a metal bar of nothingness.", "advancement.create.refined_radiance": "Bright and Inspiring", "advancement.create.refined_radiance.desc": "Create Refined Radiance, a powerful chromatic substance.", "advancement.create.chromatic_age": "The Chromatic Age", "advancement.create.chromatic_age.desc": "Create casing blocks of the light and dark.", "advancement.create.wand_of_symmetry": "Radiant Mirrors", "advancement.create.wand_of_symmetry.desc": "Craft a Staff of Symmetry.", "advancement.create.extendo_grip": "Boioioing!", "advancement.create.extendo_grip.desc": "Get hold of an Extendo Grip.", "advancement.create.potato_cannon": "Fwoomp!", "advancement.create.potato_cannon.desc": "Defeat an enemy with your Potato Cannon.", "advancement.create.dual_extendo_grip": "Ultimate Boing-age", "advancement.create.dual_extendo_grip.desc": "Dual wield Extendo Grips for super-human reach.", "advancement.create.eob": "End of Beta", "advancement.create.eob.desc": "Expect more content here in the future. <3", "_": "->------------------------] UI & Messages [------------------------<-", "itemGroup.create.base": "Create", "itemGroup.create.palettes": "Create Palettes", "death.attack.create.crush": "%1$s was processed by Crushing Wheels", "death.attack.create.crush.player": "%1$s was thrown into Crushing Wheels by %2$s", "death.attack.create.fan_fire": "%1$s got smoked by an Encased Fan", "death.attack.create.fan_fire.player": "%1$s was thrown into a smoker by %2$s", "death.attack.create.fan_lava": "%1$s was incinerated by an Encased Fan", "death.attack.create.fan_lava.player": "%1$s was thrown into a smelter by %2$s", "death.attack.create.mechanical_drill": "%1$s was impaled by a Mechanical Drill", "death.attack.create.mechanical_drill.player": "%1$s was thrown in front of a Drill by %2$s", "death.attack.create.mechanical_saw": "%1$s got cut in half by a Mechanical Saw", "death.attack.create.mechanical_saw.player": "%1$s was thrown into a Saw by %2$s", "death.attack.create.potato_cannon": "%1$s was shot by %2$s's Potato Cannon", "death.attack.create.potato_cannon.item": "%1$s was shot by %2$s using %3$s", "death.attack.create.cuckoo_clock_explosion": "%1$s was blown up by tampered cuckoo clock", "death.attack.create.cuckoo_clock_explosion.player": "%1$s was blown up by tampered cuckoo clock", "create.block.deployer.damage_source_name": "a rogue Deployer", "create.block.cart_assembler.invalid": "Place your Cart Assembler on a rail block", "create.menu.return": "Return to Menu", "create.menu.configure": "Configure...", "create.menu.ponder_index": "Ponder Index", "create.menu.only_ingame": "Available in the Pause Menu", "create.menu.project_page": "Project Page", "create.menu.report_bugs": "Report Issues", "create.menu.support": "Support Us", "create.recipe.crushing": "Crushing", "create.recipe.milling": "Milling", "create.recipe.fan_washing": "Bulk Washing", "create.recipe.fan_washing.fan": "Fan behind Flowing Water", "create.recipe.fan_smoking": "Bulk Smoking", "create.recipe.fan_smoking.fan": "Fan behind Fire", "create.recipe.fan_blasting": "Bulk Blasting", "create.recipe.fan_blasting.fan": "Fan behind Lava", "create.recipe.pressing": "Pressing", "create.recipe.mixing": "Mixing", "create.recipe.deploying": "Deploying", "create.recipe.automatic_shapeless": "Automated Shapeless Crafting", "create.recipe.automatic_brewing": "Automated Brewing", "create.recipe.packing": "Compacting", "create.recipe.automatic_packing": "Automated Packing", "create.recipe.sawing": "Sawing", "create.recipe.mechanical_crafting": "Mechanical Crafting", "create.recipe.automatic_shaped": "Automated Shaped Crafting", "create.recipe.block_cutting": "Block Cutting", "create.recipe.wood_cutting": "Wood Cutting", "create.recipe.sandpaper_polishing": "Sandpaper Polishing", "create.recipe.mystery_conversion": "Mysterious Conversion", "create.recipe.spout_filling": "Filling by Spout", "create.recipe.draining": "Item Draining", "create.recipe.sequenced_assembly": "Sequenced Assembly", "create.recipe.assembly.next": "Next: %1$s", "create.recipe.assembly.step": "Step %1$s:", "create.recipe.assembly.progress": "Progress: %1$s/%2$s", "create.recipe.assembly.pressing": "Process in Press", "create.recipe.assembly.spout_filling_fluid": "Spout %1$s", "create.recipe.assembly.deploying_item": "Deploy %1$s", "create.recipe.assembly.cutting": "Cut with Saw", "create.recipe.assembly.repeat": "Repeat Sequence %1$s Times", "create.recipe.assembly.junk": "Random junk", "create.recipe.processing.chance": "%1$s%% Chance", "create.recipe.heat_requirement.none": "No Heating Required", "create.recipe.heat_requirement.heated": "Heated", "create.recipe.heat_requirement.superheated": "Super-Heated", "create.generic.range": "Range", "create.generic.radius": "Radius", "create.generic.width": "Width", "create.generic.height": "Height", "create.generic.length": "Length", "create.generic.speed": "Speed", "create.generic.delay": "Delay", "create.generic.unit.ticks": "Ticks", "create.generic.unit.seconds": "Seconds", "create.generic.unit.minutes": "Minutes", "create.generic.unit.rpm": "RPM", "create.generic.unit.stress": "su", "create.generic.unit.degrees": "°", "create.generic.unit.millibuckets": "%1$smB", "create.generic.clockwise": "Clockwise", "create.generic.counter_clockwise": "Counter-Clockwise", "create.action.scroll": "Scroll", "create.action.confirm": "Confirm", "create.action.abort": "Abort", "create.action.saveToFile": "Save", "create.action.discard": "Discard", "create.keyinfo.toolmenu": "Focus Tool Menu", "create.keyinfo.scrollup": "Simulate Mousewheel Up (inworld)", "create.keyinfo.scrolldown": "Simulate Mousewheel Down (inworld)", "create.gui.scrollInput.defaultTitle": "Choose an Option:", "create.gui.scrollInput.scrollToModify": "Scroll to Modify", "create.gui.scrollInput.scrollToAdjustAmount": "Scroll to Adjust Amount", "create.gui.scrollInput.scrollToSelect": "Scroll to Select", "create.gui.scrollInput.shiftScrollsFaster": "Shift to Scroll Faster", "create.gui.toolmenu.focusKey": "Hold [%1$s] to Focus", "create.gui.toolmenu.cycle": "[SCROLL] to Cycle", "create.gui.symmetryWand.mirrorType": "Mirror", "create.gui.symmetryWand.orientation": "Orientation", "create.symmetry.mirror.plane": "Mirror Once", "create.symmetry.mirror.doublePlane": "Rectangular", "create.symmetry.mirror.triplePlane": "Octagonal", "create.orientation.orthogonal": "Orthogonal", "create.orientation.diagonal": "Diagonal", "create.orientation.horizontal": "Horizontal", "create.orientation.alongZ": "Along Z", "create.orientation.alongX": "Along X", "create.gui.terrainzapper.title": "Handheld Blockzapper", "create.gui.terrainzapper.searchDiagonal": "Follow Diagonals", "create.gui.terrainzapper.searchFuzzy": "Ignore Material Borders", "create.gui.terrainzapper.patternSection": "Pattern", "create.gui.terrainzapper.pattern.solid": "Solid", "create.gui.terrainzapper.pattern.checkered": "Checkerboard", "create.gui.terrainzapper.pattern.inversecheckered": "Inverted Checkerboard", "create.gui.terrainzapper.pattern.chance25": "25% Roll", "create.gui.terrainzapper.pattern.chance50": "50% Roll", "create.gui.terrainzapper.pattern.chance75": "75% Roll", "create.gui.terrainzapper.placement": "Placement", "create.gui.terrainzapper.placement.merged": "Merged", "create.gui.terrainzapper.placement.attached": "Attached", "create.gui.terrainzapper.placement.inserted": "Inserted", "create.gui.terrainzapper.brush": "Brush", "create.gui.terrainzapper.brush.cuboid": "Cuboid", "create.gui.terrainzapper.brush.sphere": "Sphere", "create.gui.terrainzapper.brush.cylinder": "Cylinder", "create.gui.terrainzapper.brush.surface": "Surface", "create.gui.terrainzapper.brush.cluster": "Cluster", "create.gui.terrainzapper.tool": "Tool", "create.gui.terrainzapper.tool.fill": "Fill", "create.gui.terrainzapper.tool.place": "Place", "create.gui.terrainzapper.tool.replace": "Replace", "create.gui.terrainzapper.tool.clear": "Clear", "create.gui.terrainzapper.tool.overlay": "Overlay", "create.gui.terrainzapper.tool.flatten": "Flatten", "create.terrainzapper.shiftRightClickToSet": "Shift-Right-Click to Select a Shape", "create.terrainzapper.usingBlock": "Using: %1$s", "create.terrainzapper.leftClickToSet": "Left-Click a Block to set Material", "create.minecart_coupling.two_couplings_max": "Minecarts cannot have more than two couplings each", "create.minecart_coupling.unloaded": "Parts of your train seem to be in unloaded chunks", "create.minecart_coupling.no_loops": "Couplings cannot form a loop", "create.minecart_coupling.removed": "Removed all couplings from minecart", "create.minecart_coupling.too_far": "Minecarts are too far apart", "create.contraptions.movement_mode": "Movement Mode", "create.contraptions.movement_mode.move_place": "Always Place when Stopped", "create.contraptions.movement_mode.move_place_returned": "Place only in Starting Position", "create.contraptions.movement_mode.move_never_place": "Place only when Anchor Destroyed", "create.contraptions.movement_mode.rotate_place": "Always Place when Stopped", "create.contraptions.movement_mode.rotate_place_returned": "Only Place near Initial Angle", "create.contraptions.movement_mode.rotate_never_place": "Only Place when Anchor Destroyed", "create.contraptions.cart_movement_mode": "Cart Movement Mode", "create.contraptions.cart_movement_mode.rotate": "Always face toward motion", "create.contraptions.cart_movement_mode.rotate_paused": "Pause actors while rotating", "create.contraptions.cart_movement_mode.rotation_locked": "Lock rotation", "create.contraptions.windmill.rotation_direction": "Rotation Direction", "create.contraptions.clockwork.clock_hands": "Clock Hands", "create.contraptions.clockwork.hour_first": "Hour hand first", "create.contraptions.clockwork.minute_first": "Minute hand first", "create.contraptions.clockwork.hour_first_24": "24-Hour hand first", "create.logistics.filter": "Filter", "create.logistics.recipe_filter": "Recipe Filter", "create.logistics.fluid_filter": "Fluid Filter", "create.logistics.firstFrequency": "Freq. #1", "create.logistics.secondFrequency": "Freq. #2", "create.logistics.filter.apply": "Applied filter to %1$s.", "create.logistics.filter.apply_click_again": "Applied filter to %1$s, click again to copy the amount.", "create.logistics.filter.apply_count": "Applied extraction count to filter.", "create.gui.goggles.generator_stats": "Generator Stats:", "create.gui.goggles.kinetic_stats": "Kinetic Stats:", "create.gui.goggles.at_current_speed": "at current speed", "create.gui.goggles.pole_length": "Pole Length:", "create.gui.goggles.fluid_container": "Fluid Container Info:", "create.gui.goggles.fluid_container.capacity": "Capacity: ", "create.gui.assembly.exception": "This Contraption was unable to assemble:", "create.gui.assembly.exception.unmovableBlock": "Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]", "create.gui.assembly.exception.chunkNotLoaded": "The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk", "create.gui.assembly.exception.structureTooLarge": "There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s", "create.gui.assembly.exception.tooManyPistonPoles": "There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s", "create.gui.assembly.exception.noPistonPoles": "The Piston is missing some extension Poles", "create.gui.assembly.exception.not_enough_sails": "Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required", "create.gui.gauge.info_header": "Gauge Information:", "create.gui.speedometer.title": "Rotation Speed", "create.gui.stressometer.title": "Network Stress", "create.gui.stressometer.capacity": "Remaining Capacity", "create.gui.stressometer.overstressed": "Overstressed", "create.gui.stressometer.no_rotation": "No Rotation", "create.gui.contraptions.not_fast_enough": "It appears that this %1$s is _not_ rotating with _enough_ _speed_.", "create.gui.contraptions.network_overstressed": "It appears that this contraption is _overstressed_. Add more sources or _slow_ _down_ the components with a high _stress_ _impact_.", "create.gui.adjustable_crate.title": "Adjustable Crate", "create.gui.adjustable_crate.storageSpace": "Storage Space", "create.gui.stockpile_switch.title": "Stockpile Switch", "create.gui.stockpile_switch.invert_signal": "Invert Signal", "create.gui.stockpile_switch.move_to_lower_at": "Move to lower lane at %1$s%%", "create.gui.stockpile_switch.move_to_upper_at": "Move to upper lane at %1$s%%", "create.gui.sequenced_gearshift.title": "Sequenced Gearshift", "create.gui.sequenced_gearshift.instruction": "Instruction", "create.gui.sequenced_gearshift.instruction.turn_angle.descriptive": "Turn by angle", "create.gui.sequenced_gearshift.instruction.turn_angle": "Turn", "create.gui.sequenced_gearshift.instruction.turn_angle.angle": "Angle", "create.gui.sequenced_gearshift.instruction.turn_distance.descriptive": "Turn to move Piston/Pulley/Gantry", "create.gui.sequenced_gearshift.instruction.turn_distance": "Piston", "create.gui.sequenced_gearshift.instruction.turn_distance.distance": "Distance", "create.gui.sequenced_gearshift.instruction.delay.descriptive": "Timed Delay", "create.gui.sequenced_gearshift.instruction.delay": "Delay", "create.gui.sequenced_gearshift.instruction.delay.duration": "Duration", "create.gui.sequenced_gearshift.instruction.end.descriptive": "End", "create.gui.sequenced_gearshift.instruction.end": "End", "create.gui.sequenced_gearshift.instruction.await.descriptive": "Await new Redstone Pulse", "create.gui.sequenced_gearshift.instruction.await": "Await", "create.gui.sequenced_gearshift.speed": "Speed, Direction", "create.gui.sequenced_gearshift.speed.forward": "Input speed, Forwards", "create.gui.sequenced_gearshift.speed.forward_fast": "Double speed, Forwards", "create.gui.sequenced_gearshift.speed.back": "Input speed, Reversed", "create.gui.sequenced_gearshift.speed.back_fast": "Double speed, Reversed", "create.schematicAndQuill.dimensions": "Schematic Size: %1$sx%2$sx%3$s", "create.schematicAndQuill.firstPos": "First position set.", "create.schematicAndQuill.secondPos": "Second position set.", "create.schematicAndQuill.noTarget": "Hold [Ctrl] to select Air blocks.", "create.schematicAndQuill.abort": "Removed selection.", "create.schematicAndQuill.title": "Schematic Name:", "create.schematicAndQuill.convert": "Save and Upload Immediately", "create.schematicAndQuill.fallbackName": "My Schematic", "create.schematicAndQuill.saved": "Saved as %1$s", "create.schematic.invalid": "[!] Invalid Item - Use the Schematic Table instead", "create.schematic.position": "Position", "create.schematic.rotation": "Rotation", "create.schematic.rotation.none": "None", "create.schematic.rotation.cw90": "Clockwise 90", "create.schematic.rotation.cw180": "Clockwise 180", "create.schematic.rotation.cw270": "Clockwise 270", "create.schematic.mirror": "Mirror", "create.schematic.mirror.none": "None", "create.schematic.mirror.frontBack": "Front-Back", "create.schematic.mirror.leftRight": "Left-Right", "create.schematic.tool.deploy": "Position", "create.schematic.tool.move": "Move XZ", "create.schematic.tool.movey": "Move Y", "create.schematic.tool.rotate": "Rotate", "create.schematic.tool.print": "Print", "create.schematic.tool.flip": "Mirror", "create.schematic.tool.deploy.description.0": "Moves the structure to a location.", "create.schematic.tool.deploy.description.1": "Right-Click on the ground to place.", "create.schematic.tool.deploy.description.2": "Hold [Ctrl] to select at a fixed distance.", "create.schematic.tool.deploy.description.3": "[Ctrl]-Scroll to change the distance.", "create.schematic.tool.move.description.0": "Shifts the Schematic Horizontally.", "create.schematic.tool.move.description.1": "Point at the Schematic and [CTRL]-Scroll to push it.", "create.schematic.tool.move.description.2": "", "create.schematic.tool.move.description.3": "", "create.schematic.tool.movey.description.0": "Shifts the Schematic Vertically.", "create.schematic.tool.movey.description.1": "[CTRL]-Scroll to move it up/down.", "create.schematic.tool.movey.description.2": "", "create.schematic.tool.movey.description.3": "", "create.schematic.tool.rotate.description.0": "Rotates the Schematic around its center.", "create.schematic.tool.rotate.description.1": "[CTRL]-Scroll to rotate by 90 Degrees.", "create.schematic.tool.rotate.description.2": "", "create.schematic.tool.rotate.description.3": "", "create.schematic.tool.print.description.0": "Instantly places the structure in the world.", "create.schematic.tool.print.description.1": "[Right-Click] to confirm placement at the current location.", "create.schematic.tool.print.description.2": "This tool is for Creative Mode only.", "create.schematic.tool.print.description.3": "", "create.schematic.tool.flip.description.0": "Flips the Schematic along the face you select.", "create.schematic.tool.flip.description.1": "Point at the Schematic and [CTRL]-Scroll to flip it.", "create.schematic.tool.flip.description.2": "", "create.schematic.tool.flip.description.3": "", "create.schematics.synchronizing": "Syncing...", "create.schematics.uploadTooLarge": "Your schematic exceeds limitations specified by the server.", "create.schematics.maxAllowedSize": "The maximum allowed schematic file size is:", "create.gui.schematicTable.refresh": "Refresh Files", "create.gui.schematicTable.open_folder": "Open Folder", "create.gui.schematicTable.title": "Schematic Table", "create.gui.schematicTable.availableSchematics": "Available Schematics", "create.gui.schematicTable.noSchematics": "No Schematics Saved", "create.gui.schematicTable.uploading": "Uploading...", "create.gui.schematicTable.finished": "Upload Finished!", "create.gui.schematicannon.title": "Schematicannon", "create.gui.schematicannon.listPrinter": "Checklist Printer", "create.gui.schematicannon.gunpowderLevel": "Gunpowder at %1$s%%", "create.gui.schematicannon.shotsRemaining": "Shots left: %1$s", "create.gui.schematicannon.shotsRemainingWithBackup": "With backup: %1$s", "create.gui.schematicannon.optionEnabled": "Currently Enabled", "create.gui.schematicannon.optionDisabled": "Currently Disabled", "create.gui.schematicannon.showOptions": "Show Printer Settings", "create.gui.schematicannon.option.dontReplaceSolid": "Don't Replace Solid Blocks", "create.gui.schematicannon.option.replaceWithSolid": "Replace Solid with Solid", "create.gui.schematicannon.option.replaceWithAny": "Replace Solid with Any", "create.gui.schematicannon.option.replaceWithEmpty": "Replace Solid with Empty", "create.gui.schematicannon.option.skipMissing": "Skip missing Blocks", "create.gui.schematicannon.option.skipTileEntities": "Protect Tile Entities", "create.gui.schematicannon.slot.gunpowder": "Add gunpowder to fuel the cannon", "create.gui.schematicannon.slot.listPrinter": "Place books here to print a Checklist for your Schematic", "create.gui.schematicannon.slot.schematic": "Add your Schematic here. Make sure it is deployed at a specific location.", "create.gui.schematicannon.option.skipMissing.description": "If the cannon cannot find a required Block for placement, it will continue at the next Location.", "create.gui.schematicannon.option.skipTileEntities.description": "The cannon will avoid replacing data holding blocks such as Chests.", "create.gui.schematicannon.option.dontReplaceSolid.description": "The cannon will never replace any Solid blocks in its working area, only non-Solid and Air.", "create.gui.schematicannon.option.replaceWithSolid.description": "The cannon will only replace Solid blocks in its working area if the Schematic contains a solid Block at the Location.", "create.gui.schematicannon.option.replaceWithAny.description": "The cannon will replace Solid blocks in its working area if the Schematic contains any Block at the Location.", "create.gui.schematicannon.option.replaceWithEmpty.description": "The cannon will clear out all blocks in its working area, including those replaced by Air.", "create.schematicannon.status.idle": "Idle", "create.schematicannon.status.ready": "Ready", "create.schematicannon.status.running": "Running", "create.schematicannon.status.finished": "Finished", "create.schematicannon.status.paused": "Paused", "create.schematicannon.status.stopped": "Stopped", "create.schematicannon.status.noGunpowder": "Out of Gunpowder", "create.schematicannon.status.targetNotLoaded": "Target is not loaded", "create.schematicannon.status.targetOutsideRange": "Target too far away", "create.schematicannon.status.searching": "Searching", "create.schematicannon.status.skipping": "Skipping", "create.schematicannon.status.missingBlock": "Missing Item:", "create.schematicannon.status.placing": "Placing", "create.schematicannon.status.clearing": "Clearing Blocks", "create.schematicannon.status.schematicInvalid": "Schematic Invalid", "create.schematicannon.status.schematicNotPlaced": "Schematic not Positioned", "create.schematicannon.status.schematicExpired": "Schematic File Expired", "create.materialChecklist": "Material Checklist", "create.materialChecklist.blocksNotLoaded": "* Disclaimer *\n\nMaterial List may be inaccurate due to relevant chunks not being loaded.", "create.gui.filter.deny_list": "Deny-List", "create.gui.filter.deny_list.description": "Items pass if they do NOT match any of the above. An empty Deny-List accepts everything.", "create.gui.filter.allow_list": "Allow-List", "create.gui.filter.allow_list.description": "Items pass if they match any of the above. An empty Allow-List rejects everything.", "create.gui.filter.respect_data": "Respect Data", "create.gui.filter.respect_data.description": "Items only match if their durability, enchantments, and other attributes match as well.", "create.gui.filter.ignore_data": "Ignore Data", "create.gui.filter.ignore_data.description": "Items match regardless of their attributes.", "create.item_attributes.placeable": "is placeable", "create.item_attributes.placeable.inverted": "is not placeable", "create.item_attributes.consumable": "can be eaten", "create.item_attributes.consumable.inverted": "cannot be eaten", "create.item_attributes.smeltable": "can be Smelted", "create.item_attributes.smeltable.inverted": "cannot be Smelted", "create.item_attributes.washable": "can be Washed", "create.item_attributes.washable.inverted": "cannot be Washed", "create.item_attributes.smokable": "can be Smoked", "create.item_attributes.smokable.inverted": "cannot be Smoked", "create.item_attributes.crushable": "can be Crushed", "create.item_attributes.crushable.inverted": "cannot be Crushed", "create.item_attributes.blastable": "is smeltable in Blast Furnace", "create.item_attributes.blastable.inverted": "is not smeltable in Blast Furnace", "create.item_attributes.enchanted": "is enchanted", "create.item_attributes.enchanted.inverted": "is unenchanted", "create.item_attributes.damaged": "is damaged", "create.item_attributes.damaged.inverted": "is not damaged", "create.item_attributes.badly_damaged": "is heavily damaged", "create.item_attributes.badly_damaged.inverted": "is not heavily damaged", "create.item_attributes.not_stackable": "cannot stack", "create.item_attributes.not_stackable.inverted": "can be stacked", "create.item_attributes.equipable": "can be equipped", "create.item_attributes.equipable.inverted": "cannot be equipped", "create.item_attributes.furnace_fuel": "is furnace fuel", "create.item_attributes.furnace_fuel.inverted": "is not furnace fuel", "create.item_attributes.in_tag": "is tagged %1$s", "create.item_attributes.in_tag.inverted": "is not tagged %1$s", "create.item_attributes.in_item_group": "is in group '%1$s'", "create.item_attributes.in_item_group.inverted": "is not in group '%1$s'", "create.item_attributes.added_by": "was added by %1$s", "create.item_attributes.added_by.inverted": "was not added by %1$s", "create.item_attributes.has_enchant": "is enchanted with %1$s", "create.item_attributes.has_enchant.inverted": "is not enchanted with %1$s", "create.item_attributes.color": "is dyed %1$s", "create.item_attributes.color.inverted": "is not dyed %1$s", "create.item_attributes.max_enchanted": "is enchanted at max level", "create.item_attributes.max_enchanted.inverted": "is not enchanted at max level", "create.item_attributes.has_fluid": "contains %1$s", "create.item_attributes.has_fluid.inverted": "does not contain %1$s", "create.item_attributes.has_name": "has the custom name %1$s", "create.item_attributes.has_name.inverted": "does not have the custom name %1$s", "create.item_attributes.book_author": "was authored by %1$s", "create.item_attributes.book_author.inverted": "was not authored by %1$s", "create.item_attributes.book_copy_original": "is an original", "create.item_attributes.book_copy_original.inverted": "is not an original", "create.item_attributes.book_copy_first": "is a first-generation copy", "create.item_attributes.book_copy_first.inverted": "is not a first-generation copy", "create.item_attributes.book_copy_second": "is a second-generation copy", "create.item_attributes.book_copy_second.inverted": "is not a second-generation copy", "create.item_attributes.book_copy_tattered": "is a tattered mess", "create.item_attributes.book_copy_tattered.inverted": "is not a tattered mess", "create.item_attributes.astralsorcery_crystal": "has crystal attribute %1$s", "create.item_attributes.astralsorcery_crystal.inverted": "does not have crystal attribute %1$s", "create.item_attributes.astralsorcery_constellation": "is attuned to %1$s", "create.item_attributes.astralsorcery_constellation.inverted": "is not attuned to %1$s", "create.item_attributes.astralsorcery_perk_gem": "has perk attribute %1$s", "create.item_attributes.astralsorcery_perk_gem.inverted": "does not have perk attribute %1$s", "create.item_attributes.astralsorcery_amulet": "improves %1$s", "create.item_attributes.astralsorcery_amulet.inverted": "does not improve %1$s", "create.gui.attribute_filter.no_selected_attributes": "No attributes selected", "create.gui.attribute_filter.selected_attributes": "Selected attributes:", "create.gui.attribute_filter.add_attribute": "Add attribute to List", "create.gui.attribute_filter.add_inverted_attribute": "Add opposite attribute to List", "create.gui.attribute_filter.allow_list_disjunctive": "Allow-List (Any)", "create.gui.attribute_filter.allow_list_disjunctive.description": "Items pass if they have any of the selected attributes.", "create.gui.attribute_filter.allow_list_conjunctive": "Allow-List (All)", "create.gui.attribute_filter.allow_list_conjunctive.description": "Items pass only if they have ALL of the selected attributes.", "create.gui.attribute_filter.deny_list": "Deny-List", "create.gui.attribute_filter.deny_list.description": "Items pass if they do NOT have any of the selected attributes.", "create.gui.attribute_filter.add_reference_item": "Add Reference Item", "create.tooltip.holdForDescription": "Hold [%1$s] for Summary", "create.tooltip.holdForControls": "Hold [%1$s] for Controls", "create.tooltip.keyShift": "Shift", "create.tooltip.keyCtrl": "Ctrl", "create.tooltip.speedRequirement": "Speed Requirement: %1$s", "create.tooltip.speedRequirement.none": "None", "create.tooltip.speedRequirement.medium": "Moderate", "create.tooltip.speedRequirement.high": "Fast", "create.tooltip.stressImpact": "Kinetic Stress Impact: %1$s", "create.tooltip.stressImpact.low": "Low", "create.tooltip.stressImpact.medium": "Moderate", "create.tooltip.stressImpact.high": "High", "create.tooltip.stressImpact.overstressed": "Overstressed", "create.tooltip.capacityProvided": "Kinetic Stress Capacity: %1$s", "create.tooltip.capacityProvided.low": "Small", "create.tooltip.capacityProvided.medium": "Medium", "create.tooltip.capacityProvided.high": "Large", "create.tooltip.generationSpeed": "Generates at %1$s %2$s", "create.tooltip.analogStrength": "Analog Strength: %1$s/15", "create.mechanical_arm.extract_from": "Take items from %1$s", "create.mechanical_arm.deposit_to": "Deposit items to %1$s", "create.mechanical_arm.summary": "Mechanical Arm has %1$s input(s) and %2$s output(s).", "create.mechanical_arm.points_outside_range": "%1$s selected interaction point(s) removed due to range limitations.", "create.weighted_ejector.target_set": "Target Selected", "create.weighted_ejector.target_not_valid": "Ejecting to Adjacent block (Target was not Valid)", "create.weighted_ejector.no_target": "Ejecting to Adjacent block (No Target was Selected)", "create.weighted_ejector.targeting": "Ejecting to [%1$s,%2$s,%3$s]", "create.weighted_ejector.stack_size": "Ejected Stack Size", "create.logistics.when_multiple_outputs_available": "When Multiple Outputs Available", "create.mechanical_arm.selection_mode.round_robin": "Round Robin", "create.mechanical_arm.selection_mode.forced_round_robin": "Forced Round Robin", "create.mechanical_arm.selection_mode.prefer_first": "Prefer First Target", "create.tunnel.selection_mode.split": "Split", "create.tunnel.selection_mode.forced_split": "Forced Split", "create.tunnel.selection_mode.round_robin": "Round Robin", "create.tunnel.selection_mode.forced_round_robin": "Forced Round Robin", "create.tunnel.selection_mode.prefer_nearest": "Prefer Nearest", "create.tunnel.selection_mode.randomize": "Randomize", "create.tunnel.selection_mode.synchronize": "Synchronize Inputs", "create.tooltip.chute.header": "Chute Information", "create.tooltip.chute.items_move_down": "Items move Downward", "create.tooltip.chute.items_move_up": "Items move Upward", "create.tooltip.chute.no_fans_attached": "No attached fans", "create.tooltip.chute.fans_push_up": "Fans push from Below", "create.tooltip.chute.fans_push_down": "Fans push from Above", "create.tooltip.chute.fans_pull_up": "Fans pull from Above", "create.tooltip.chute.fans_pull_down": "Fans pull from Below", "create.tooltip.chute.contains": "Contains: %1$s x%2$s", "create.linked_controller.bind_mode": "Bind mode active", "create.linked_controller.press_keybind": "Press %1$s, %2$s, %3$s, %4$s, %5$s or %6$s, to bind this frequency to the respective key", "create.linked_controller.key_bound": "Frequency bound to %1$s", "create.linked_controller.frequency_slot_1": "Keybind: %1$s, Freq. #1", "create.linked_controller.frequency_slot_2": "Keybind: %1$s, Freq. #2", "create.crafting_blueprint.crafting_slot": "Ingredient Slot", "create.crafting_blueprint.filter_items_viable": "Advanced filter items are viable", "create.crafting_blueprint.display_slot": "Display Slot", "create.crafting_blueprint.inferred": "Inferred from recipe", "create.crafting_blueprint.manually_assigned": "Manually assigned", "create.crafting_blueprint.secondary_display_slot": "Secondary Display Slot", "create.crafting_blueprint.optional": "Optional", "create.potato_cannon.ammo.attack_damage": "%1$s Attack Damage", "create.potato_cannon.ammo.reload_ticks": "%1$s Reload Ticks", "create.potato_cannon.ammo.knockback": "%1$s Knockback", "create.hint.hose_pulley.title": "Bottomless Supply", "create.hint.hose_pulley": "The targeted body of fluid is considered infinite.", "create.hint.mechanical_arm_no_targets.title": "No Targets", "create.hint.mechanical_arm_no_targets": "It appears this _Mechanical_ _Arm_ has not been assigned any _targets._ Select belts, depots, funnels and other blocks by _right-clicking_ them while _holding_ the _Mechanical_ _Arm_ in your _hand_.", "create.hint.empty_bearing.title": "Update Bearing", "create.hint.empty_bearing": "_Right-click_ the bearing with an _empty_ _hand_ to _attach_ the structure you just built in front of it.", "create.hint.full_deployer.title": "Deployer Item Overflow", "create.hint.full_deployer": "It appears this _Deployer_ contains _excess_ _items_ that need to be _extracted._ Use a _hopper,_ _funnel_ or other means to free it from its overflow.", "create.gui.config.overlay1": "Hi :)", "create.gui.config.overlay2": "This is a sample overlay", "create.gui.config.overlay3": "Click or drag with your mouse", "create.gui.config.overlay4": "to move this preview", "create.gui.config.overlay5": "Press ESC to exit this screen", "create.gui.config.overlay6": "and save the new position", "create.gui.config.overlay7": "Run /create overlay reset", "create.gui.config.overlay8": "to reset to the default position", "create.command.killTPSCommand": "killtps", "create.command.killTPSCommand.status.slowed_by.0": "[Create]: Server tick is currently slowed by %s ms :o", "create.command.killTPSCommand.status.slowed_by.1": "[Create]: Server tick is slowed by %s ms now >:)", "create.command.killTPSCommand.status.slowed_by.2": "[Create]: Server tick is back to regular speed :D", "create.command.killTPSCommand.status.usage.0": "[Create]: use /killtps stop to bring back server tick to regular speed", "create.command.killTPSCommand.status.usage.1": "[Create]: use /killtps start to artificially slow down the server tick", "create.command.killTPSCommand.argument.tickTime": "tickTime", "create.contraption.minecart_contraption_too_big": "This Cart Contraption seems too big to pick up", "create.contraption.minecart_contraption_illegal_pickup": "A mystical force is binding this Cart Contraption to the world", "_": "->------------------------] Subtitles [------------------------<-", "create.subtitle.contraption_disassemble": "Contraption stops", "create.subtitle.peculiar_bell_use": "Peculiar Bell tolls", "create.subtitle.mixing": "Mixing Noises", "create.subtitle.mechanical_press_activation_belt": "Mechanical Press bonks", "create.subtitle.fwoomp": "Potato Launcher fwoomps", "create.subtitle.worldshaper_place": "Worldshaper zaps", "create.subtitle.depot_slide": "Item slides", "create.subtitle.saw_activate_stone": "Mechanical Saw activates", "create.subtitle.blaze_munch": "Blaze Burner munches", "create.subtitle.funnel_flap": "Funnel Flaps", "create.subtitle.schematicannon_finish": "Schematicannon dings", "create.subtitle.haunted_bell_use": "Haunted Bell tolls", "create.subtitle.scroll_value": "Scroll-input clicks", "create.subtitle.crafter_craft": "Crafter crafts", "create.subtitle.controller_put": "Controller thumps", "create.subtitle.cranking": "Hand Crank turns", "create.subtitle.wrench_remove": "Component breaks", "create.subtitle.cogs": "Cogwheels rumble", "create.subtitle.slime_added": "Slime squishes", "create.subtitle.wrench_rotate": "Wrench used", "create.subtitle.potato_hit": "Vegetable impacts", "create.subtitle.saw_activate_wood": "Mechanical Saw activates", "create.subtitle.haunted_bell_convert": "Haunted Bell awakens", "create.subtitle.deployer_polish": "Deployer applies polish", "create.subtitle.deny": "Declining boop", "create.subtitle.controller_click": "Controller clicks", "create.subtitle.schematicannon_launch_block": "Schematicannon fires", "create.subtitle.copper_armor_equip": "Diving equipment clinks", "create.subtitle.controller_take": "Lectern empties", "create.subtitle.mechanical_press_activation": "Mechanical Press clangs", "create.subtitle.contraption_assemble": "Contraption moves", "create.subtitle.crafter_click": "Crafter clicks", "create.subtitle.depot_plop": "Item lands", "create.subtitle.confirm": "Affirmative ding", "_": "->------------------------] Item Descriptions [------------------------<-", "item.create.example_item.tooltip": "EXAMPLE ITEM (just a marker that this tooltip exists)", "item.create.example_item.tooltip.summary": "A brief description of the item. _Underscores_ highlight a term.", "item.create.example_item.tooltip.condition1": "When this", "item.create.example_item.tooltip.behaviour1": "Then this item does this. (behaviours show on shift)", "item.create.example_item.tooltip.condition2": "And When this", "item.create.example_item.tooltip.behaviour2": "You can add as many behaviours as you like", "item.create.example_item.tooltip.control1": "When Ctrl pressed", "item.create.example_item.tooltip.action1": "These controls are displayed.", "block.create.wooden_bracket.tooltip": "WOODEN BRACKET", "block.create.wooden_bracket.tooltip.summary": "_Decorate_ your _Shafts, Cogwheels_ and _Pipes_ with a cozy and wooden bit of reinforcement.", "block.create.metal_bracket.tooltip": "METAL BRACKET", "block.create.metal_bracket.tooltip.summary": "_Decorate_ your _Shafts, Cogwheels_ and _Pipes_ with an industrial and sturdy bit of reinforcement.", "block.create.seat.tooltip": "SEAT", "block.create.seat.tooltip.summary": "Sit yourself down and enjoy the ride! Will anchor a player onto a moving _contraption_. Great for static furniture too! Comes in a variety of colours.", "block.create.seat.tooltip.condition1": "Right click on Seat", "block.create.seat.tooltip.behaviour1": "Sits the player on the _Seat_. Press L-shift to leave the _Seat_.", "item.create.blaze_cake.tooltip": "BLAZE CAKE", "item.create.blaze_cake.tooltip.summary": "A Delicious treat for your hard-working _Blaze Burners_. Gets them all fired up!", "item.create.wand_of_symmetry.tooltip": "SYMMETRY WAND", "item.create.wand_of_symmetry.tooltip.summary": "Perfectly mirrors Block placement across configured planes.", "item.create.wand_of_symmetry.tooltip.condition1": "When in Hotbar", "item.create.wand_of_symmetry.tooltip.behaviour1": "Stays Active", "item.create.wand_of_symmetry.tooltip.control1": "R-Click on Ground", "item.create.wand_of_symmetry.tooltip.action1": "_Creates_ or _Moves_ the Mirror", "item.create.wand_of_symmetry.tooltip.control2": "R-Click in the Air", "item.create.wand_of_symmetry.tooltip.action2": "_Removes_ the active Mirror", "item.create.wand_of_symmetry.tooltip.control3": "R-Click while Sneaking", "item.create.wand_of_symmetry.tooltip.action3": "Opens the _Configuration Interface_", "item.create.handheld_worldshaper.tooltip": "HANDHELD WORLDSHAPER", "item.create.handheld_worldshaper.tooltip.summary": "Handy tool for creating _landscapes_ and _terrain features_.", "item.create.handheld_worldshaper.tooltip.control1": "L-Click at Block", "item.create.handheld_worldshaper.tooltip.action1": "Sets blocks placed by the tool to the targeted block.", "item.create.handheld_worldshaper.tooltip.control2": "R-Click at Block", "item.create.handheld_worldshaper.tooltip.action2": "Applies the currently selected _Brush_ and _Tool_ at the targeted location.", "item.create.handheld_worldshaper.tooltip.control3": "R-Click while Sneaking", "item.create.handheld_worldshaper.tooltip.action3": "Opens the _Configuration Interface_", "item.create.tree_fertilizer.tooltip": "TREE FERTILIZER", "item.create.tree_fertilizer.tooltip.summary": "A powerful combination of minerals suitable for speeding up the growth of common tree types.", "item.create.tree_fertilizer.tooltip.condition1": "When used on a Sapling", "item.create.tree_fertilizer.tooltip.behaviour1": "Grows Trees _regardless_ of their _spacing conditions_", "item.create.extendo_grip.tooltip": "EXTENDO GRIP", "item.create.extendo_grip.tooltip.summary": "Boioioing! Greatly _increases reach distance_ of the wielder. Can be powered with Air Pressure from a _Copper_ _Backtank_", "item.create.extendo_grip.tooltip.condition1": "When in Off-Hand", "item.create.extendo_grip.tooltip.behaviour1": "Increases _reach distance_ of items used in the _Main-Hand_.", "item.create.extendo_grip.tooltip.condition2": "While wearing Copper Backtank", "item.create.extendo_grip.tooltip.behaviour2": "_No_ _Durability_ will be used. Instead, _Air_ _pressure_ is drained from the Tank", "item.create.potato_cannon.tooltip": "POTATO CANNON", "item.create.potato_cannon.tooltip.summary": "Fwoomp! Launch your home-grown vegetables at your Enemies. Can be powered with Air Pressure from a _Copper_ _Backtank_", "item.create.potato_cannon.tooltip.condition1": "When R-Clicked", "item.create.potato_cannon.tooltip.behaviour1": "_Shoots_ a suitable item from your _Inventory_.", "item.create.potato_cannon.tooltip.condition2": "While wearing Copper Backtank", "item.create.potato_cannon.tooltip.behaviour2": "_No_ _Durability_ will be used. Instead, _Air_ _pressure_ is drained from the Tank", "item.create.filter.tooltip": "FILTER", "item.create.filter.tooltip.summary": "_Controls outputs_ and _inputs_ of logistical devices with more _precision_, matching them against a _set of items_ or several _nested filters_.", "item.create.filter.tooltip.condition1": "When in filter slot", "item.create.filter.tooltip.behaviour1": "_Controls_ item flow according to its _configuration_.", "item.create.filter.tooltip.condition2": "When R-Clicked", "item.create.filter.tooltip.behaviour2": "Opens the _configuration interface_.", "item.create.attribute_filter.tooltip": "ATTRIBUTE FILTER", "item.create.attribute_filter.tooltip.summary": "_Controls outputs_ and _inputs_ of logistical devices with more _precision_, matching them against a _set of_ item _attributes_ and _categories_.", "item.create.attribute_filter.tooltip.condition1": "When in filter slot", "item.create.attribute_filter.tooltip.behaviour1": "_Controls_ item flow according to its _configuration_.", "item.create.attribute_filter.tooltip.condition2": "When R-Clicked", "item.create.attribute_filter.tooltip.behaviour2": "Opens the _configuration interface_.", "item.create.empty_schematic.tooltip": "EMPTY SCHEMATIC", "item.create.empty_schematic.tooltip.summary": "Used as a recipe ingredient and for writing at the _Schematic Table_.", "item.create.schematic.tooltip": "SCHEMATIC", "item.create.schematic.tooltip.summary": "Holds a structure to be positioned and placed into the world. Position the Hologram as desired and use a _Schematicannon_ to build it.", "item.create.schematic.tooltip.condition1": "When Held", "item.create.schematic.tooltip.behaviour1": "Can be positioned using the Tools on Screen.", "item.create.schematic.tooltip.control1": "R-Click while Sneaking", "item.create.schematic.tooltip.action1": "Opens an _Interface_ for entering exact _Coordinates_.", "item.create.schematic_and_quill.tooltip": "SCHEMATIC AND QUILL", "item.create.schematic_and_quill.tooltip.summary": "Used for saving a Structure in your world to a .nbt file.", "item.create.schematic_and_quill.tooltip.condition1": "Step 1", "item.create.schematic_and_quill.tooltip.behaviour1": "Select two corner points using R-Click.", "item.create.schematic_and_quill.tooltip.condition2": "Step 2", "item.create.schematic_and_quill.tooltip.behaviour2": "_Ctrl-Scroll_ on the faces to adjust the size. R-Click again to Save.", "item.create.schematic_and_quill.tooltip.control1": "R-Click", "item.create.schematic_and_quill.tooltip.action1": "Select a corner point / confirm save.", "item.create.schematic_and_quill.tooltip.control2": "Ctrl Held", "item.create.schematic_and_quill.tooltip.action2": "Select points in _mid-air_. _Scroll_ to adjust the distance.", "item.create.schematic_and_quill.tooltip.control3": "R-Click while Sneaking", "item.create.schematic_and_quill.tooltip.action3": "_Resets_ and removes the selection.", "block.create.schematicannon.tooltip": "SCHEMATICANNON", "block.create.schematicannon.tooltip.summary": "Shoots blocks to recreate a deployed _Schematic_ in the World. Uses items from adjacent Inventories and _Gunpowder_ as fuel.", "block.create.schematicannon.tooltip.condition1": "When R-Clicked", "block.create.schematicannon.tooltip.behaviour1": "Opens the _Interface_", "block.create.schematic_table.tooltip": "SCHEMATIC TABLE", "block.create.schematic_table.tooltip.summary": "Writes saved Schematics onto an _Empty Schematic_.", "block.create.schematic_table.tooltip.condition1": "When given an Empty Schematic", "block.create.schematic_table.tooltip.behaviour1": "Uploads a chosen File from your Schematics Folder.", "item.create.goggles.tooltip": "GOGGLES", "item.create.goggles.tooltip.summary": "A pair of glasses to augment your vision with useful _kinetic information_.", "item.create.goggles.tooltip.condition1": "When worn", "item.create.goggles.tooltip.behaviour1": "Shows _colored indicators_ corresponding to the _Speed Level_ of a placed kinetic component as well as _Stress Impact_ and _Capacity_ of individual components.", "item.create.goggles.tooltip.condition2": "When looking at gauge", "item.create.goggles.tooltip.behaviour2": "Shows detailed information about _Speed_ or _Stress_ of the network to which the gauge is connected.", "item.create.goggles.tooltip.condition3": "When looking at fluid containers", "item.create.goggles.tooltip.behaviour3": "Shows detailed information about the _Capacity_ of the block and any _Fluids_ stored within.", "item.create.wrench.tooltip": "WRENCH", "item.create.wrench.tooltip.summary": "A useful tool for working on kinetic contraptions. Can be used to _Rotate_, _Dismantle_ and to _Configure_ components.", "item.create.wrench.tooltip.control1": "Right-Click a kinetic block", "item.create.wrench.tooltip.action1": "_Rotates components_ toward or away from the face with which you interacted.", "item.create.wrench.tooltip.control2": "R-Click while Sneaking", "item.create.wrench.tooltip.action2": "_Disassembles Kinetic components_ and places them back in _your inventory_.", "block.create.nozzle.tooltip": "NOZZLE", "block.create.nozzle.tooltip.summary": "Attach to the front of an _Encased Fan_ to distribute its effect on Entities in _all directions_.", "block.create.cuckoo_clock.tooltip": "CUCKOO CLOCK", "block.create.cuckoo_clock.tooltip.summary": "Fine craftsmanship for _decorating_ a space and _keeping track of time_.", "block.create.cuckoo_clock.tooltip.condition1": "When Powered by Kinetics", "block.create.cuckoo_clock.tooltip.behaviour1": "Shows the _current time_ and plays a tune twice a day. _Activates_ once at _noon_ and at dusk, as soon as _players can sleep_.", "block.create.turntable.tooltip": "TURNTABLE", "block.create.turntable.tooltip.summary": "Turns _Rotational Force_ into refined Motion Sickness.", "block.create.stockpile_switch.tooltip": "STOCKPILE SWITCH", "block.create.stockpile_switch.tooltip.summary": "Toggles a Redstone signal based on the amount of _Stored Items_ in the attached Container. Comes with a handy filter. As opposed to a _Comparator,_ the _Stockpile Switch_ allows configuration of _thresholds,_ at which signals are inverted.", "block.create.stockpile_switch.tooltip.condition1": "When R-Clicked", "block.create.stockpile_switch.tooltip.behaviour1": "Opens the _Configuration Interface_.", "block.create.content_observer.tooltip": "CONTENT OBSERVER", "block.create.content_observer.tooltip.summary": "_Detects Items_ inside _containers_ and _conveyors_ matching a configured _filter_. While the observed _inventory_, _belt_ or _chute contains_ a matching item, this component will emit a _Redstone Signal_. When an observed _funnel transfers_ a matching item, this component will emit a _Redstone Pulse_.", "block.create.adjustable_crate.tooltip": "ADJUSTABLE CRATE", "block.create.adjustable_crate.tooltip.summary": "This _Item Container_ allows Manual control over its capacity. It can hold up to _16 Stacks_ of any Item. Supports _Redstone Comparators_.", "block.create.adjustable_crate.tooltip.condition1": "When R-Clicked", "block.create.adjustable_crate.tooltip.behaviour1": "Opens the _Interface_.", "block.create.creative_crate.tooltip": "THE ENDLESS CRATE", "block.create.creative_crate.tooltip.summary": "This _Storage Container_ allows infinite replication of any item. Place next to a _Schematicannon_ to remove any material requirements.", "block.create.creative_crate.tooltip.condition1": "When Item in Filter Slot", "block.create.creative_crate.tooltip.behaviour1": "Anything _extracting_ from this container will provide an _endless supply_ of the item specified. Items _inserted_ into this crate will be _voided._", "block.create.controller_rail.tooltip": "CONTROLLER RAIL", "block.create.controller_rail.tooltip.summary": "A _uni-directional powered rail_ capable of _fine control_ over a minecarts' _movement speed_.", "block.create.controller_rail.tooltip.condition1": "When Powered by Redstone", "block.create.controller_rail.tooltip.behaviour1": "_Accelerates_ or _Decelerates_ passing _minecarts_ corresponding to the _signal strength_. Propagates redstone power to adjacent controller rails. Powering two controller rails with different strengths will cause tracks between them to interpolate their signal.", "item.create.sand_paper.tooltip": "SAND PAPER", "item.create.sand_paper.tooltip.summary": "A rough paper that can be used to _polish materials_. Can be automatically applied using the Deployer.", "item.create.sand_paper.tooltip.condition1": "When Used", "item.create.sand_paper.tooltip.behaviour1": "Applies polish to items held in the _offhand_ or lying on the _floor_ when _looking at them_", "item.create.builders_tea.tooltip": "BUILDERS TEA", "item.create.builders_tea.tooltip.summary": "The perfect drink to get the day started- _Motivating_ and _Saturating._", "item.create.refined_radiance.tooltip": "REFINED RADIANCE", "item.create.refined_radiance.tooltip.summary": "A Chromatic material forged from _absorbed light_.", "item.create.refined_radiance.tooltip.condition1": "Work In Progress", "item.create.refined_radiance.tooltip.behaviour1": "Usages for this material will be available in a future release.", "item.create.shadow_steel.tooltip": "SHADOW STEEL", "item.create.shadow_steel.tooltip.summary": "A Chromatic material forged _in the void_.", "item.create.shadow_steel.tooltip.condition1": "Work In Progress", "item.create.shadow_steel.tooltip.behaviour1": "Usages for this material will be available in a future release.", "item.create.linked_controller.tooltip": "LINKED CONTROLLER", "item.create.linked_controller.tooltip.summary": "Grants _handheld_ _control_ over _Redstone Link_ frequencies assigned to its _six_ _buttons_.", "item.create.linked_controller.tooltip.condition1": "R-Click", "item.create.linked_controller.tooltip.behaviour1": "_Toggles_ the controller. _Movement_ _controls_ are taken over while its active.", "item.create.linked_controller.tooltip.condition2": "R-Click while Sneaking", "item.create.linked_controller.tooltip.behaviour2": "Opens the manual _Configuration Interface_.", "item.create.linked_controller.tooltip.condition3": "R-Click on Redstone Link Receiver", "item.create.linked_controller.tooltip.behaviour3": "Enables _Bind Mode_, press one of the _six controls_ to bind it to the _Links' Frequency_.", "item.create.linked_controller.tooltip.condition4": "R-Click on Lectern", "item.create.linked_controller.tooltip.behaviour4": "Places the Controller into the Lectern for easy activation. (R-Click while Sneaking to retrieve it)", "item.create.diving_helmet.tooltip": "DIVING HELMET", "item.create.diving_helmet.tooltip.summary": "Together with a _Copper_ _Backtank_, allows the wielder to _breathe_ _underwater_ for an extended amount of time.", "item.create.diving_helmet.tooltip.condition1": "When Worn", "item.create.diving_helmet.tooltip.behaviour1": "Provides the _Water Breathing_ effect, slowly draining _Air Pressure_ from the Backtank.", "item.create.copper_backtank.tooltip": "COPPER BACKTANK", "item.create.copper_backtank.tooltip.summary": "A _Wearable_ _Tank_ for carrying Pressurized Air.", "item.create.copper_backtank.tooltip.condition1": "When Worn", "item.create.copper_backtank.tooltip.behaviour1": "Provides _Pressurized_ _Air_ to Equipment that requires it.", "item.create.copper_backtank.tooltip.condition2": "When placed, Powered by Kinetics", "item.create.copper_backtank.tooltip.behaviour2": "_Collects_ _Pressurized_ _Air_ at a rate depending on the Rotational Speed.", "item.create.diving_boots.tooltip": "DIVING BOOTS", "item.create.diving_boots.tooltip.summary": "A pair of _heavy_ _boots_, allowing for better traversal of the Ocean floor.", "item.create.diving_boots.tooltip.condition1": "When Worn", "item.create.diving_boots.tooltip.behaviour1": "Wielder _sinks_ _faster_ and _cannot_ _swim_. Grants the ability to _walk_ and _jump_ underwater. Wielder also is no longer affected by _Mechanical_ _Belts_.", "item.create.crafting_blueprint.tooltip": "CRAFTING BLUEPRINT", "item.create.crafting_blueprint.tooltip.summary": "_Placed_ on a wall, it can be used to _specify_ _ingredient_ _arrangements_ for easier manual crafting. Each slot represents a Recipe.", "item.create.crafting_blueprint.condition1": "R-Click empty Slot", "item.create.crafting_blueprint.behaviour1": "Opens a _Crafting_ _menu_ allowing you to _configure_ a _recipe_ and items to display.", "item.create.crafting_blueprint.condition2": "R-Click configured Slot", "item.create.crafting_blueprint.behaviour2": "_Applies_ the _configured_ _recipe_ with matching Ingredients found in your _Inventory_. _Sneak_ to craft up to a _Stack_ of items.", "item.create.minecart_coupling.tooltip": "MINECART COUPLING", "item.create.minecart_coupling.tooltip.summary": "_Chains_ all your _Minecarts_ or _Carriage Contraptions_ together to form a majestic Train.", "item.create.minecart_coupling.tooltip.condition1": "When Used on Minecart", "item.create.minecart_coupling.tooltip.behaviour1": "_Couples_ two Minecarts together, attempting to keep them at a _constant distance_ while moving.", "block.create.peculiar_bell.tooltip": "PECULIAR BELL", "block.create.peculiar_bell.tooltip.summary": "A decorative _Brass Bell_. Placing it right above open _Soul Fire_ may cause side-effects...", "block.create.haunted_bell.tooltip": "HAUNTED BELL", "block.create.haunted_bell.tooltip.summary": "A _Cursed Bell_ haunted by lost souls of the Nether.", "block.create.haunted_bell.tooltip.condition1": "When Held or Rang", "block.create.haunted_bell.tooltip.behaviour1": "Highlights nearby _Lightless Spots_ on which _Hostile Mobs_ can spawn.", "_": "->------------------------] Ponder Content [------------------------<-", "create.ponder.hold_to_ponder": "Hold [%1$s] to Ponder", "create.ponder.subject": "Subject of this scene", "create.ponder.pondering": "Pondering about...", "create.ponder.identify_mode": "Identify mode active.\nUnpause with [%1$s]", "create.ponder.associated": "Associated Entries", "create.ponder.close": "Close", "create.ponder.identify": "Identify", "create.ponder.next": "Next Scene", "create.ponder.previous": "Previous Scene", "create.ponder.replay": "Replay", "create.ponder.think_back": "Think Back", "create.ponder.slow_text": "Comfy Reading", "create.ponder.exit": "Exit", "create.ponder.welcome": "Welcome to Ponder", "create.ponder.categories": "Available Categories in Create", "create.ponder.index_description": "Click one of the icons to learn about its associated Items and Blocks", "create.ponder.index_title": "Ponder Index", "create.ponder.shared.movement_anchors": "With the help of Chassis or Super Glue, larger structures can be moved.", "create.ponder.shared.rpm32": "32 RPM", "create.ponder.shared.sneak_and": "Sneak +", "create.ponder.shared.storage_on_contraption": "Inventories attached to the Contraption will pick up their drops automatically", "create.ponder.shared.behaviour_modify_wrench": "This behaviour can be modified using a Wrench", "create.ponder.shared.rpm8": "8 RPM", "create.ponder.shared.ctrl_and": "Ctrl +", "create.ponder.shared.rpm16_source": "Source: 16 RPM", "create.ponder.shared.rpm16": "16 RPM", "create.ponder.tag.kinetic_sources": "Kinetic Sources", "create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force", "create.ponder.tag.contraption_actor": "Contraption Actors", "create.ponder.tag.contraption_actor.description": "Components which expose special behaviour when attached to a moving contraption", "create.ponder.tag.arm_targets": "Targets for Mechanical Arms", "create.ponder.tag.arm_targets.description": "Components which can be selected as inputs or outputs to the Mechanical Arm", "create.ponder.tag.logistics": "Item Transportation", "create.ponder.tag.logistics.description": "Components which help moving items around", "create.ponder.tag.movement_anchor": "Movement Anchors", "create.ponder.tag.movement_anchor.description": "Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways", "create.ponder.tag.creative": "Creative Mode", "create.ponder.tag.creative.description": "Components not usually available for Survival Mode", "create.ponder.tag.kinetic_relays": "Kinetic Blocks", "create.ponder.tag.kinetic_relays.description": "Components which help relaying Rotational Force elsewhere", "create.ponder.tag.windmill_sails": "Sails for Windmill Bearings", "create.ponder.tag.windmill_sails.description": "Blocks that count towards the strength of a Windmill Contraption when assembled. Each of these have equal efficiency in doing so.", "create.ponder.tag.contraption_assembly": "Block Attachment Utility", "create.ponder.tag.contraption_assembly.description": "Tools and Components used to assemble structures moved as an animated Contraption", "create.ponder.tag.decoration": "Aesthetics", "create.ponder.tag.decoration.description": "Components used mostly for decorative purposes", "create.ponder.tag.kinetic_appliances": "Kinetic Appliances", "create.ponder.tag.kinetic_appliances.description": "Components which make use of Rotational Force", "create.ponder.tag.redstone": "Logic Components", "create.ponder.tag.redstone.description": "Components which help with redstone engineering", "create.ponder.tag.fluids": "Fluid Manipulators", "create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids", "create.ponder.adjustable_pulse_repeater.header": "Controlling signals using Adjustable Pulse Repeaters", "create.ponder.adjustable_pulse_repeater.text_1": "Adjustable Pulse Repeaters emit a short pulse at a delay", "create.ponder.adjustable_pulse_repeater.text_2": "Using the mouse wheel, the charge time can be configured", "create.ponder.adjustable_pulse_repeater.text_3": "Configured delays can range up to 30 minutes", "create.ponder.adjustable_repeater.header": "Controlling signals using Adjustable Repeaters", "create.ponder.adjustable_repeater.text_1": "Adjustable Repeaters behave similarly to regular Repeaters", "create.ponder.adjustable_repeater.text_2": "They charge up for a set time...", "create.ponder.adjustable_repeater.text_3": "...and cool down for the same duration", "create.ponder.adjustable_repeater.text_4": "Using the mouse wheel, the charge time can be configured", "create.ponder.adjustable_repeater.text_5": "Configured delays can range up to 30 minutes", "create.ponder.analog_lever.header": "Controlling signals using the Analog Lever", "create.ponder.analog_lever.text_1": "Analog Levers make for a compact and precise source of redstone power", "create.ponder.analog_lever.text_2": "Right-click to increase its analog power output", "create.ponder.analog_lever.text_3": "Right-click while Sneaking to decrease the power output again", "create.ponder.andesite_tunnel.header": "Using Andesite Tunnels", "create.ponder.andesite_tunnel.text_1": "Andesite Tunnels can be used to cover up your belts", "create.ponder.andesite_tunnel.text_2": "Whenever an Andesite Tunnel has connections to the sides...", "create.ponder.andesite_tunnel.text_3": "...they will split exactly one item off of any passing stacks", "create.ponder.andesite_tunnel.text_4": "The remainder will continue on its path", "create.ponder.basin.header": "Processing Items in the Basin", "create.ponder.basin.text_1": "A Basin can hold Items and Fluids for Processing", "create.ponder.basin.text_2": "After a processing step, basins try to output below to the side of them", "create.ponder.basin.text_3": "When a valid component is present, the Basin will show an output faucet", "create.ponder.basin.text_4": "A number of options are applicable here", "create.ponder.basin.text_5": "Outputs will be caught by the inventory below", "create.ponder.basin.text_6": "Without output faucet, the Basin will retain items created in its processing", "create.ponder.basin.text_7": "This can be useful if outputs should be re-used as ingredients", "create.ponder.basin.text_8": "Desired outputs will then have to be extracted from the basin", "create.ponder.basin.text_9": "A Filter might be necessary to avoid pulling out un-processed items", "create.ponder.bearing_modes.header": "Movement Modes of the Mechanical Bearing", "create.ponder.bearing_modes.text_1": "When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle", "create.ponder.bearing_modes.text_2": "It can be configured never to revert to solid blocks, or only near the angle it started at", "create.ponder.belt_casing.header": "Encasing Belts", "create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts", "create.ponder.belt_casing.text_2": "A wrench can be used to remove the casing", "create.ponder.belt_connector.header": "Using Mechanical Belts", "create.ponder.belt_connector.text_1": "Right-Clicking two shafts with a belt item will connect them together", "create.ponder.belt_connector.text_2": "Accidental selections can be canceled with Right-Click while Sneaking", "create.ponder.belt_connector.text_3": "Additional Shafts can be added throughout the Belt", "create.ponder.belt_connector.text_4": "Shafts connected via Belts will rotate with Identical Speed and Direction", "create.ponder.belt_connector.text_5": "Added shafts can be removed using the wrench", "create.ponder.belt_connector.text_6": "Mechanical Belts can be dyed for aesthetic purposes", "create.ponder.belt_directions.header": "Valid Orientations for Mechanical Belts", "create.ponder.belt_directions.text_1": "Belts cannot connect in arbitrary directions", "create.ponder.belt_directions.text_2": "1. They can connect horizontally", "create.ponder.belt_directions.text_3": "2. They can connect diagonally", "create.ponder.belt_directions.text_4": "3. They can connect vertically", "create.ponder.belt_directions.text_5": "4. And they can connect vertical shafts horizontally", "create.ponder.belt_directions.text_6": "These are all possible directions. Belts can span any Length between 2 and 20 blocks", "create.ponder.belt_transport.header": "Using Mechanical Belts for Logistics", "create.ponder.belt_transport.text_1": "Moving belts will transport Items and other Entities", "create.ponder.belt_transport.text_2": "Right-Click with an empty hand to take items off a belt", "create.ponder.blaze_burner.header": "Feeding Blaze Burners", "create.ponder.blaze_burner.text_1": "Blaze Burners can provide Heat to Items processed in a Basin", "create.ponder.blaze_burner.text_2": "For this, the Blaze has to be fed with flammable items", "create.ponder.blaze_burner.text_3": "With a Blaze Cake, the Burner can reach an even stronger level of heat", "create.ponder.blaze_burner.text_4": "The feeding process can be automated using Deployers or Mechanical Arms", "create.ponder.brass_funnel.header": "The Brass Funnel", "create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.", "create.ponder.brass_funnel.text_2": "Brass Funnels can extract up to a full stack.", "create.ponder.brass_funnel.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.", "create.ponder.brass_funnel.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.", "create.ponder.brass_tunnel.header": "Using Brass Tunnels", "create.ponder.brass_tunnel.text_1": "Brass Tunnels can be used to cover up your belts", "create.ponder.brass_tunnel.text_2": "Brass Tunnels have filter slots on each open side", "create.ponder.brass_tunnel.text_3": "Filters on inbound connections simply block non-matching items", "create.ponder.brass_tunnel.text_4": "Filters on outbound connections can be used to sort items by type", "create.ponder.brass_tunnel.text_5": "Whenever a passing item has multiple valid exits, the distribution mode will decide how to handle it", "create.ponder.brass_tunnel.text_6": "Brass Tunnels on parallel belts will form a group", "create.ponder.brass_tunnel.text_7": "Incoming Items will now be distributed across all connected exits", "create.ponder.brass_tunnel.text_8": "For this, items can also be inserted into the Tunnel block directly", "create.ponder.brass_tunnel_modes.header": "Distribution Modes of the Brass Tunnel", "create.ponder.brass_tunnel_modes.text_1": "Using a Wrench, the distribution behaviour of Brass Tunnels can be configured", "create.ponder.brass_tunnel_modes.text_10": "'Synchronize Inputs' is a unique setting for Brass Tunnels", "create.ponder.brass_tunnel_modes.text_11": "Items are only allowed past if every tunnel in the group has one waiting", "create.ponder.brass_tunnel_modes.text_12": "This ensures that all affected belts supply items at the same rate", "create.ponder.brass_tunnel_modes.text_2": "'Split' will attempt to distribute the stack evenly between available outputs", "create.ponder.brass_tunnel_modes.text_3": "If an output is unable to take more items, it will be skipped", "create.ponder.brass_tunnel_modes.text_4": "'Forced Split' will never skip outputs, and instead wait until they are free", "create.ponder.brass_tunnel_modes.text_5": "'Round Robin' keeps stacks whole, and cycles through outputs iteratively", "create.ponder.brass_tunnel_modes.text_6": "Once Again, if an output is unable to take more items, it will be skipped", "create.ponder.brass_tunnel_modes.text_7": "'Forced Round Robin' never skips outputs", "create.ponder.brass_tunnel_modes.text_8": "'Prefer Nearest' prioritizes the outputs closest to the items' input location", "create.ponder.brass_tunnel_modes.text_9": "'Randomize' will distribute whole stacks to randomly picked outputs", "create.ponder.cart_assembler.header": "Moving Structures using Cart Assemblers", "create.ponder.cart_assembler.text_1": "Powered Cart Assemblers mount attached structures to passing Minecarts", "create.ponder.cart_assembler.text_2": "Without a redstone signal, it disassembles passing cart contraptions back into blocks", "create.ponder.cart_assembler.text_3": "Using a Wrench on the Minecart will let you carry the Contraption elsewhere", "create.ponder.cart_assembler_dual.header": "Assembling Carriage Contraptions", "create.ponder.cart_assembler_dual.text_1": "Whenever two Cart Assembers share an attached structure...", "create.ponder.cart_assembler_dual.text_2": "Powering either of them will create a Carriage Contraption", "create.ponder.cart_assembler_dual.text_3": "The carts will behave like those connected via Minecart Coupling", "create.ponder.cart_assembler_modes.header": "Orientation Settings for Minecart Contraptions", "create.ponder.cart_assembler_modes.text_1": "Cart Contraptions will rotate to face towards their carts' motion", "create.ponder.cart_assembler_modes.text_2": "This Arrow indicates which side of the Structure will be considered the front", "create.ponder.cart_assembler_modes.text_3": "If the Assembler is set to Lock Rotation, the contraptions' orientation will never change", "create.ponder.cart_assembler_rails.header": "Other types of Minecarts and Rails", "create.ponder.cart_assembler_rails.text_1": "Cart Assemblers on Regular Tracks will not affect the passing carts' motion", "create.ponder.cart_assembler_rails.text_2": "When on Powered or Controller Rail, the carts will be held in place until it's Powered", "create.ponder.cart_assembler_rails.text_3": "Other types of Minecarts can be used as the anchor", "create.ponder.cart_assembler_rails.text_4": "Furnace Carts will keep themselves powered, pulling fuel from any attached inventories", "create.ponder.chain_drive.header": "Relaying rotational force with Chain Drives", "create.ponder.chain_drive.text_1": "Chain Drives relay rotation to each other in a row", "create.ponder.chain_drive.text_2": "All shafts connected like this will rotate in the same direction", "create.ponder.chain_drive.text_3": "Any part of the row can be rotated by 90 degrees", "create.ponder.chain_gearshift.header": "Controlling rotational speed with Chain Gearshifts", "create.ponder.chain_gearshift.text_1": "Unpowered Chain Gearshifts behave exactly like Chain Drives", "create.ponder.chain_gearshift.text_2": "When Powered, the speed transmitted to other Chain Drives in the row is doubled", "create.ponder.chain_gearshift.text_3": "Whenever the Powered Gearshift is not at the source, its speed will be halved instead", "create.ponder.chain_gearshift.text_4": "In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift", "create.ponder.chain_gearshift.text_5": "Using analog signals, the ratio can be adjusted more precisely between 1 and 2", "create.ponder.chain_gearshift.text_6": "12 RPM", "create.ponder.chute.header": "Transporting Items downward via Chutes", "create.ponder.chute.text_1": "Chutes can transport items vertically from and to inventories", "create.ponder.chute.text_2": "Using the Wrench, a window can be created", "create.ponder.chute.text_3": "Placing chutes targeting the side faces of another will make it diagonal", "create.ponder.chute_upward.header": "Transporting Items upward via Chutes", "create.ponder.chute_upward.text_1": "Using Encased Fans at the top or bottom, a Chute can move items upward", "create.ponder.chute_upward.text_2": "Inspecting chutes with Engineers' Goggles reveals information about the movement direction", "create.ponder.chute_upward.text_3": "On the 'blocked' end, items will have to be inserted/taken from the sides", "create.ponder.clockwork_bearing.header": "Animating Structures using Clockwork Bearings", "create.ponder.clockwork_bearing.text_1": "Clockwork Bearings attach to blocks in front of them", "create.ponder.clockwork_bearing.text_2": "Upon receiving Rotational Force, the structure will be rotated according to the hour of the day", "create.ponder.clockwork_bearing.text_3": "3:00", "create.ponder.clockwork_bearing.text_4": "4:00", "create.ponder.clockwork_bearing.text_5": "Right-Click the bearing to start or stop animating the structure", "create.ponder.clockwork_bearing.text_6": "In front of the Hour Hand, a second structure can be added", "create.ponder.clockwork_bearing.text_7": "Ensure the two Structures are not attached to each other through super glue or similar", "create.ponder.clockwork_bearing.text_8": "The Second Structure will now rotate as the Minute Hand", "create.ponder.clutch.header": "Controlling rotational force using a Clutch", "create.ponder.clutch.text_1": "Clutches will relay rotation in a straight line", "create.ponder.clutch.text_2": "When powered by Redstone, it breaks the connection", "create.ponder.cog_speedup.header": "Gearshifting with Cogs", "create.ponder.cog_speedup.text_1": "Large and Small cogs can be connected diagonally", "create.ponder.cog_speedup.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled", "create.ponder.cog_speedup.text_3": "Shifting the opposite way, the conveyed speed will be halved", "create.ponder.cogwheel.header": "Relaying rotational force using Cogwheels", "create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels", "create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions", "create.ponder.creative_fluid_tank.header": "Creative Fluid Tanks", "create.ponder.creative_fluid_tank.text_1": "Creative Fluid Tanks can be used to provide a bottomless supply of fluid", "create.ponder.creative_fluid_tank.text_2": "Right-Click with a fluid containing item to configure it", "create.ponder.creative_fluid_tank.text_3": "Pipe Networks can now endlessly draw the assigned fluid from the tank", "create.ponder.creative_fluid_tank.text_4": "Any Fluids pushed back into a Creative Fluid Tank will be voided", "create.ponder.creative_motor.header": "Generating Rotational Force using Creative Motors", "create.ponder.creative_motor.text_1": "Creative motors are a compact and configurable source of Rotational Force", "create.ponder.creative_motor.text_2": "Scrolling on the back panel changes the RPM of the motors' rotational output", "create.ponder.crushing_wheels.header": "Processing Items with Crushing Wheels", "create.ponder.crushing_wheels.text_1": "A pair of Crushing Wheels can grind items very effectively", "create.ponder.crushing_wheels.text_2": "Their Rotational Input has to make them spin into each other", "create.ponder.crushing_wheels.text_3": "Items thrown or inserted into the top will get processed", "create.ponder.crushing_wheels.text_4": "Items can be inserted and picked up through automated means as well", "create.ponder.deployer.header": "Using the Deployer", "create.ponder.deployer.text_1": "Given Rotational Force, a Deployer can imitate player interactions", "create.ponder.deployer.text_10": "Right-click the front to give it an Item to use", "create.ponder.deployer.text_11": "Items can also be inserted automatically", "create.ponder.deployer.text_12": "Deployers carry a filter slot", "create.ponder.deployer.text_13": "When a filter is set, it activates only while holding a matching item", "create.ponder.deployer.text_14": "Only items matching the filter can now be inserted...", "create.ponder.deployer.text_15": "...and only non-matching items will be extracted", "create.ponder.deployer.text_2": "It will always interact with the position 2 blocks in front of itself", "create.ponder.deployer.text_3": "Blocks directly in front will not obstruct it", "create.ponder.deployer.text_4": "Deployers can:", "create.ponder.deployer.text_5": "Place Blocks,", "create.ponder.deployer.text_6": "Use Items,", "create.ponder.deployer.text_7": "Activate Blocks,", "create.ponder.deployer.text_8": "Harvest blocks", "create.ponder.deployer.text_9": "and Attack Mobs", "create.ponder.deployer_contraption.header": "Using Deployers on Contraptions", "create.ponder.deployer_contraption.text_1": "Whenever Deployers are moved as part of an animated Contraption...", "create.ponder.deployer_contraption.text_2": "They activate at each visited location, using items from inventories anywhere on the contraption", "create.ponder.deployer_contraption.text_3": "The Filter slot can be used to specify which items to pull", "create.ponder.deployer_modes.header": "Modes of the Deployer", "create.ponder.deployer_modes.text_1": "By default, a Deployer imitates a Right-click interaction", "create.ponder.deployer_modes.text_2": "Using a Wrench, it can be set to imitate a Left-click instead", "create.ponder.deployer_processing.header": "Processing Items using Deployers", "create.ponder.deployer_processing.text_1": "With a fitting held item, Deployers can process items provided beneath them", "create.ponder.deployer_processing.text_2": "The Input items can be dropped or placed on a Depot under the Deployer", "create.ponder.deployer_processing.text_3": "When items are provided on a belt...", "create.ponder.deployer_processing.text_4": "The Deployer will hold and process them automatically", "create.ponder.deployer_redstone.header": "Controlling Deployers with Redstone", "create.ponder.deployer_redstone.text_1": "When powered by Redstone, Deployers will not activate", "create.ponder.deployer_redstone.text_2": "Before stopping, the Deployer will finish any started cycles", "create.ponder.deployer_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle", "create.ponder.depot.header": "Using Depots", "create.ponder.depot.text_1": "Depots can serve as 'stationary' belt elements", "create.ponder.depot.text_2": "Right-Click to manually place or remove Items from it", "create.ponder.depot.text_3": "Just like Mechanical Belts, it can provide items to processing", "create.ponder.depot.text_4": "...as well as provide Items to Mechanical Arms", "create.ponder.empty_blaze_burner.header": "Using Empty Blaze Burners", "create.ponder.empty_blaze_burner.text_1": "Right-click a Blaze with the empty burner to capture it", "create.ponder.empty_blaze_burner.text_2": "Alternatively, Blazes can be collected from their Spawners directly", "create.ponder.empty_blaze_burner.text_3": "You now have an ideal heat source for various machines", "create.ponder.empty_blaze_burner.text_4": "For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel", "create.ponder.empty_blaze_burner.text_5": "However, these are not suitable for industrial heating", "create.ponder.encased_fluid_pipe.header": "Encasing Fluid Pipes", "create.ponder.encased_fluid_pipe.text_1": "Copper Casing can be used to decorate Fluid Pipes", "create.ponder.encased_fluid_pipe.text_2": "Aside from being conceiled, Encased Pipes are locked into their connectivity state", "create.ponder.encased_fluid_pipe.text_3": "It will no longer react to any neighbouring blocks being added or removed", "create.ponder.fan_direction.header": "Air flow of Encased Fans", "create.ponder.fan_direction.text_1": "Encased Fans use Rotational Force to create an Air Current", "create.ponder.fan_direction.text_2": "Strength and Direction of Flow depends on the Rotational Input", "create.ponder.fan_processing.header": "Processing Items using Encased Fans", "create.ponder.fan_processing.text_1": "When passing through lava, the Air Flow becomes Heated", "create.ponder.fan_processing.text_2": "Items caught in the area will be smelted", "create.ponder.fan_processing.text_3": "Food items thrown here would be incinerated", "create.ponder.fan_processing.text_4": "Instead, a setup for Smoking using Fire should be used for them", "create.ponder.fan_processing.text_5": "Air Flows passing through water create a Washing Setup", "create.ponder.fan_processing.text_6": "Some interesting new processing can be done with it", "create.ponder.fan_processing.text_7": "The Speed of the Fan does NOT affect the processing speed, only its range", "create.ponder.fan_processing.text_8": "Fan Processing can also be applied to Items on Depots and Belts", "create.ponder.fan_source.header": "Generating Rotational Force using Encased Fans", "create.ponder.fan_source.text_1": "Fans facing down into a source of heat can provide Rotational Force", "create.ponder.fan_source.text_2": "When given a Redstone Signal, the Fans will start providing power", "create.ponder.fluid_pipe_flow.header": "Moving Fluids using Copper Pipes", "create.ponder.fluid_pipe_flow.text_1": "Fluid Pipes can connect two or more fluid sources and targets", "create.ponder.fluid_pipe_flow.text_2": "Using a wrench, a straight pipe segment can be given a window", "create.ponder.fluid_pipe_flow.text_3": "Windowed pipes will not connect to any other adjacent pipe segments", "create.ponder.fluid_pipe_flow.text_4": "Powered by Mechanical Pumps, the Pipes can transport Fluids", "create.ponder.fluid_pipe_flow.text_5": "No fluid is being extracted at first", "create.ponder.fluid_pipe_flow.text_6": "Once the flow connects them, the endpoints gradually transfer their contents", "create.ponder.fluid_pipe_flow.text_7": "Thus, the Pipe blocks themselves never 'physically' contain any fluid", "create.ponder.fluid_pipe_interaction.header": "Draining and Filling fluid containers", "create.ponder.fluid_pipe_interaction.text_1": "Endpoints of a pipe network can interact with a variety of blocks", "create.ponder.fluid_pipe_interaction.text_2": "Any block with fluid storage capabilities can be filled or drained", "create.ponder.fluid_pipe_interaction.text_3": "Source blocks right in front of an open end can be picked up...", "create.ponder.fluid_pipe_interaction.text_4": "...while spilling into empty spaces can create fluid sources", "create.ponder.fluid_pipe_interaction.text_5": "Pipes can also extract fluids from a handful of other blocks directly", "create.ponder.fluid_tank_sizes.header": "Dimensions of a Fluid tank", "create.ponder.fluid_tank_sizes.text_1": "Fluid Tanks can be combined to increase the total capacity", "create.ponder.fluid_tank_sizes.text_2": "Their base square can be up to 3 blocks wide...", "create.ponder.fluid_tank_sizes.text_3": "...and grow in height by more than 30 additional layers", "create.ponder.fluid_tank_sizes.text_4": "Using a Wrench, a tanks' window can be toggled", "create.ponder.fluid_tank_storage.header": "Storing Fluids in Fluid Tanks", "create.ponder.fluid_tank_storage.text_1": "Fluid Tanks can be used to store large amounts of fluid", "create.ponder.fluid_tank_storage.text_2": "Pipe networks can push and pull fluids from any side", "create.ponder.fluid_tank_storage.text_3": "The contained fluid can be measured by a Comparator", "create.ponder.fluid_tank_storage.text_4": "However, in Survival Mode Fluids cannot be added or taken manually", "create.ponder.fluid_tank_storage.text_5": "You can use Basins, Item Drains and Spouts to drain or fill fluid containing items", "create.ponder.flywheel.header": "Generating Rotational Force using the Flywheel", "create.ponder.flywheel.text_1": "Flywheels are required for generating rotational force with the Furnace Engine", "create.ponder.flywheel.text_2": "The provided Rotational Force has a very large stress capacity", "create.ponder.flywheel.text_3": "Using a Blast Furnace will double the efficiency of the Engine", "create.ponder.funnel_compat.header": "Funnel compatibility", "create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.", "create.ponder.funnel_compat.text_2": "Vertical Saws", "create.ponder.funnel_compat.text_3": "Depots", "create.ponder.funnel_compat.text_4": "Item Drains", "create.ponder.funnel_direction.header": "Direction of Transfer", "create.ponder.funnel_direction.text_1": "Placed normally, it pulls items from the inventory.", "create.ponder.funnel_direction.text_2": "Placed while sneaking, it puts items into the inventory.", "create.ponder.funnel_direction.text_3": "Using a wrench, the funnel can be flipped after placement.", "create.ponder.funnel_direction.text_4": "Same rules will apply for most orientations.", "create.ponder.funnel_direction.text_5": "Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.funnel_intro.header": "Using funnels", "create.ponder.funnel_intro.text_1": "Funnels are ideal for transferring items from and to inventories.", "create.ponder.funnel_redstone.header": "Redstone control", "create.ponder.funnel_redstone.text_1": "Redstone power will prevent any funnel from acting", "create.ponder.funnel_transfer.header": "Direct transfer", "create.ponder.funnel_transfer.text_1": "Funnels cannot ever transfer between closed inventories directly.", "create.ponder.funnel_transfer.text_2": "Chutes or Smart chutes might be more suitable for such purposes.", "create.ponder.funnel_transfer.text_3": "Same applies for horizontal movement. A mechanical belt should help here.", "create.ponder.furnace_engine.header": "Generating Rotational Force using the Furnace Engine", "create.ponder.furnace_engine.text_1": "Furnace Engines generate Rotational Force while their attached Furnace is running", "create.ponder.furnace_engine.text_2": "The provided Rotational Force has a very large stress capacity", "create.ponder.furnace_engine.text_3": "Using a Blast Furnace will double the efficiency of the Engine", "create.ponder.gantry_carriage.header": "Using Gantry Carriages", "create.ponder.gantry_carriage.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.", "create.ponder.gantry_carriage.text_2": "Gantry setups can move attached Blocks.", "create.ponder.gantry_cascaded.header": "Cascaded Gantries", "create.ponder.gantry_cascaded.text_1": "Gantry shafts attach to a carriage without the need of super glue", "create.ponder.gantry_cascaded.text_2": "Same applies for carriages on moved Gantry Shafts", "create.ponder.gantry_cascaded.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement", "create.ponder.gantry_direction.header": "Gantry Movement Direction", "create.ponder.gantry_direction.text_1": "Gantry Shafts can have opposite orientations", "create.ponder.gantry_direction.text_2": "The movement direction of carriages depend on their shafts' orientation", "create.ponder.gantry_direction.text_3": "...as well as the rotation direction of the shaft", "create.ponder.gantry_direction.text_4": "Same rules apply for the propagated rotation", "create.ponder.gantry_redstone.header": "Gantry Power Propagation", "create.ponder.gantry_redstone.text_1": "Redstone-powered gantry shafts stop moving their carriages", "create.ponder.gantry_redstone.text_2": "Instead, its rotational force is relayed to the carriages' output shaft", "create.ponder.gantry_shaft.header": "Using Gantry Shafts", "create.ponder.gantry_shaft.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.", "create.ponder.gantry_shaft.text_2": "Gantry setups can move attached Blocks.", "create.ponder.gearbox.header": "Relaying rotational force using Gearboxes", "create.ponder.gearbox.text_1": "Jumping between axes of rotation can get bulky quickly", "create.ponder.gearbox.text_2": "A gearbox is the more compact equivalent of this setup", "create.ponder.gearbox.text_3": "Shafts around corners rotate in mirrored directions", "create.ponder.gearbox.text_4": "Straight connections will be reversed", "create.ponder.gearshift.header": "Controlling rotational force using a Gearshift", "create.ponder.gearshift.text_1": "Gearshifts will relay rotation in a straight line", "create.ponder.gearshift.text_2": "When powered by Redstone, it reverses the transmission", "create.ponder.hand_crank.header": "Generating Rotational Force using Hand Cranks", "create.ponder.hand_crank.text_1": "Hand Cranks can be used by players to apply rotational force manually", "create.ponder.hand_crank.text_2": "Hold Right-Click to rotate it Counter-Clockwise", "create.ponder.hand_crank.text_3": "Its conveyed speed is relatively high", "create.ponder.hand_crank.text_4": "Sneak and Hold Right-Click to rotate it Clockwise", "create.ponder.hose_pulley.header": "Source Filling and Draining using Hose Pulleys", "create.ponder.hose_pulley.text_1": "Hose Pulleys can be used to fill or drain large bodies of Fluid", "create.ponder.hose_pulley.text_2": "With the Kinetic Input, the height of the pulleys' hose can be controlled", "create.ponder.hose_pulley.text_3": "The Pulley retracts while the input rotation is inverted", "create.ponder.hose_pulley.text_4": "On the opposite side, pipes can be connected", "create.ponder.hose_pulley.text_5": "Attached pipe networks can either provide fluid to the hose...", "create.ponder.hose_pulley.text_6": "...or pull from it, draining the pool instead", "create.ponder.hose_pulley.text_7": "Fill and Drain speed of the pulley depends entirely on the fluid networks' throughput", "create.ponder.hose_pulley_infinite.header": "Passively Filling and Draining large bodies of Fluid", "create.ponder.hose_pulley_infinite.text_1": "When deploying the Hose Pulley into a large enough ocean...", "create.ponder.hose_pulley_infinite.text_2": "It will provide/dispose fluids without affecting the source", "create.ponder.hose_pulley_infinite.text_3": "Pipe networks can limitlessly take fluids from/to such pulleys", "create.ponder.hose_pulley_level.header": "Fill and Drain level of Hose Pulleys", "create.ponder.hose_pulley_level.text_1": "While fully retracted, the Hose Pulley cannot operate", "create.ponder.hose_pulley_level.text_2": "Draining runs from top to bottom", "create.ponder.hose_pulley_level.text_3": "The surface level will end up just below where the hose ends", "create.ponder.hose_pulley_level.text_4": "Filling runs from bottom to top", "create.ponder.hose_pulley_level.text_5": "The filled pool will not grow beyond the layer above the hose end", "create.ponder.item_drain.header": "Emptying Fluid Containers using Item Drains", "create.ponder.item_drain.text_1": "Item Drains can extract fluids from items", "create.ponder.item_drain.text_2": "Right-click it to pour fluids from your held item into it", "create.ponder.item_drain.text_3": "When items are inserted from the side...", "create.ponder.item_drain.text_4": "...they roll across, emptying out their contained fluid", "create.ponder.item_drain.text_5": "Pipe Networks can now pull the fluid from the drains' internal buffer", "create.ponder.large_cogwheel.header": "Relaying rotational force using Large Cogwheels", "create.ponder.large_cogwheel.text_1": "Large cogwheels can connect to each other at right angles", "create.ponder.large_cogwheel.text_2": "It will help relaying conveyed speed to other axes of rotation", "create.ponder.linear_chassis_attachment.header": "Attaching blocks using Linear Chassis", "create.ponder.linear_chassis_attachment.text_1": "The open faces of a Linear Chassis can be made Sticky", "create.ponder.linear_chassis_attachment.text_2": "Click again to make the opposite side sticky", "create.ponder.linear_chassis_attachment.text_3": "Sneak and Right-Click with an empty hand to remove the slime", "create.ponder.linear_chassis_attachment.text_4": "Stickied faces of the Linear Chassis will attach a line of blocks in front of it", "create.ponder.linear_chassis_attachment.text_5": "Using a Wrench, a precise Range can be specified for this chassis", "create.ponder.linear_chassis_attachment.text_6": "Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks", "create.ponder.linear_chassis_attachment.text_7": "Attaching blocks to any other side requires the use of Super Glue", "create.ponder.linear_chassis_attachment.text_8": "Using these mechanics, structures of any shape can move as a Contraption", "create.ponder.linear_chassis_group.header": "Moving Linear Chassis in groups", "create.ponder.linear_chassis_group.text_1": "Linear Chassis connect to identical Chassis blocks next to them", "create.ponder.linear_chassis_group.text_2": "When one is moved by a Contraption, the others are dragged with it", "create.ponder.linear_chassis_group.text_3": "Chassis of a different type or facing another direction will not attach", "create.ponder.mechanical_arm.header": "Setting up Mechanical Arms", "create.ponder.mechanical_arm.text_1": "Mechanical Arms have to be assigned their in- and outputs before they are placed", "create.ponder.mechanical_arm.text_2": "Right-Click inventories while holding the Arm to assign them as Targets", "create.ponder.mechanical_arm.text_3": "Right-Click again to toggle between Input (Blue) and Output (Orange)", "create.ponder.mechanical_arm.text_4": "Left-Click components to remove their Selection", "create.ponder.mechanical_arm.text_5": "Once placed, the Mechanical Arm will target the blocks selected previously", "create.ponder.mechanical_arm.text_6": "They can have any amount of in- and outputs within their range", "create.ponder.mechanical_arm.text_7": "However, not every type of Inventory can be interacted with directly", "create.ponder.mechanical_arm.text_8": "Funnels and Depots can help to Bridge that gap", "create.ponder.mechanical_arm_filtering.header": "Filtering Outputs of the Mechanical Arm", "create.ponder.mechanical_arm_filtering.text_1": "Inputs", "create.ponder.mechanical_arm_filtering.text_2": "Outputs", "create.ponder.mechanical_arm_filtering.text_3": "Sometimes it is desirable to restrict targets of the Arm by matching a filter", "create.ponder.mechanical_arm_filtering.text_4": "Mechanical Arms by themselves do not provide any options for filtering", "create.ponder.mechanical_arm_filtering.text_5": "Brass Funnels as Targets do however communicate their own filter to the Arm", "create.ponder.mechanical_arm_filtering.text_6": "The Arm is smart enough not to pick up items it couldn't distribute", "create.ponder.mechanical_arm_modes.header": "Distribution modes of the Mechanical Arm", "create.ponder.mechanical_arm_modes.text_1": "Input", "create.ponder.mechanical_arm_modes.text_2": "Outputs", "create.ponder.mechanical_arm_modes.text_3": "Whenever an Arm has to choose between multiple valid outputs...", "create.ponder.mechanical_arm_modes.text_4": "...it will act according to its setting", "create.ponder.mechanical_arm_modes.text_5": "Scrolling with a Wrench will allow you to configure it", "create.ponder.mechanical_arm_modes.text_6": "Round Robin mode simply cycles through all outputs that are available", "create.ponder.mechanical_arm_modes.text_7": "If an output is unable to take more items, it will be skipped", "create.ponder.mechanical_arm_modes.text_8": "Forced Round Robin mode will never skip outputs, and instead wait until they are free", "create.ponder.mechanical_arm_modes.text_9": "Prefer First prioritizes the outputs selected earliest when configuring this Arm", "create.ponder.mechanical_arm_redstone.header": "Controlling Mechanical Arms with Redstone", "create.ponder.mechanical_arm_redstone.text_1": "When powered by Redstone, Mechanical Arms will not activate", "create.ponder.mechanical_arm_redstone.text_2": "Before stopping, it will finish any started cycles", "create.ponder.mechanical_arm_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle", "create.ponder.mechanical_bearing.header": "Movings Structures using the Mechanical Bearing", "create.ponder.mechanical_bearing.text_1": "Mechanical Bearings attach to the block in front of them", "create.ponder.mechanical_bearing.text_2": "Upon receiving Rotational Force, it will assemble it into a Rotating Contraption", "create.ponder.mechanical_crafter.header": "Setting up Mechanical Crafters", "create.ponder.mechanical_crafter.text_1": "An array of Mechanical Crafters can be used to automate any Crafting Recipe", "create.ponder.mechanical_crafter.text_2": "Using a Wrench, the Crafters' paths can be arranged", "create.ponder.mechanical_crafter.text_3": "For a valid setup, all paths have to converge into one exit at any side", "create.ponder.mechanical_crafter.text_4": "The outputs will be placed into the inventory at the exit", "create.ponder.mechanical_crafter.text_5": "Mechanical Crafters require Rotational Force to operate", "create.ponder.mechanical_crafter.text_6": "Right-Click the front to insert Items manually", "create.ponder.mechanical_crafter.text_7": "Once every slot of a path contains an Item, the crafting process will begin", "create.ponder.mechanical_crafter.text_8": "For recipes not fully occupying the crafter setup, the start can be forced using a Redstone Pulse", "create.ponder.mechanical_crafter_connect.header": "Connecting Inventories of Crafters", "create.ponder.mechanical_crafter_connect.text_1": "Items can be inserted to Crafters automatically", "create.ponder.mechanical_crafter_connect.text_2": "Using the Wrench at their backs, Mechanical Crafter inputs can be combined", "create.ponder.mechanical_crafter_connect.text_3": "All connected Crafters can now be accessed by the same input location", "create.ponder.mechanical_crafter_covers.header": "Covering slots of Mechanical Crafters", "create.ponder.mechanical_crafter_covers.text_1": "Some recipes will require additional Crafters to bridge gaps in the path", "create.ponder.mechanical_crafter_covers.text_2": "Using Slot Covers, Crafters can be set to act as an Empty Slot in the arrangement", "create.ponder.mechanical_crafter_covers.text_3": "Shared Inputs created with the Wrench at the back can also reach across covered Crafters", "create.ponder.mechanical_drill.header": "Breaking Blocks with the Mechanical Drill", "create.ponder.mechanical_drill.text_1": "When given Rotational Force, a Mechanical Drill will break blocks directly in front of it", "create.ponder.mechanical_drill.text_2": "Its mining speed depends on the Rotational Input", "create.ponder.mechanical_drill_contraption.header": "Using Mechanical Drills on Contraptions", "create.ponder.mechanical_drill_contraption.text_1": "Whenever Drills are moved as part of an animated Contraption...", "create.ponder.mechanical_drill_contraption.text_2": "...they will break blocks the contraption runs them into", "create.ponder.mechanical_harvester.header": "Using Mechanical Harvesters on Contraptions", "create.ponder.mechanical_harvester.text_1": "Whenever Harvesters are moved as part of an animated Contraption...", "create.ponder.mechanical_harvester.text_2": "They will harvest and reset any mature crops on their way", "create.ponder.mechanical_mixer.header": "Processing Items with the Mechanical Mixer", "create.ponder.mechanical_mixer.text_1": "With a Mixer and Basin, some Crafting Recipes can be automated", "create.ponder.mechanical_mixer.text_2": "Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones", "create.ponder.mechanical_mixer.text_3": "Some of those recipes may require the heat of a Blaze Burner", "create.ponder.mechanical_mixer.text_4": "The filter slot can be used in case two recipes are conflicting.", "create.ponder.mechanical_piston.header": "Moving Structures using Mechanical Pistons", "create.ponder.mechanical_piston.text_1": "Mechanical Pistons can move blocks in front of them", "create.ponder.mechanical_piston.text_2": "Speed and direction of movement depend on the Rotational Input", "create.ponder.mechanical_piston.text_3": "Sticky Mechanical Pistons can pull the attached blocks back", "create.ponder.mechanical_piston_modes.header": "Movement Modes of the Mechanical Piston", "create.ponder.mechanical_piston_modes.text_1": "Whenever Pistons stop moving, the moved structure reverts to blocks", "create.ponder.mechanical_piston_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at", "create.ponder.mechanical_plough.header": "Using Mechanical Ploughs on Contraptions", "create.ponder.mechanical_plough.text_1": "Whenever Ploughs are moved as part of an animated Contraption...", "create.ponder.mechanical_plough.text_2": "...they will break blocks without a solid collision hitbox", "create.ponder.mechanical_plough.text_3": "Additionally, ploughs can create farmland", "create.ponder.mechanical_plough.text_4": "...they can also launch entities without hurting them", "create.ponder.mechanical_press.header": "Processing Items with the Mechanical Press", "create.ponder.mechanical_press.text_1": "The Mechanical Press can process items provided beneath it", "create.ponder.mechanical_press.text_2": "The Input items can be dropped or placed on a Depot under the Press", "create.ponder.mechanical_press.text_3": "When items are provided on a belt...", "create.ponder.mechanical_press.text_4": "The Press will hold and process them automatically", "create.ponder.mechanical_press_compacting.header": "Compacting items with the Mechanical Press", "create.ponder.mechanical_press_compacting.text_1": "Pressing items held in a Basin will cause them to be Compacted", "create.ponder.mechanical_press_compacting.text_2": "Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones", "create.ponder.mechanical_press_compacting.text_3": "Some of those recipes may require the heat of a Blaze Burner", "create.ponder.mechanical_press_compacting.text_4": "The filter slot can be used in case two recipes are conflicting.", "create.ponder.mechanical_pump_flow.header": "Fluid Transportation using Mechanical Pumps", "create.ponder.mechanical_pump_flow.text_1": "Mechanical Pumps govern the flow of their attached pipe networks", "create.ponder.mechanical_pump_flow.text_2": "When powered, their arrow indicates the direction of flow", "create.ponder.mechanical_pump_flow.text_3": "The network behind is now pulling fluids...", "create.ponder.mechanical_pump_flow.text_4": "...while the network in front is transferring it outward", "create.ponder.mechanical_pump_flow.text_5": "Reversing the input rotation reverses the direction of flow", "create.ponder.mechanical_pump_flow.text_6": "Use a Wrench to reverse the orientation of pumps manually", "create.ponder.mechanical_pump_speed.header": "Throughput of Mechanical Pumps", "create.ponder.mechanical_pump_speed.text_1": "Regardless of speed, Mechanical Pumps affect pipes connected up to 16 blocks away", "create.ponder.mechanical_pump_speed.text_2": "Speeding up the input rotation changes the speed of flow propagation...", "create.ponder.mechanical_pump_speed.text_3": "...aswell as how quickly fluids are transferred", "create.ponder.mechanical_pump_speed.text_4": "Pumps can combine their throughputs within shared pipe networks", "create.ponder.mechanical_pump_speed.text_5": "Alternating their orientation can help align their flow directions", "create.ponder.mechanical_saw_breaker.header": "Cutting Trees with the Mechanical Saw", "create.ponder.mechanical_saw_breaker.text_1": "When given Rotational Force, a Mechanical Saw will cut trees directly in front of it", "create.ponder.mechanical_saw_breaker.text_2": "In order to cut the tree fully, the Saw has to break the last block connecting it to the ground", "create.ponder.mechanical_saw_contraption.header": "Using Mechanical Saws on Contraptions", "create.ponder.mechanical_saw_contraption.text_1": "Whenever Saws are moved as part of an animated Contraption...", "create.ponder.mechanical_saw_contraption.text_2": "...they will cut any trees the contraption runs them into", "create.ponder.mechanical_saw_processing.header": "Processing Items on the Mechanical Saw", "create.ponder.mechanical_saw_processing.text_1": "Upward facing Mechanical Saws can process a variety of items", "create.ponder.mechanical_saw_processing.text_2": "The processed item always moves against the rotational input to the saw", "create.ponder.mechanical_saw_processing.text_3": "Saws can work in-line with Mechanical Belts", "create.ponder.mechanical_saw_processing.text_4": "When an ingredient has multiple possible outcomes, the filter slot can specify it", "create.ponder.mechanical_saw_processing.text_5": "Without filter, the Saw would cycle through all outcomes instead", "create.ponder.millstone.header": "Processing Items in the Millstone", "create.ponder.millstone.text_1": "Millstones process items by grinding them", "create.ponder.millstone.text_2": "They can be powered from the side using cogwheels", "create.ponder.millstone.text_3": "Throw or Insert items at the top", "create.ponder.millstone.text_4": "After some time, the result can be obtained via Right-click", "create.ponder.millstone.text_5": "The outputs can also be extracted by automation", "create.ponder.nixie_tube.header": "Using Nixie Tubes", "create.ponder.nixie_tube.text_1": "When powered by Redstone, Nixie Tubes will display the redstone signals' strength", "create.ponder.nixie_tube.text_2": "Using name tags edited with an anvil, custom text can be displayed", "create.ponder.nixie_tube.text_3": "Right-Click with Dye to change their display colour", "create.ponder.piston_pole.header": "Piston Extension Poles", "create.ponder.piston_pole.text_1": "Without attached Poles, a Mechanical Piston cannot move", "create.ponder.piston_pole.text_2": "The Length of pole added at its back determines the Extension Range", "create.ponder.portable_fluid_interface.header": "Contraption Fluid Exchange", "create.ponder.portable_fluid_interface.text_1": "Fluid Tanks on moving contraptions cannot be accessed by any pipes", "create.ponder.portable_fluid_interface.text_2": "This component can interact with fluid tanks without the need to stop the contraption", "create.ponder.portable_fluid_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.portable_fluid_interface.text_4": "Whenever they pass by each other, they will engage in a connection", "create.ponder.portable_fluid_interface.text_5": "While engaged, the stationary interface will represent ALL Tanks on the contraption", "create.ponder.portable_fluid_interface.text_6": "Fluid can now be inserted...", "create.ponder.portable_fluid_interface.text_7": "...or extracted from the contraption", "create.ponder.portable_fluid_interface.text_8": "After no contents have been exchanged for a while, the contraption will continue on its way", "create.ponder.portable_storage_interface.header": "Contraption Storage Exchange", "create.ponder.portable_storage_interface.text_1": "Inventories on moving contraptions cannot be accessed by players.", "create.ponder.portable_storage_interface.text_2": "This component can interact with storage without the need to stop the contraption.", "create.ponder.portable_storage_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween", "create.ponder.portable_storage_interface.text_4": "Whenever they pass by each other, they will engage in a connection", "create.ponder.portable_storage_interface.text_5": "While engaged, the stationary interface will represent ALL inventories on the contraption", "create.ponder.portable_storage_interface.text_6": "Items can now be inserted...", "create.ponder.portable_storage_interface.text_7": "...or extracted from the contraption", "create.ponder.portable_storage_interface.text_8": "After no items have been exchanged for a while, the contraption will continue on its way", "create.ponder.portable_storage_interface_redstone.header": "Redstone Control", "create.ponder.portable_storage_interface_redstone.text_1": "Redstone power will prevent the stationary interface from engaging", "create.ponder.powered_latch.header": "Controlling signals using the Powered Latch", "create.ponder.powered_latch.text_1": "Powered Latches are redstone controllable Levers", "create.ponder.powered_latch.text_2": "Signals at the back switch it on", "create.ponder.powered_latch.text_3": "Signals from the side switch it back off", "create.ponder.powered_latch.text_4": "Powered latches can also be toggled manually", "create.ponder.powered_toggle_latch.header": "Controlling signals using the Powered Toggle Latch", "create.ponder.powered_toggle_latch.text_1": "Powered Toggle Latches are redstone controllable Levers", "create.ponder.powered_toggle_latch.text_2": "Signals at the back will toggle its state", "create.ponder.powered_toggle_latch.text_3": "...on and back off", "create.ponder.powered_toggle_latch.text_4": "Powered toggle latches can also be toggled manually", "create.ponder.pulse_repeater.header": "Controlling signals using Pulse Repeaters", "create.ponder.pulse_repeater.text_1": "Pulse Repeaters will shorten any redstone signal to a single pulse", "create.ponder.radial_chassis.header": "Attaching blocks using Radial Chassis", "create.ponder.radial_chassis.text_1": "Radial Chassis connect to identical Chassis blocks in a row", "create.ponder.radial_chassis.text_2": "When one is moved by a Contraption, the others are dragged with it", "create.ponder.radial_chassis.text_3": "The side faces of a Radial Chassis can be made Sticky", "create.ponder.radial_chassis.text_4": "Click again to make all other sides sticky", "create.ponder.radial_chassis.text_5": "Sneak and Right-Click with an empty hand to remove the slime", "create.ponder.radial_chassis.text_6": "Whenever a Block is next to a sticky face...", "create.ponder.radial_chassis.text_7": "...it will attach all reachable blocks within a radius on that layer", "create.ponder.radial_chassis.text_8": "Using a Wrench, a precise Radius can be specified for this chassis", "create.ponder.radial_chassis.text_9": "Blocks not reachable by any sticky face will not attach", "create.ponder.redstone_contact.header": "Redstone Contacts", "create.ponder.redstone_contact.text_1": "Redstone Contacts facing each other will emit a redstone signal", "create.ponder.redstone_contact.text_2": "This still applies when one of them is part of a moving Contraption", "create.ponder.redstone_link.header": "Using Redstone Links", "create.ponder.redstone_link.text_1": "Redstone Links can transmit redstone signals wirelessly", "create.ponder.redstone_link.text_2": "Right-click while Sneaking to toggle receive mode", "create.ponder.redstone_link.text_3": "A simple Right-click with a Wrench can do the same", "create.ponder.redstone_link.text_4": "Receivers emit the redstone power of transmitters within 128 blocks", "create.ponder.redstone_link.text_5": "Placing items in the two slots can specify a Frequency", "create.ponder.redstone_link.text_6": "Only the links with matching Frequencies will communicate", "create.ponder.rope_pulley.header": "Moving Structures using Rope Pulleys", "create.ponder.rope_pulley.text_1": "Rope Pulleys can move blocks vertically when given Rotational Force", "create.ponder.rope_pulley.text_2": "Direction and Speed of movement depend on the Rotational Input", "create.ponder.rope_pulley_attachment.header": "Moving Pulleys as part of a Contraption", "create.ponder.rope_pulley_attachment.text_1": "Whenever Pulleys are themselves being moved by a Contraption...", "create.ponder.rope_pulley_attachment.text_2": "...its attached structure will be dragged with it", "create.ponder.rope_pulley_attachment.text_3": "Mind that pulleys are only movable while stopped", "create.ponder.rope_pulley_modes.header": "Movement Modes of the Rope Pulley", "create.ponder.rope_pulley_modes.text_1": "Whenever Pulleys stop moving, the moved structure reverts to blocks", "create.ponder.rope_pulley_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at", "create.ponder.rotation_speed_controller.header": "Using the Rotational Speed Controller", "create.ponder.rotation_speed_controller.text_1": "Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them", "create.ponder.rotation_speed_controller.text_2": "Using the scroll input on its side, the conveyed speed can be configured", "create.ponder.sail.header": "Assembling Windmills using Sails", "create.ponder.sail.text_1": "Sails are handy blocks to create Windmills with", "create.ponder.sail.text_2": "They will attach to blocks and each other without the need of Super Glue or Chassis Blocks", "create.ponder.sail.text_3": "Right-Click with Dye to paint them", "create.ponder.sail.text_4": "Right-Click with Shears to turn them back into frames", "create.ponder.sail_frame.header": "Assembling Windmills using Sail Frames", "create.ponder.sail_frame.text_1": "Sail Frames are handy blocks to create Windmills with", "create.ponder.sail_frame.text_2": "They will attach to blocks and each other without the need of Super Glue or Chassis Blocks", "create.ponder.sequenced_gearshift.header": "Controlling Rotational Speed using Sequenced Gearshifts", "create.ponder.sequenced_gearshift.text_1": "Seq. Gearshifts relay rotation by following a timed list of instructions", "create.ponder.sequenced_gearshift.text_2": "Right-click it to open the Configuration UI", "create.ponder.sequenced_gearshift.text_3": "Upon receiving a Redstone Signal, it will start running its configured sequence", "create.ponder.sequenced_gearshift.text_4": "Once finished, it waits for the next Redstone Signal and starts over", "create.ponder.sequenced_gearshift.text_5": "A redstone comparator can be used to read the current progress", "create.ponder.shaft.header": "Relaying rotational force using Shafts", "create.ponder.shaft.text_1": "Shafts will relay rotation in a straight line.", "create.ponder.shaft_casing.header": "Encasing Shafts", "create.ponder.shaft_casing.text_1": "Brass or Andesite Casing can be used to decorate Shafts", "create.ponder.smart_chute.header": "Filtering Items using Smart Chutes", "create.ponder.smart_chute.text_1": "Smart Chutes are vertical chutes with additional control", "create.ponder.smart_chute.text_2": "Items in the filter slot specify what exactly they can extract and transfer", "create.ponder.smart_chute.text_3": "Use the Mouse Wheel to specify the extracted stack size", "create.ponder.smart_chute.text_4": "Redstone power will prevent Smart Chutes from acting.", "create.ponder.smart_pipe.header": "Controlling Fluid flow using Smart Pipes", "create.ponder.smart_pipe.text_1": "Smart pipes can help control flows by fluid type", "create.ponder.smart_pipe.text_2": "When placed directly at the source, they can specify the type of fluid to extract", "create.ponder.smart_pipe.text_3": "Simply Right-Click their filter slot with any item containing the desired fluid", "create.ponder.smart_pipe.text_4": "When placed further down a pipe network, smart pipes will only let matching fluids continue", "create.ponder.speedometer.header": "Monitoring Kinetic information using the Speedometer", "create.ponder.speedometer.text_1": "The Speedometer displays the current Speed of the attached components", "create.ponder.speedometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge", "create.ponder.speedometer.text_3": "Comparators can emit analog Restone Signals relative to the Speedometer's measurements", "create.ponder.spout_filling.header": "Filling Items using a Spout", "create.ponder.spout_filling.text_1": "The Spout can fill fluid holding items provided beneath it", "create.ponder.spout_filling.text_2": "The content of a Spout cannot be accessed manually", "create.ponder.spout_filling.text_3": "Instead, Pipes can be used to supply it with fluids", "create.ponder.spout_filling.text_4": "The Input items can be placed on a Depot under the Spout", "create.ponder.spout_filling.text_5": "When items are provided on a belt...", "create.ponder.spout_filling.text_6": "The Spout will hold and process them automatically", "create.ponder.stabilized_bearings.header": "Stabilized Contraptions", "create.ponder.stabilized_bearings.text_1": "Whenever Mechanical Bearings are themselves part of a moving Structure..", "create.ponder.stabilized_bearings.text_2": "..they will attempt to keep themselves upright", "create.ponder.stabilized_bearings.text_3": "Once again, the bearing will attach to the block in front of it", "create.ponder.stabilized_bearings.text_4": "As a result, the entire sub-Contraption will stay upright", "create.ponder.sticker.header": "Attaching blocks using the Sticker", "create.ponder.sticker.text_1": "Stickers are ideal for Redstone-controlled block attachment", "create.ponder.sticker.text_2": "Upon receiving a signal, it will toggle its state", "create.ponder.sticker.text_3": "If it is now moved in a contraption, the block will move with it", "create.ponder.sticker.text_4": "Toggled once again, the block is no longer attached", "create.ponder.stressometer.header": "Monitoring Kinetic information using the Stressometer", "create.ponder.stressometer.text_1": "The Stressometer displays the current Stress Capacity of the attached kinetic network", "create.ponder.stressometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge", "create.ponder.stressometer.text_3": "Comparators can emit analog Restone Signals relative to the Stressometer's measurements", "create.ponder.super_glue.header": "Attaching blocks using Super Glue", "create.ponder.super_glue.text_1": "Super Glue can be used between any two blocks", "create.ponder.super_glue.text_2": "The attached blocks will move together when assembled into a Contraption", "create.ponder.super_glue.text_3": "Whenever Super Glue is held in the off-hand...", "create.ponder.super_glue.text_4": "...added blocks will be glued to the face they were placed on automatically", "create.ponder.super_glue.text_5": "Super Glue can be removed with Left-Click", "create.ponder.valve_handle.header": "Generating Rotational Force using Valve Handles", "create.ponder.valve_handle.text_1": "Valve Handles can be used by players to apply rotational force manually", "create.ponder.valve_handle.text_2": "Hold Right-Click to rotate it Counter-Clockwise", "create.ponder.valve_handle.text_3": "Its conveyed speed is slow and precise", "create.ponder.valve_handle.text_4": "Sneak and Hold Right-Click to rotate it Clockwise", "create.ponder.valve_handle.text_5": "Valve handles can be dyed for aesthetic purposes", "create.ponder.valve_pipe.header": "Controlling Fluid flow using Valves", "create.ponder.valve_pipe.text_1": "Valve pipes help control fluids propagating through pipe networks", "create.ponder.valve_pipe.text_2": "Their shaft input controls whether fluid is currently allowed through", "create.ponder.valve_pipe.text_3": "Given Rotational Force in the opening direction, the valve will open up", "create.ponder.valve_pipe.text_4": "It can be closed again by reversing the input rotation", "create.ponder.water_wheel.header": "Generating Rotational Force using Water Wheels", "create.ponder.water_wheel.text_1": "Water Wheels draw force from adjacent Water Currents", "create.ponder.water_wheel.text_2": "The more faces are powered, the faster the Water Wheel will rotate", "create.ponder.water_wheel.text_3": "The Wheels' blades should be oriented against the flow", "create.ponder.water_wheel.text_4": "Facing the opposite way, they will not be as effective", "create.ponder.weighted_ejector.header": "Using Weighted Ejectors", "create.ponder.weighted_ejector.text_1": "Sneak and Right-Click holding an Ejector to select its target location", "create.ponder.weighted_ejector.text_10": "It is now limited to this stack size, and only activates when its held stack reaches this amount", "create.ponder.weighted_ejector.text_11": "Other Entities will always trigger an Ejector when stepping on it", "create.ponder.weighted_ejector.text_2": "The placed ejector will now launch objects to the marked location", "create.ponder.weighted_ejector.text_3": "A valid target can be at any height or distance within range", "create.ponder.weighted_ejector.text_4": "They cannot however be off to a side", "create.ponder.weighted_ejector.text_5": "If no valid Target was selected, it will simply target the block directly in front", "create.ponder.weighted_ejector.text_6": "Supply Rotational Force in order to charge it up", "create.ponder.weighted_ejector.text_7": "Items placed on the ejector cause it to trigger", "create.ponder.weighted_ejector.text_8": "If Inventories are targeted, the ejector will wait until there is space", "create.ponder.weighted_ejector.text_9": "Using the Wrench, a required Stack Size can be configured", "create.ponder.weighted_ejector_redstone.header": "Controlling Weighted Ejectors with Redstone", "create.ponder.weighted_ejector_redstone.text_1": "When powered by Redstone, Ejectors will not activate", "create.ponder.weighted_ejector_redstone.text_2": "Furthermore, Observers can detect when Ejectors activate", "create.ponder.weighted_ejector_tunnel.header": "Splitting item stacks using Weighted Ejectors", "create.ponder.weighted_ejector_tunnel.text_1": "Combined with Brass Tunnels, Ejectors can split item stacks by specific amounts", "create.ponder.weighted_ejector_tunnel.text_2": "First, configure the Brass Tunnel to 'Prefer Nearest', in order to prioritize its side output", "create.ponder.weighted_ejector_tunnel.text_3": "The Stack Size set on the Ejector now determines the amount to be split off", "create.ponder.weighted_ejector_tunnel.text_4": "While a new stack of the configured size exits the side output...", "create.ponder.weighted_ejector_tunnel.text_5": "...the remainder will continue on its path", "create.ponder.windmill_source.header": "Generating Rotational Force using Windmill Bearings", "create.ponder.windmill_source.text_1": "Windmill Bearings attach to the block in front of them", "create.ponder.windmill_source.text_2": "If enough Sail-like blocks are attached to the block, it can act as a Windmill", "create.ponder.windmill_source.text_3": "Activated with Right-Click, the Windmill Bearing will start providing Rotational Force", "create.ponder.windmill_source.text_4": "The Amount of Sail Blocks determine its Rotation Speed", "create.ponder.windmill_source.text_5": "Use a Wrench to configure its rotation direction", "create.ponder.windmill_source.text_6": "Right-click the Bearing anytime to stop and edit the Structure again", "create.ponder.windmill_structure.header": "Windmill Contraptions", "create.ponder.windmill_structure.text_1": "Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.", "_": "Thank you for translating Create!" }