Thinking about Gantries

- Added Ponder entries for gantry shafts and carriages
- Added ability to mark lang key prefixes as ignored, leaving out 'dev-only' lang entries from the localization templates
- Gantry Pinion -> Gantry Carriage
- Scenes can now be "re-assembled" by their storyboard while Ponder is opened using shift+refresh
- removed the requirement of editor provided lang keys for text windows
- couple fixes, changes to instructions
This commit is contained in:
simibubi 2021-03-02 05:53:43 +01:00
parent 0a1be94cbb
commit 2e1129a3a5
59 changed files with 2134 additions and 920 deletions

View file

@ -157,7 +157,7 @@ afff479c0e5284771afa9e7ce513595fe65860ee assets/create/blockstates/gabbro_cobble
a1f31a194129cfb65e335b3b96490f9275f9c564 assets/create/blockstates/gabbro_cobblestone_stairs.json a1f31a194129cfb65e335b3b96490f9275f9c564 assets/create/blockstates/gabbro_cobblestone_stairs.json
a64d8d0924c0b5b192f355343dd9b3a440875f6a assets/create/blockstates/gabbro_cobblestone_wall.json a64d8d0924c0b5b192f355343dd9b3a440875f6a assets/create/blockstates/gabbro_cobblestone_wall.json
a6b44e8a1c4ce0c7442b2384b41ad36dd133f19b assets/create/blockstates/gabbro_pillar.json a6b44e8a1c4ce0c7442b2384b41ad36dd133f19b assets/create/blockstates/gabbro_pillar.json
2d7ffcb339b0a38b98935a382ac2a164866255b1 assets/create/blockstates/gantry_pinion.json 23744450886af88ed468aecbbd7b8d7babcbbd6f assets/create/blockstates/gantry_carriage.json
9fa39a44bba30c5ae8fa245b122a837c705462b4 assets/create/blockstates/gantry_shaft.json 9fa39a44bba30c5ae8fa245b122a837c705462b4 assets/create/blockstates/gantry_shaft.json
eca1f0e56efdadb241f42dc6ebb036f1d52213a9 assets/create/blockstates/gearbox.json eca1f0e56efdadb241f42dc6ebb036f1d52213a9 assets/create/blockstates/gearbox.json
f34814b17cde3231a1dfb271f3dabf8d6de4fbf6 assets/create/blockstates/gearshift.json f34814b17cde3231a1dfb271f3dabf8d6de4fbf6 assets/create/blockstates/gearshift.json
@ -400,20 +400,20 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
6801fa1f466f172700e573e5b8ee8ee5f9ca4583 assets/create/blockstates/yellow_valve_handle.json 6801fa1f466f172700e573e5b8ee8ee5f9ca4583 assets/create/blockstates/yellow_valve_handle.json
7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json 7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
e3f618c5b622d21880de858678d1802cbf65e615 assets/create/lang/en_ud.json 2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json
07eaea807200c157af29adbbc411d2a80b9cade5 assets/create/lang/en_us.json 569b3aaadf1e5c5849692c4e918dc762edd9a316 assets/create/lang/en_us.json
3f89caaa4c6ac34222ebd1d5577139c18a9aa6b8 assets/create/lang/unfinished/de_de.json 70a747f3639180da9cba1b8747fb19dacb1e9619 assets/create/lang/unfinished/de_de.json
591db95e6cd9e9f3f106ef4dc1f9ce475edee4df assets/create/lang/unfinished/es_es.json 610b1e766bc338d38906a160908cdb79e0d3bc54 assets/create/lang/unfinished/es_es.json
ee7da78e00b92e5fde92c8ad8b25627bb7f478c7 assets/create/lang/unfinished/es_mx.json 8eff0c23695d3e8c26d1265a82324242a9762226 assets/create/lang/unfinished/es_mx.json
3b604e06a29ddac65e71e4b853e88066496b3118 assets/create/lang/unfinished/fr_fr.json fb150f105517632023265602cfc3c948be932917 assets/create/lang/unfinished/fr_fr.json
d50db792720189290b382537f2703d08feab7f52 assets/create/lang/unfinished/it_it.json 09111dedc02d6803134a8276ec481abcaa0e00c7 assets/create/lang/unfinished/it_it.json
2969a487f270d80969d69a5f76cef7e1b41c5c9e assets/create/lang/unfinished/ja_jp.json c1f6faed7efb6f224aec7563b0ac6b891bc780d4 assets/create/lang/unfinished/ja_jp.json
5df95bcadb862b4522439ea66dc28a018771562b assets/create/lang/unfinished/ko_kr.json c6139e7280236adcd136d40a94cd1cb708d402c6 assets/create/lang/unfinished/ko_kr.json
9f65db261fdda1c22691b5238a8327d7aabcb912 assets/create/lang/unfinished/nl_nl.json bb3fda881575df3ae26921edc3f4a3e2ecbc6ccd assets/create/lang/unfinished/nl_nl.json
1864077ccca4c023e5bee33a3b1efe9ccdcaad28 assets/create/lang/unfinished/pt_br.json 8915f0902e59c1bbfb2c16e43e2ce62b3d616e0d assets/create/lang/unfinished/pt_br.json
1559765f5d8f1361e1a78680c60dd16ac5111259 assets/create/lang/unfinished/ru_ru.json ad8d2b7c8c7f3ac584218c33f86ba67c1873b7fc assets/create/lang/unfinished/ru_ru.json
7b9680e0d83fdd4749418e54342fa567b4e2ea6b assets/create/lang/unfinished/zh_cn.json e549baab96828524fc4694355546c685859956d6 assets/create/lang/unfinished/zh_cn.json
ea077d3e3141001ebe3fb2cda60276ac21647a1f assets/create/lang/unfinished/zh_tw.json 2506abb1c796aad920e803a8e1427908c5b115c1 assets/create/lang/unfinished/zh_tw.json
846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json 846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json 1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json 1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
@ -1325,7 +1325,7 @@ b10971277417369f421324b28f0a4b47ce4c8625 assets/create/models/item/gabbro_bricks
b3d7398dbc16c450928bd76b772c273382687447 assets/create/models/item/gabbro_cobblestone_stairs.json b3d7398dbc16c450928bd76b772c273382687447 assets/create/models/item/gabbro_cobblestone_stairs.json
5680f24b43838cb6632bfcedba282a244bd24db0 assets/create/models/item/gabbro_cobblestone_wall.json 5680f24b43838cb6632bfcedba282a244bd24db0 assets/create/models/item/gabbro_cobblestone_wall.json
20950b692eecfccd77d96678bb3d909d51f6d787 assets/create/models/item/gabbro_pillar.json 20950b692eecfccd77d96678bb3d909d51f6d787 assets/create/models/item/gabbro_pillar.json
b10f1b188f2bf380628377bd42af2b8f8ffe5611 assets/create/models/item/gantry_pinion.json a642f570ec8223c066e542f062aff3b7f93e002b assets/create/models/item/gantry_carriage.json
b4bfd5041b62f3a0a955fa4872d178b590614f22 assets/create/models/item/gantry_shaft.json b4bfd5041b62f3a0a955fa4872d178b590614f22 assets/create/models/item/gantry_shaft.json
6ab0d17f3d02678ed992e188ff09f6b2c00b5b03 assets/create/models/item/gearbox.json 6ab0d17f3d02678ed992e188ff09f6b2c00b5b03 assets/create/models/item/gearbox.json
2fe29893d74c176ea35aed73a169c13dd4ddb2a8 assets/create/models/item/gearshift.json 2fe29893d74c176ea35aed73a169c13dd4ddb2a8 assets/create/models/item/gearshift.json
@ -1738,7 +1738,7 @@ b42213bffce4e51618e1bba481959208d247c120 data/create/advancements/recipes/create
11d89eca0ccb0f1a8cd27acc9fc0c10d7bf83285 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_pipe.json 11d89eca0ccb0f1a8cd27acc9fc0c10d7bf83285 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_pipe.json
a2b33e972c7130cbf105f34d88dd7a9a53d5465c data/create/advancements/recipes/create.base/crafting/kinetics/fluid_tank.json a2b33e972c7130cbf105f34d88dd7a9a53d5465c data/create/advancements/recipes/create.base/crafting/kinetics/fluid_tank.json
a91b11ae44d9b1f479c6dee1f1a4580104059287 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_valve.json a91b11ae44d9b1f479c6dee1f1a4580104059287 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_valve.json
e17c45fc17e1a8e1e618b6eae02fa0aba3247495 data/create/advancements/recipes/create.base/crafting/kinetics/gantry_pinion.json b2a73fc7e0e4e764c2af400a6e093c2d78d7d37d data/create/advancements/recipes/create.base/crafting/kinetics/gantry_carriage.json
d1d2fc2f5c4e89393808c65e015917eabb50dffe data/create/advancements/recipes/create.base/crafting/kinetics/gantry_shaft.json d1d2fc2f5c4e89393808c65e015917eabb50dffe data/create/advancements/recipes/create.base/crafting/kinetics/gantry_shaft.json
dae9e65a089955c0367dc1453e104c3153ebad79 data/create/advancements/recipes/create.base/crafting/kinetics/gearbox.json dae9e65a089955c0367dc1453e104c3153ebad79 data/create/advancements/recipes/create.base/crafting/kinetics/gearbox.json
8f9819912605cb2499cb3e79ecb0e709b0e38c19 data/create/advancements/recipes/create.base/crafting/kinetics/gearboxfrom_conversion.json 8f9819912605cb2499cb3e79ecb0e709b0e38c19 data/create/advancements/recipes/create.base/crafting/kinetics/gearboxfrom_conversion.json
@ -2448,7 +2448,7 @@ e51893e1601c470da466b35b17251238e15d0361 data/create/loot_tables/blocks/gabbro_b
54879fe6ca3b7271fbb94ec26bef1c3031942d4d data/create/loot_tables/blocks/gabbro_cobblestone_stairs.json 54879fe6ca3b7271fbb94ec26bef1c3031942d4d data/create/loot_tables/blocks/gabbro_cobblestone_stairs.json
ae19749df10663efc51b8b27af310164f250ed38 data/create/loot_tables/blocks/gabbro_cobblestone_wall.json ae19749df10663efc51b8b27af310164f250ed38 data/create/loot_tables/blocks/gabbro_cobblestone_wall.json
e8d09c919e3b8125d7da0f38383c01bcfc61c7a8 data/create/loot_tables/blocks/gabbro_pillar.json e8d09c919e3b8125d7da0f38383c01bcfc61c7a8 data/create/loot_tables/blocks/gabbro_pillar.json
04e42ba63002ed8ba67780123413f6ff3fb85b02 data/create/loot_tables/blocks/gantry_pinion.json 0ea37ff1af6c6a884670cd12ff1d8fdf223519c5 data/create/loot_tables/blocks/gantry_carriage.json
f2883656e417a78e5e4093002eb1e36ffa1157e9 data/create/loot_tables/blocks/gantry_shaft.json f2883656e417a78e5e4093002eb1e36ffa1157e9 data/create/loot_tables/blocks/gantry_shaft.json
b0109b4a4f0f738cbbe6b5911e8c3c0310b76f99 data/create/loot_tables/blocks/gearbox.json b0109b4a4f0f738cbbe6b5911e8c3c0310b76f99 data/create/loot_tables/blocks/gearbox.json
5f39461c5c9d3ad8d84195b06b9468fe2b0fb269 data/create/loot_tables/blocks/gearshift.json 5f39461c5c9d3ad8d84195b06b9468fe2b0fb269 data/create/loot_tables/blocks/gearshift.json
@ -2797,7 +2797,7 @@ f4ae37f736d06ccda5fbba7831a7a174ec916a05 data/create/recipes/crafting/kinetics/f
86ad4d2820e8e2b01de8d977af7796119dfb7430 data/create/recipes/crafting/kinetics/fluid_tank.json 86ad4d2820e8e2b01de8d977af7796119dfb7430 data/create/recipes/crafting/kinetics/fluid_tank.json
3dad2a849796df268cd3a06ed37376f2cc529957 data/create/recipes/crafting/kinetics/fluid_valve.json 3dad2a849796df268cd3a06ed37376f2cc529957 data/create/recipes/crafting/kinetics/fluid_valve.json
84153bd478c0e63a04c77579d6595043f604b7ab data/create/recipes/crafting/kinetics/furnace_minecart_from_contraption_cart.json 84153bd478c0e63a04c77579d6595043f604b7ab data/create/recipes/crafting/kinetics/furnace_minecart_from_contraption_cart.json
5299a12e9272089e64073c8e151b70a5bc57b53c data/create/recipes/crafting/kinetics/gantry_pinion.json 9e75756423b7f9372a2330a7140f80b1b87bd30e data/create/recipes/crafting/kinetics/gantry_carriage.json
21095a156547d4a7d215964be793f1e960b81c09 data/create/recipes/crafting/kinetics/gantry_shaft.json 21095a156547d4a7d215964be793f1e960b81c09 data/create/recipes/crafting/kinetics/gantry_shaft.json
5eb05cdf88bccdaddfe7ebfbd8b70d1196d422a6 data/create/recipes/crafting/kinetics/gearbox.json 5eb05cdf88bccdaddfe7ebfbd8b70d1196d422a6 data/create/recipes/crafting/kinetics/gearbox.json
b5da8c58f6b8aba525ae8a12ad906db37b78a566 data/create/recipes/crafting/kinetics/gearboxfrom_conversion.json b5da8c58f6b8aba525ae8a12ad906db37b78a566 data/create/recipes/crafting/kinetics/gearboxfrom_conversion.json

View file

@ -1,51 +1,51 @@
{ {
"variants": { "variants": {
"axis_along_first=false,facing=down": { "axis_along_first=false,facing=down": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"x": 270, "x": 270,
"y": 90 "y": 90
}, },
"axis_along_first=true,facing=down": { "axis_along_first=true,facing=down": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"x": 270 "x": 270
}, },
"axis_along_first=false,facing=up": { "axis_along_first=false,facing=up": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"x": 90, "x": 90,
"y": 90 "y": 90
}, },
"axis_along_first=true,facing=up": { "axis_along_first=true,facing=up": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"x": 90 "x": 90
}, },
"axis_along_first=false,facing=north": { "axis_along_first=false,facing=north": {
"model": "create:block/gantry_pinion/vertical", "model": "create:block/gantry_carriage/vertical",
"y": 180 "y": 180
}, },
"axis_along_first=true,facing=north": { "axis_along_first=true,facing=north": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"y": 180 "y": 180
}, },
"axis_along_first=false,facing=south": { "axis_along_first=false,facing=south": {
"model": "create:block/gantry_pinion/vertical" "model": "create:block/gantry_carriage/vertical"
}, },
"axis_along_first=true,facing=south": { "axis_along_first=true,facing=south": {
"model": "create:block/gantry_pinion/horizontal" "model": "create:block/gantry_carriage/horizontal"
}, },
"axis_along_first=false,facing=west": { "axis_along_first=false,facing=west": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"y": 90 "y": 90
}, },
"axis_along_first=true,facing=west": { "axis_along_first=true,facing=west": {
"model": "create:block/gantry_pinion/vertical", "model": "create:block/gantry_carriage/vertical",
"y": 90 "y": 90
}, },
"axis_along_first=false,facing=east": { "axis_along_first=false,facing=east": {
"model": "create:block/gantry_pinion/horizontal", "model": "create:block/gantry_carriage/horizontal",
"y": 270 "y": 270
}, },
"axis_along_first=true,facing=east": { "axis_along_first=true,facing=east": {
"model": "create:block/gantry_pinion/vertical", "model": "create:block/gantry_carriage/vertical",
"y": 270 "y": 270
} }
} }

View file

@ -158,7 +158,7 @@
"block.create.gabbro_cobblestone_stairs": "s\u0279\u0131\u0250\u0287S \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141", "block.create.gabbro_cobblestone_stairs": "s\u0279\u0131\u0250\u0287S \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
"block.create.gabbro_cobblestone_wall": "\u05DF\u05DF\u0250M \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141", "block.create.gabbro_cobblestone_wall": "\u05DF\u05DF\u0250M \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
"block.create.gabbro_pillar": "\u0279\u0250\u05DF\u05DF\u0131\u0500 o\u0279qq\u0250\u2141", "block.create.gabbro_pillar": "\u0279\u0250\u05DF\u05DF\u0131\u0500 o\u0279qq\u0250\u2141",
"block.create.gantry_pinion": "uo\u0131u\u0131\u0500 \u028E\u0279\u0287u\u0250\u2141", "block.create.gantry_carriage": "\u01DDb\u0250\u0131\u0279\u0279\u0250\u0186 \u028E\u0279\u0287u\u0250\u2141",
"block.create.gantry_shaft": "\u0287\u025F\u0250\u0265S \u028E\u0279\u0287u\u0250\u2141", "block.create.gantry_shaft": "\u0287\u025F\u0250\u0265S \u028E\u0279\u0287u\u0250\u2141",
"block.create.gearbox": "xoq\u0279\u0250\u01DD\u2141", "block.create.gearbox": "xoq\u0279\u0250\u01DD\u2141",
"block.create.gearshift": "\u0287\u025F\u0131\u0265s\u0279\u0250\u01DD\u2141", "block.create.gearshift": "\u0287\u025F\u0131\u0265s\u0279\u0250\u01DD\u2141",

View file

@ -161,7 +161,7 @@
"block.create.gabbro_cobblestone_stairs": "Gabbro Cobblestone Stairs", "block.create.gabbro_cobblestone_stairs": "Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "Gabbro Cobblestone Wall", "block.create.gabbro_cobblestone_wall": "Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "Gabbro Pillar", "block.create.gabbro_pillar": "Gabbro Pillar",
"block.create.gantry_pinion": "Gantry Pinion", "block.create.gantry_carriage": "Gantry Carriage",
"block.create.gantry_shaft": "Gantry Shaft", "block.create.gantry_shaft": "Gantry Shaft",
"block.create.gearbox": "Gearbox", "block.create.gearbox": "Gearbox",
"block.create.gearshift": "Gearshift", "block.create.gearshift": "Gearshift",
@ -1801,61 +1801,119 @@
"create.tooltip.randomWipDescription8": "Use it and regret your decision immediately.", "create.tooltip.randomWipDescription8": "Use it and regret your decision immediately.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "Hold [%1$s] to Ponder",
"create.ponder.subject": "Subject of this scene", "create.ponder.subject": "Subject of this scene",
"create.ponder.pondering": "Pondering about...", "create.ponder.pondering": "Pondering about...",
"create.ponder.identify_mode": "Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "Sneak +", "create.ponder.shared.sneak_and": "Sneak +",
"create.ponder.shared.ctrl_and": "Ctrl +", "create.ponder.shared.ctrl_and": "Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "Using funnels", "create.ponder.brass_funnel.scene_0.header": "The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "Using funnels",
"create.ponder.brass_funnel.scene_2.title": "Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "wut?", "create.ponder.brass_funnel.scene_3.text_2": "Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "Depots",
"create.ponder.brass_hand.scene_2.fluids": "Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "Redstone control",
"create.ponder.brass_hand.scene_3.title": "Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "Incoming...",
"create.ponder.brass_hand.scene_4.title": "Emitting particles", "create.ponder.brass_funnel.scene_5.header": "Direct transfer",
"create.ponder.brass_hand.scene_5.title": "Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "Birbs",
"create.ponder.brass_hand.scene_7.seamless": "Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "Sections", "create.ponder.gantry_shaft.scene_1.header": "Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "Using funnels", "create.ponder.gantry_shaft.scene_2.header": "Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1023", "_": "Missing Localizations: 1059",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Gabelsteinbruchstein", "block.create.gabbro_cobblestone_stairs": "Gabelsteinbruchstein",
"block.create.gabbro_cobblestone_wall": "Gabelsteinbruchstein", "block.create.gabbro_cobblestone_wall": "Gabelsteinbruchstein",
"block.create.gabbro_pillar": "Gabelsteinsäule", "block.create.gabbro_pillar": "Gabelsteinsäule",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Getriebe", "block.create.gearbox": "Getriebe",
"block.create.gearshift": "Gangschaltung", "block.create.gearshift": "Gangschaltung",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.", "create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 65", "_": "Missing Localizations: 102",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Escaleras de adoquínes de gabro", "block.create.gabbro_cobblestone_stairs": "Escaleras de adoquínes de gabro",
"block.create.gabbro_cobblestone_wall": "Pared de adoquínes de gabro", "block.create.gabbro_cobblestone_wall": "Pared de adoquínes de gabro",
"block.create.gabbro_pillar": "Pilar de gabro", "block.create.gabbro_pillar": "Pilar de gabro",
"block.create.gantry_pinion": "Piñón de grúa", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "Eje de grúa", "block.create.gantry_shaft": "Eje de grúa",
"block.create.gearbox": "Caja de transmisión", "block.create.gearbox": "Caja de transmisión",
"block.create.gearshift": "Caja de cambios", "block.create.gearshift": "Caja de cambios",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "Úsalo y arrepiéntete de tu decisión inmediatamente", "create.tooltip.randomWipDescription8": "Úsalo y arrepiéntete de tu decisión inmediatamente",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 953", "_": "Missing Localizations: 989",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Escaleras de Piedra Labrada de Gabro", "block.create.gabbro_cobblestone_stairs": "Escaleras de Piedra Labrada de Gabro",
"block.create.gabbro_cobblestone_wall": "Pared de Piedra Labrada de Gabro", "block.create.gabbro_cobblestone_wall": "Pared de Piedra Labrada de Gabro",
"block.create.gabbro_pillar": "Pilar de Gabro", "block.create.gabbro_pillar": "Pilar de Gabro",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Transmisión", "block.create.gearbox": "Transmisión",
"block.create.gearshift": "Cambio de Marcha", "block.create.gearshift": "Cambio de Marcha",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.", "create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 735", "_": "Missing Localizations: 771",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs", "block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall", "block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar", "block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Boîte à roue dentée", "block.create.gearbox": "Boîte à roue dentée",
"block.create.gearshift": "Décaleur de rotation", "block.create.gearshift": "Décaleur de rotation",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "Utilisez-le et regrettez immédiatement votre décision.", "create.tooltip.randomWipDescription8": "Utilisez-le et regrettez immédiatement votre décision.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 70", "_": "Missing Localizations: 107",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Scalini di pietrisco di gabbro", "block.create.gabbro_cobblestone_stairs": "Scalini di pietrisco di gabbro",
"block.create.gabbro_cobblestone_wall": "Muretto di pietrisco di gabbro", "block.create.gabbro_cobblestone_wall": "Muretto di pietrisco di gabbro",
"block.create.gabbro_pillar": "Pilastro di gabbro", "block.create.gabbro_pillar": "Pilastro di gabbro",
"block.create.gantry_pinion": "Pignone a portale", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "Albero a portale", "block.create.gantry_shaft": "Albero a portale",
"block.create.gearbox": "Riduttore", "block.create.gearbox": "Riduttore",
"block.create.gearshift": "Cambio", "block.create.gearshift": "Cambio",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "Usalo e rimpiangi immediatamente la tua decisione.", "create.tooltip.randomWipDescription8": "Usalo e rimpiangi immediatamente la tua decisione.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 77", "_": "Missing Localizations: 114",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "斑れい岩の丸石の階段", "block.create.gabbro_cobblestone_stairs": "斑れい岩の丸石の階段",
"block.create.gabbro_cobblestone_wall": "斑れい岩の丸石の壁", "block.create.gabbro_cobblestone_wall": "斑れい岩の丸石の壁",
"block.create.gabbro_pillar": "斑れい岩の柱", "block.create.gabbro_pillar": "斑れい岩の柱",
"block.create.gantry_pinion": "ガントリーピニオン", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "ガントリーシャフト", "block.create.gantry_shaft": "ガントリーシャフト",
"block.create.gearbox": "ギアボックス", "block.create.gearbox": "ギアボックス",
"block.create.gearshift": "ギアシフト", "block.create.gearshift": "ギアシフト",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "それを使ったことをすぐ後悔する。", "create.tooltip.randomWipDescription8": "それを使ったことをすぐ後悔する。",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 124", "_": "Missing Localizations: 160",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "반려암 조약돌 계단", "block.create.gabbro_cobblestone_stairs": "반려암 조약돌 계단",
"block.create.gabbro_cobblestone_wall": "반려암 조약돌 담장", "block.create.gabbro_cobblestone_wall": "반려암 조약돌 담장",
"block.create.gabbro_pillar": "반려암 기둥", "block.create.gabbro_pillar": "반려암 기둥",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "기어박스", "block.create.gearbox": "기어박스",
"block.create.gearshift": "기어쉬프트", "block.create.gearshift": "기어쉬프트",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "Use it and regret your decision immediately.", "create.tooltip.randomWipDescription8": "Use it and regret your decision immediately.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1222", "_": "Missing Localizations: 1258",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs", "block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall", "block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar", "block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Versnellingsbak", "block.create.gearbox": "Versnellingsbak",
"block.create.gearshift": "Versnellingspook", "block.create.gearshift": "Versnellingspook",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "Gebruikt het en je zal meteen spijt hebben.", "create.tooltip.randomWipDescription8": "Gebruikt het en je zal meteen spijt hebben.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 1288", "_": "Missing Localizations: 1324",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs", "block.create.gabbro_cobblestone_stairs": "UNLOCALIZED: Gabbro Cobblestone Stairs",
"block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall", "block.create.gabbro_cobblestone_wall": "UNLOCALIZED: Gabbro Cobblestone Wall",
"block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar", "block.create.gabbro_pillar": "UNLOCALIZED: Gabbro Pillar",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Caixa de Transmissão", "block.create.gearbox": "Caixa de Transmissão",
"block.create.gearshift": "Câmbio", "block.create.gearshift": "Câmbio",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.", "create.tooltip.randomWipDescription8": "UNLOCALIZED: Use it and regret your decision immediately.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 74", "_": "Missing Localizations: 110",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "Ступени из габбро-булыжника", "block.create.gabbro_cobblestone_stairs": "Ступени из габбро-булыжника",
"block.create.gabbro_cobblestone_wall": "Стена из габбро-булыжника", "block.create.gabbro_cobblestone_wall": "Стена из габбро-булыжника",
"block.create.gabbro_pillar": "Габбро колонна", "block.create.gabbro_pillar": "Габбро колонна",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "Коробка передач", "block.create.gearbox": "Коробка передач",
"block.create.gearshift": "Реверсивный механизм", "block.create.gearshift": "Реверсивный механизм",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "Используя его, вы немедленно пожалеете о своем решении.", "create.tooltip.randomWipDescription8": "Используя его, вы немедленно пожалеете о своем решении.",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 72", "_": "Missing Localizations: 108",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "辉长岩圆石楼梯", "block.create.gabbro_cobblestone_stairs": "辉长岩圆石楼梯",
"block.create.gabbro_cobblestone_wall": "辉长岩圆石墙", "block.create.gabbro_cobblestone_wall": "辉长岩圆石墙",
"block.create.gabbro_pillar": "竖纹辉长岩", "block.create.gabbro_pillar": "竖纹辉长岩",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "十字齿轮箱", "block.create.gearbox": "十字齿轮箱",
"block.create.gearshift": "反转齿轮箱", "block.create.gearshift": "反转齿轮箱",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "试试就逝世。", "create.tooltip.randomWipDescription8": "试试就逝世。",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -1,5 +1,5 @@
{ {
"_": "Missing Localizations: 77", "_": "Missing Localizations: 113",
"_": "->------------------------] Game Elements [------------------------<-", "_": "->------------------------] Game Elements [------------------------<-",
@ -162,7 +162,7 @@
"block.create.gabbro_cobblestone_stairs": "碎輝長岩樓梯", "block.create.gabbro_cobblestone_stairs": "碎輝長岩樓梯",
"block.create.gabbro_cobblestone_wall": "碎輝長岩牆", "block.create.gabbro_cobblestone_wall": "碎輝長岩牆",
"block.create.gabbro_pillar": "豎紋輝長岩", "block.create.gabbro_pillar": "豎紋輝長岩",
"block.create.gantry_pinion": "UNLOCALIZED: Gantry Pinion", "block.create.gantry_carriage": "UNLOCALIZED: Gantry Carriage",
"block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft", "block.create.gantry_shaft": "UNLOCALIZED: Gantry Shaft",
"block.create.gearbox": "齒輪箱", "block.create.gearbox": "齒輪箱",
"block.create.gearshift": "變速箱", "block.create.gearshift": "變速箱",
@ -1802,61 +1802,119 @@
"create.tooltip.randomWipDescription8": "用了就死定了。", "create.tooltip.randomWipDescription8": "用了就死定了。",
"_": "->------------------------] MetaDoc Text [------------------------<-", "_": "->------------------------] Ponder Content [------------------------<-",
"create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder", "create.ponder.hold_to_ponder": "UNLOCALIZED: Hold [%1$s] to Ponder",
"create.ponder.subject": "UNLOCALIZED: Subject of this scene", "create.ponder.subject": "UNLOCALIZED: Subject of this scene",
"create.ponder.pondering": "UNLOCALIZED: Pondering about...", "create.ponder.pondering": "UNLOCALIZED: Pondering about...",
"create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]", "create.ponder.identify_mode": "UNLOCALIZED: Identify mode active.\nUnpause with [%1$s]",
"create.ponder.shared.movement_anchors": "UNLOCALIZED: With the help of Chassis or Super Glue, larger structures can be moved.",
"create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +", "create.ponder.shared.sneak_and": "UNLOCALIZED: Sneak +",
"create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +", "create.ponder.shared.ctrl_and": "UNLOCALIZED: Ctrl +",
"create.ponder.brass_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.brass_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.brass_funnel.scene_0.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.brass_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.brass_funnel.scene_0.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.brass_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.brass_funnel.scene_0.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.brass_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.brass_funnel.scene_0.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.brass_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.brass_funnel.scene_0.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.brass_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.brass_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.brass_funnel.scene_1.header": "UNLOCALIZED: Using funnels",
"create.ponder.brass_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.brass_funnel.scene_1.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.shaft.scene_0.shaft_relay": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_0.title": "UNLOCALIZED: Relaying rotational force using Shafts", "create.ponder.brass_funnel.scene_2.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.shaft.scene_1.shaft_can_be_encased": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.", "create.ponder.brass_funnel.scene_2.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.shaft.scene_1.title": "UNLOCALIZED: Encasing Shafts", "create.ponder.brass_funnel.scene_2.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.brass_hand.scene_0.x": "UNLOCALIZED: Das X axis", "create.ponder.brass_funnel.scene_2.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.brass_hand.scene_0.y": "UNLOCALIZED: Das Y axis", "create.ponder.brass_funnel.scene_2.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.brass_hand.scene_0.z": "UNLOCALIZED: Das Z axis", "create.ponder.brass_funnel.scene_2.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.brass_hand.scene_0.title": "UNLOCALIZED: Coordinate Space",
"create.ponder.brass_hand.scene_1.change_blocks": "UNLOCALIZED: Blocks can be modified", "create.ponder.brass_funnel.scene_3.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.brass_hand.scene_1.title": "UNLOCALIZED: Changing Blocks", "create.ponder.brass_funnel.scene_3.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.brass_hand.scene_2.wut": "UNLOCALIZED: wut?", "create.ponder.brass_funnel.scene_3.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.brass_hand.scene_2.title": "UNLOCALIZED: Showing Fluids", "create.ponder.brass_funnel.scene_3.text_3": "UNLOCALIZED: Depots",
"create.ponder.brass_hand.scene_2.fluids": "UNLOCALIZED: Fluid rendering test.", "create.ponder.brass_funnel.scene_3.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.brass_hand.scene_3.outofbounds": "UNLOCALIZED: Blocks outside of the base plate do not affect scaling",
"create.ponder.brass_hand.scene_3.thanks_to_configureBasePlate": "UNLOCALIZED: configureBasePlate() makes sure of that.", "create.ponder.brass_funnel.scene_4.header": "UNLOCALIZED: Redstone control",
"create.ponder.brass_hand.scene_3.title": "UNLOCALIZED: Out of bounds / configureBasePlate", "create.ponder.brass_funnel.scene_4.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.brass_hand.scene_4.incoming": "UNLOCALIZED: Incoming...",
"create.ponder.brass_hand.scene_4.title": "UNLOCALIZED: Emitting particles", "create.ponder.brass_funnel.scene_5.header": "UNLOCALIZED: Direct transfer",
"create.ponder.brass_hand.scene_5.title": "UNLOCALIZED: Basic player interaction", "create.ponder.brass_funnel.scene_5.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.brass_hand.scene_6.birbs_interesting": "UNLOCALIZED: More birbs = More interesting", "create.ponder.brass_funnel.scene_5.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.brass_hand.scene_6.poi": "UNLOCALIZED: Point of Interest", "create.ponder.brass_funnel.scene_5.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.brass_hand.scene_6.title": "UNLOCALIZED: Birbs",
"create.ponder.brass_hand.scene_7.seamless": "UNLOCALIZED: Seamless substitution of blocks", "create.ponder.gantry_shaft.scene_0.header": "UNLOCALIZED: Using Gantry Shafts",
"create.ponder.brass_hand.scene_7.blast_off": "UNLOCALIZED: Up, up and away.", "create.ponder.gantry_shaft.scene_0.text_1": "UNLOCALIZED: Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
"create.ponder.brass_hand.scene_7.independent": "UNLOCALIZED: This Section renders independently.", "create.ponder.gantry_shaft.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.brass_hand.scene_7.merged": "UNLOCALIZED: This Section got merged to base.",
"create.ponder.brass_hand.scene_7.title": "UNLOCALIZED: Sections", "create.ponder.gantry_shaft.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.brass_hand.scene_8.stalling": "UNLOCALIZED: Belt Items can only be force-stalled on the belt they were created on.", "create.ponder.gantry_shaft.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.brass_hand.scene_8.title": "UNLOCALIZED: Manipulating Items", "create.ponder.gantry_shaft.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.andesite_funnel.scene_0.funnels_transfer": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_0.title": "UNLOCALIZED: Using funnels", "create.ponder.gantry_shaft.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.andesite_funnel.scene_1.regular_place": "UNLOCALIZED: Placed normally, it pull items from the inventory.", "create.ponder.gantry_shaft.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.andesite_funnel.scene_1.same_for_other": "UNLOCALIZED: Same rules will apply for most orientations.", "create.ponder.gantry_shaft.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.andesite_funnel.scene_1.wrench_reverse": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.", "create.ponder.gantry_shaft.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.andesite_funnel.scene_1.belt_funnel": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.", "create.ponder.gantry_shaft.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.andesite_funnel.scene_1.title": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.sneak_place": "UNLOCALIZED: Placed while sneaking, it will put items into the inventory.", "create.ponder.gantry_shaft.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.andesite_funnel.scene_2.title": "UNLOCALIZED: Funnel compatibility", "create.ponder.gantry_shaft.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_shaft.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_shaft.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"create.ponder.shaft.scene_0.header": "UNLOCALIZED: Relaying rotational force using Shafts",
"create.ponder.shaft.scene_0.text_1": "UNLOCALIZED: Shafts will relay rotation in a straight line.",
"create.ponder.shaft.scene_1.header": "UNLOCALIZED: Encasing Shafts",
"create.ponder.shaft.scene_1.text_1": "UNLOCALIZED: Andesite or Brass Casing can be used to encase them.",
"create.ponder.andesite_funnel.scene_0.header": "UNLOCALIZED: Using funnels",
"create.ponder.andesite_funnel.scene_0.text_1": "UNLOCALIZED: Funnels are ideal for transferring items from and to inventories.",
"create.ponder.andesite_funnel.scene_1.header": "UNLOCALIZED: Direction of Transfer",
"create.ponder.andesite_funnel.scene_1.text_1": "UNLOCALIZED: Placed normally, it pulls items from the inventory.",
"create.ponder.andesite_funnel.scene_1.text_2": "UNLOCALIZED: Placed while sneaking, it puts items into the inventory.",
"create.ponder.andesite_funnel.scene_1.text_3": "UNLOCALIZED: Using a wrench, the funnel can be flipped after placement.",
"create.ponder.andesite_funnel.scene_1.text_4": "UNLOCALIZED: Same rules will apply for most orientations.",
"create.ponder.andesite_funnel.scene_1.text_5": "UNLOCALIZED: Funnels on belts will extract/insert depending on its movement direction.",
"create.ponder.andesite_funnel.scene_2.header": "UNLOCALIZED: Funnel compatibility",
"create.ponder.andesite_funnel.scene_2.text_1": "UNLOCALIZED: Funnels should also interact nicely with a handful of other components.",
"create.ponder.andesite_funnel.scene_2.text_2": "UNLOCALIZED: Vertical Saws",
"create.ponder.andesite_funnel.scene_2.text_3": "UNLOCALIZED: Depots",
"create.ponder.andesite_funnel.scene_2.text_4": "UNLOCALIZED: Item Drains",
"create.ponder.andesite_funnel.scene_3.header": "UNLOCALIZED: Redstone control",
"create.ponder.andesite_funnel.scene_3.text_1": "UNLOCALIZED: Redstone power will prevent any funnel from acting.",
"create.ponder.andesite_funnel.scene_4.header": "UNLOCALIZED: Direct transfer",
"create.ponder.andesite_funnel.scene_4.text_1": "UNLOCALIZED: Funnels cannot ever transfer between closed inventories directly.",
"create.ponder.andesite_funnel.scene_4.text_2": "UNLOCALIZED: Chutes or Smart chutes might be more suitable for such purposes.",
"create.ponder.andesite_funnel.scene_4.text_3": "UNLOCALIZED: Same applies for horizontal movement.\nA mechanical belt should help here.",
"create.ponder.andesite_funnel.scene_5.header": "UNLOCALIZED: The Brass Funnel",
"create.ponder.andesite_funnel.scene_5.text_1": "UNLOCALIZED: Andesite Funnels can only ever extract single items.",
"create.ponder.andesite_funnel.scene_5.text_2": "UNLOCALIZED: Brass Funnels can extract up to a full stack.",
"create.ponder.andesite_funnel.scene_5.text_3": "UNLOCALIZED: Scrolling on the filter slot allows for precise control over the extracted stack size.",
"create.ponder.andesite_funnel.scene_5.text_4": "UNLOCALIZED: Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
"create.ponder.gantry_carriage.scene_0.header": "UNLOCALIZED: Using Gantry Carriages",
"create.ponder.gantry_carriage.scene_0.text_1": "UNLOCALIZED: Gantry Carriages can mount to and slide along a Gantry Shaft.",
"create.ponder.gantry_carriage.scene_0.text_2": "UNLOCALIZED: Gantry setups can move attached Blocks.",
"create.ponder.gantry_carriage.scene_1.header": "UNLOCALIZED: Gantry Power Propagation",
"create.ponder.gantry_carriage.scene_1.text_1": "UNLOCALIZED: Redstone-powered gantry shafts stop moving their carriages",
"create.ponder.gantry_carriage.scene_1.text_2": "UNLOCALIZED: Instead, its rotational force is relayed to the carriages' output shaft",
"create.ponder.gantry_carriage.scene_2.header": "UNLOCALIZED: Gantry Movement Direction",
"create.ponder.gantry_carriage.scene_2.text_1": "UNLOCALIZED: Gantry Shafts can have opposite orientations",
"create.ponder.gantry_carriage.scene_2.text_2": "UNLOCALIZED: The movement direction of carriages depend on their shafts' orientation",
"create.ponder.gantry_carriage.scene_2.text_3": "UNLOCALIZED: ...as well as the rotation direction of the shaft",
"create.ponder.gantry_carriage.scene_2.text_4": "UNLOCALIZED: Same rules apply for the propagated rotation",
"create.ponder.gantry_carriage.scene_3.header": "UNLOCALIZED: Cascaded Gantries",
"create.ponder.gantry_carriage.scene_3.text_1": "UNLOCALIZED: Gantry shafts attach to a carriage without the need of super glue",
"create.ponder.gantry_carriage.scene_3.text_2": "UNLOCALIZED: Same applies for carriages on moved Gantry Shafts",
"create.ponder.gantry_carriage.scene_3.text_3": "UNLOCALIZED: Thus, a gantry system can be cascaded to cover multiple axes of movement",
"_": "Thank you for translating Create!" "_": "Thank you for translating Create!"

View file

@ -0,0 +1,3 @@
{
"parent": "create:block/gantry_carriage/item"
}

View file

@ -1,3 +0,0 @@
{
"parent": "create:block/gantry_pinion/item"
}

View file

@ -2,7 +2,7 @@
"parent": "minecraft:recipes/root", "parent": "minecraft:recipes/root",
"rewards": { "rewards": {
"recipes": [ "recipes": [
"create:crafting/kinetics/gantry_pinion" "create:crafting/kinetics/gantry_carriage"
] ]
}, },
"criteria": { "criteria": {
@ -19,7 +19,7 @@
"has_the_recipe": { "has_the_recipe": {
"trigger": "minecraft:recipe_unlocked", "trigger": "minecraft:recipe_unlocked",
"conditions": { "conditions": {
"recipe": "create:crafting/kinetics/gantry_pinion" "recipe": "create:crafting/kinetics/gantry_carriage"
} }
} }
}, },

View file

@ -6,7 +6,7 @@
"entries": [ "entries": [
{ {
"type": "minecraft:item", "type": "minecraft:item",
"name": "create:gantry_pinion" "name": "create:gantry_carriage"
} }
], ],
"conditions": [ "conditions": [

View file

@ -20,6 +20,6 @@
} }
}, },
"result": { "result": {
"item": "create:gantry_pinion" "item": "create:gantry_carriage"
} }
} }

View file

@ -77,7 +77,7 @@ public class AllBlockPartials {
CUCKOO_RIGHT_DOOR = get("cuckoo_clock/right_door"), CUCKOO_PIG = get("cuckoo_clock/pig"), CUCKOO_RIGHT_DOOR = get("cuckoo_clock/right_door"), CUCKOO_PIG = get("cuckoo_clock/pig"),
CUCKOO_CREEPER = get("cuckoo_clock/creeper"), CUCKOO_CREEPER = get("cuckoo_clock/creeper"),
GANTRY_COGS = get("gantry_pinion/wheels"), GANTRY_COGS = get("gantry_carriage/wheels"),
ROPE_COIL = get("rope_pulley/rope_coil"), ROPE_COIL = get("rope_pulley/rope_coil"),
ROPE_HALF = get("rope_pulley/rope_half"), ROPE_HALF = get("rope_pulley/rope_half"),

View file

@ -54,7 +54,7 @@ import com.simibubi.create.content.contraptions.components.structureMovement.bea
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.LinearChassisBlock; import com.simibubi.create.content.contraptions.components.structureMovement.chassis.LinearChassisBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.LinearChassisBlock.ChassisCTBehaviour; import com.simibubi.create.content.contraptions.components.structureMovement.chassis.LinearChassisBlock.ChassisCTBehaviour;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.RadialChassisBlock; import com.simibubi.create.content.contraptions.components.structureMovement.chassis.RadialChassisBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionBlock; import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlock; import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlock.MinecartAnchorBlock; import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlock.MinecartAnchorBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlockItem; import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerBlockItem;
@ -692,8 +692,8 @@ public class AllBlocks {
.getName() + "/head")))) .getName() + "/head"))))
.register(); .register();
public static final BlockEntry<GantryPinionBlock> GANTRY_PINION = public static final BlockEntry<GantryCarriageBlock> GANTRY_CARRIAGE =
REGISTRATE.block("gantry_pinion", GantryPinionBlock::new) REGISTRATE.block("gantry_carriage", GantryCarriageBlock::new)
.initialProperties(SharedProperties::stone) .initialProperties(SharedProperties::stone)
.properties(Block.Properties::nonOpaque) .properties(Block.Properties::nonOpaque)
.blockstate(BlockStateGen.directionalAxisBlockProvider()) .blockstate(BlockStateGen.directionalAxisBlockProvider())

View file

@ -51,8 +51,8 @@ import com.simibubi.create.content.contraptions.components.structureMovement.bea
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.MechanicalBearingTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.bearing.MechanicalBearingTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.WindmillBearingTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.bearing.WindmillBearingTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.ChassisTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.chassis.ChassisTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionRenderer; import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.mounted.CartAssemblerTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonRenderer; import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonRenderer;
import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonTileEntity;
@ -242,10 +242,10 @@ public class AllTileEntities {
.onRegister(SingleRotatingInstance::register) .onRegister(SingleRotatingInstance::register)
.register(); .register();
public static final TileEntityEntry<GantryPinionTileEntity> GANTRY_PINION = Create.registrate() public static final TileEntityEntry<GantryCarriageTileEntity> GANTRY_PINION = Create.registrate()
.tileEntity("gantry_pinion", GantryPinionTileEntity::new) .tileEntity("gantry_pinion", GantryCarriageTileEntity::new)
.validBlocks(AllBlocks.GANTRY_PINION) .validBlocks(AllBlocks.GANTRY_CARRIAGE)
.renderer(() -> GantryPinionRenderer::new) .renderer(() -> GantryCarriageRenderer::new)
.onRegister(ShaftInstance::register) .onRegister(ShaftInstance::register)
.register(); .register();

View file

@ -34,7 +34,7 @@ import com.simibubi.create.content.contraptions.components.structureMovement.bea
import com.simibubi.create.content.contraptions.components.structureMovement.bearing.StabilizedContraption; import com.simibubi.create.content.contraptions.components.structureMovement.bearing.StabilizedContraption;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.AbstractChassisBlock; import com.simibubi.create.content.contraptions.components.structureMovement.chassis.AbstractChassisBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.chassis.ChassisTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.chassis.ChassisTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionBlock; import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.glue.SuperGlueEntity; import com.simibubi.create.content.contraptions.components.structureMovement.glue.SuperGlueEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.glue.SuperGlueHandler; import com.simibubi.create.content.contraptions.components.structureMovement.glue.SuperGlueHandler;
import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonBlock; import com.simibubi.create.content.contraptions.components.structureMovement.piston.MechanicalPistonBlock;
@ -291,7 +291,7 @@ public abstract class Contraption {
if (AllBlocks.BELT.has(state)) if (AllBlocks.BELT.has(state))
moveBelt(pos, frontier, visited, state); moveBelt(pos, frontier, visited, state);
if (AllBlocks.GANTRY_PINION.has(state)) if (AllBlocks.GANTRY_CARRIAGE.has(state))
moveGantryPinion(world, pos, frontier, visited, state); moveGantryPinion(world, pos, frontier, visited, state);
if (AllBlocks.GANTRY_SHAFT.has(state)) if (AllBlocks.GANTRY_SHAFT.has(state))
@ -423,7 +423,7 @@ public abstract class Contraption {
protected void moveGantryPinion(World world, BlockPos pos, Queue<BlockPos> frontier, Set<BlockPos> visited, protected void moveGantryPinion(World world, BlockPos pos, Queue<BlockPos> frontier, Set<BlockPos> visited,
BlockState state) { BlockState state) {
BlockPos offset = pos.offset(state.get(GantryPinionBlock.FACING)); BlockPos offset = pos.offset(state.get(GantryCarriageBlock.FACING));
if (!visited.contains(offset)) if (!visited.contains(offset))
frontier.add(offset); frontier.add(offset);
Axis rotationAxis = ((IRotate) state.getBlock()).getRotationAxis(state); Axis rotationAxis = ((IRotate) state.getBlock()).getRotationAxis(state);
@ -447,7 +447,7 @@ public abstract class Contraption {
if (d.getAxis() == facing.getAxis() && AllBlocks.GANTRY_SHAFT.has(offsetState) if (d.getAxis() == facing.getAxis() && AllBlocks.GANTRY_SHAFT.has(offsetState)
&& offsetState.get(GantryShaftBlock.FACING) == facing) && offsetState.get(GantryShaftBlock.FACING) == facing)
frontier.add(offset); frontier.add(offset);
else if (AllBlocks.GANTRY_PINION.has(offsetState) && offsetState.get(GantryPinionBlock.FACING) == d) else if (AllBlocks.GANTRY_CARRIAGE.has(offsetState) && offsetState.get(GantryCarriageBlock.FACING) == d)
frontier.add(offset); frontier.add(offset);
} }
} }

View file

@ -24,9 +24,9 @@ import net.minecraft.world.IWorld;
import net.minecraft.world.IWorldReader; import net.minecraft.world.IWorldReader;
import net.minecraft.world.World; import net.minecraft.world.World;
public class GantryPinionBlock extends DirectionalAxisKineticBlock implements ITE<GantryPinionTileEntity> { public class GantryCarriageBlock extends DirectionalAxisKineticBlock implements ITE<GantryCarriageTileEntity> {
public GantryPinionBlock(Properties properties) { public GantryCarriageBlock(Properties properties) {
super(properties); super(properties);
} }
@ -41,7 +41,7 @@ public class GantryPinionBlock extends DirectionalAxisKineticBlock implements IT
@Override @Override
public void updateNeighbors(BlockState stateIn, IWorld worldIn, BlockPos pos, int flags) { public void updateNeighbors(BlockState stateIn, IWorld worldIn, BlockPos pos, int flags) {
super.updateNeighbors(stateIn, worldIn, pos, flags); super.updateNeighbors(stateIn, worldIn, pos, flags);
withTileEntityDo(worldIn, pos, GantryPinionTileEntity::checkValidGantryShaft); withTileEntityDo(worldIn, pos, GantryCarriageTileEntity::checkValidGantryShaft);
} }
@Override @Override
@ -113,7 +113,7 @@ public class GantryPinionBlock extends DirectionalAxisKineticBlock implements IT
} }
public static Axis getValidGantryShaftAxis(BlockState state) { public static Axis getValidGantryShaftAxis(BlockState state) {
if (!(state.getBlock() instanceof GantryPinionBlock)) if (!(state.getBlock() instanceof GantryCarriageBlock))
return Axis.Y; return Axis.Y;
IRotate block = (IRotate) state.getBlock(); IRotate block = (IRotate) state.getBlock();
Axis rotationAxis = block.getRotationAxis(state); Axis rotationAxis = block.getRotationAxis(state);
@ -135,8 +135,8 @@ public class GantryPinionBlock extends DirectionalAxisKineticBlock implements IT
} }
@Override @Override
public Class<GantryPinionTileEntity> getTileEntityClass() { public Class<GantryCarriageTileEntity> getTileEntityClass() {
return GantryPinionTileEntity.class; return GantryCarriageTileEntity.class;
} }
} }

View file

@ -19,9 +19,9 @@ import net.minecraft.util.Direction.Axis;
import net.minecraft.util.Direction.AxisDirection; import net.minecraft.util.Direction.AxisDirection;
import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.BlockPos;
public class GantryPinionRenderer extends KineticTileEntityRenderer { public class GantryCarriageRenderer extends KineticTileEntityRenderer {
public GantryPinionRenderer(TileEntityRendererDispatcher dispatcher) { public GantryCarriageRenderer(TileEntityRendererDispatcher dispatcher) {
super(dispatcher); super(dispatcher);
} }
@ -30,8 +30,8 @@ public class GantryPinionRenderer extends KineticTileEntityRenderer {
int light, int overlay) { int light, int overlay) {
super.renderSafe(te, partialTicks, ms, buffer, light, overlay); super.renderSafe(te, partialTicks, ms, buffer, light, overlay);
BlockState state = te.getBlockState(); BlockState state = te.getBlockState();
Direction facing = state.get(GantryPinionBlock.FACING); Direction facing = state.get(GantryCarriageBlock.FACING);
Boolean alongFirst = state.get(GantryPinionBlock.AXIS_ALONG_FIRST_COORDINATE); Boolean alongFirst = state.get(GantryCarriageBlock.AXIS_ALONG_FIRST_COORDINATE);
Axis rotationAxis = getRotationAxisOf(te); Axis rotationAxis = getRotationAxisOf(te);
BlockPos visualPos = facing.getAxisDirection() == AxisDirection.POSITIVE ? te.getPos() BlockPos visualPos = facing.getAxisDirection() == AxisDirection.POSITIVE ? te.getPos()
: te.getPos() : te.getPos()

View file

@ -18,12 +18,12 @@ import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis; import net.minecraft.util.Direction.Axis;
import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.BlockPos;
public class GantryPinionTileEntity extends KineticTileEntity implements IDisplayAssemblyExceptions { public class GantryCarriageTileEntity extends KineticTileEntity implements IDisplayAssemblyExceptions {
boolean assembleNextTick; boolean assembleNextTick;
protected AssemblyException lastException; protected AssemblyException lastException;
public GantryPinionTileEntity(TileEntityType<?> typeIn) { public GantryCarriageTileEntity(TileEntityType<?> typeIn) {
super(typeIn); super(typeIn);
} }
@ -61,7 +61,7 @@ public class GantryPinionTileEntity extends KineticTileEntity implements IDispla
private void tryAssemble() { private void tryAssemble() {
BlockState blockState = getBlockState(); BlockState blockState = getBlockState();
if (!(blockState.getBlock() instanceof GantryPinionBlock)) if (!(blockState.getBlock() instanceof GantryCarriageBlock))
return; return;
Direction direction = blockState.get(FACING); Direction direction = blockState.get(FACING);
@ -129,9 +129,9 @@ public class GantryPinionTileEntity extends KineticTileEntity implements IDispla
return defaultModifier; return defaultModifier;
Direction direction = Direction.getFacingFromVector(diff.getX(), diff.getY(), diff.getZ()); Direction direction = Direction.getFacingFromVector(diff.getX(), diff.getY(), diff.getZ());
if (stateFrom.get(GantryPinionBlock.FACING) != direction.getOpposite()) if (stateFrom.get(GantryCarriageBlock.FACING) != direction.getOpposite())
return defaultModifier; return defaultModifier;
return getGantryPinionModifier(stateTo.get(GantryShaftBlock.FACING), stateFrom.get(GantryPinionBlock.FACING)); return getGantryPinionModifier(stateTo.get(GantryShaftBlock.FACING), stateFrom.get(GantryCarriageBlock.FACING));
} }
public static float getGantryPinionModifier(Direction shaft, Direction pinionDirection) { public static float getGantryPinionModifier(Direction shaft, Direction pinionDirection) {
@ -152,9 +152,9 @@ public class GantryPinionTileEntity extends KineticTileEntity implements IDispla
private boolean shouldAssemble() { private boolean shouldAssemble() {
BlockState blockState = getBlockState(); BlockState blockState = getBlockState();
if (!(blockState.getBlock() instanceof GantryPinionBlock)) if (!(blockState.getBlock() instanceof GantryCarriageBlock))
return false; return false;
Direction facing = blockState.get(GantryPinionBlock.FACING) Direction facing = blockState.get(GantryCarriageBlock.FACING)
.getOpposite(); .getOpposite();
BlockState shaftState = world.getBlockState(pos.offset(facing)); BlockState shaftState = world.getBlockState(pos.offset(facing));
if (!(shaftState.getBlock() instanceof GantryShaftBlock)) if (!(shaftState.getBlock() instanceof GantryShaftBlock))

View file

@ -60,7 +60,7 @@ public class GantryContraption extends TranslatingContraption {
@Override @Override
protected boolean shouldUpdateAfterMovement(BlockInfo info) { protected boolean shouldUpdateAfterMovement(BlockInfo info) {
return super.shouldUpdateAfterMovement(info) && !AllBlocks.GANTRY_PINION.has(info.state); return super.shouldUpdateAfterMovement(info) && !AllBlocks.GANTRY_CARRIAGE.has(info.state);
} }
@Override @Override

View file

@ -69,6 +69,8 @@ public class RotationIndicatorParticle extends SimpleAnimatedParticle {
public void move(double x, double y, double z) { public void move(double x, double y, double z) {
float time = AnimationTickHolder.getTicks(); float time = AnimationTickHolder.getTicks();
float angle = (float) ((time * speed) % 360) - (speed / 2 * age * (((float) age) / maxAge)); float angle = (float) ((time * speed) % 360) - (speed / 2 * age * (((float) age) / maxAge));
if (speed < 0)
angle += 180;
Vec3d position = VecHelper.rotate(this.offset.scale(radius), angle, axis).add(origin); Vec3d position = VecHelper.rotate(this.offset.scale(radius), angle, axis).add(origin);
posX = position.x; posX = position.x;
posY = position.y; posY = position.y;

View file

@ -260,6 +260,16 @@ public class GantryShaftBlock extends DirectionalKineticBlock {
&& oldState.get(POWERED) == newState.get(POWERED); && oldState.get(POWERED) == newState.get(POWERED);
} }
@Override
public float getParticleTargetRadius() {
return .35f;
}
@Override
public float getParticleInitialRadius() {
return .25f;
}
public static class PlacementHelper extends PoleHelper<Direction> { public static class PlacementHelper extends PoleHelper<Direction> {
public PlacementHelper() { public PlacementHelper() {

View file

@ -2,8 +2,8 @@ package com.simibubi.create.content.contraptions.relays.advanced;
import com.simibubi.create.AllBlocks; import com.simibubi.create.AllBlocks;
import com.simibubi.create.content.contraptions.base.KineticTileEntity; import com.simibubi.create.content.contraptions.base.KineticTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionBlock; import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageBlock;
import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryPinionTileEntity; import com.simibubi.create.content.contraptions.components.structureMovement.gantry.GantryCarriageTileEntity;
import com.simibubi.create.foundation.utility.Iterate; import com.simibubi.create.foundation.utility.Iterate;
import net.minecraft.block.BlockState; import net.minecraft.block.BlockState;
@ -31,13 +31,13 @@ public class GantryShaftTileEntity extends KineticTileEntity {
continue; continue;
BlockPos offset = pos.offset(d); BlockPos offset = pos.offset(d);
BlockState pinionState = world.getBlockState(offset); BlockState pinionState = world.getBlockState(offset);
if (!AllBlocks.GANTRY_PINION.has(pinionState)) if (!AllBlocks.GANTRY_CARRIAGE.has(pinionState))
continue; continue;
if (pinionState.get(GantryPinionBlock.FACING) != d) if (pinionState.get(GantryCarriageBlock.FACING) != d)
continue; continue;
TileEntity tileEntity = world.getTileEntity(offset); TileEntity tileEntity = world.getTileEntity(offset);
if (tileEntity instanceof GantryPinionTileEntity) if (tileEntity instanceof GantryCarriageTileEntity)
((GantryPinionTileEntity) tileEntity).queueAssembly(); ((GantryCarriageTileEntity) tileEntity).queueAssembly();
} }
} }
@ -52,24 +52,24 @@ public class GantryShaftTileEntity extends KineticTileEntity {
return defaultModifier; return defaultModifier;
if (!stateFrom.get(GantryShaftBlock.POWERED)) if (!stateFrom.get(GantryShaftBlock.POWERED))
return defaultModifier; return defaultModifier;
if (!AllBlocks.GANTRY_PINION.has(stateTo)) if (!AllBlocks.GANTRY_CARRIAGE.has(stateTo))
return defaultModifier; return defaultModifier;
Direction direction = Direction.getFacingFromVector(diff.getX(), diff.getY(), diff.getZ()); Direction direction = Direction.getFacingFromVector(diff.getX(), diff.getY(), diff.getZ());
if (stateTo.get(GantryPinionBlock.FACING) != direction) if (stateTo.get(GantryCarriageBlock.FACING) != direction)
return defaultModifier; return defaultModifier;
return GantryPinionTileEntity.getGantryPinionModifier(stateFrom.get(GantryShaftBlock.FACING), return GantryCarriageTileEntity.getGantryPinionModifier(stateFrom.get(GantryShaftBlock.FACING),
stateTo.get(GantryPinionBlock.FACING)); stateTo.get(GantryCarriageBlock.FACING));
} }
@Override @Override
public boolean isCustomConnection(KineticTileEntity other, BlockState state, BlockState otherState) { public boolean isCustomConnection(KineticTileEntity other, BlockState state, BlockState otherState) {
if (!AllBlocks.GANTRY_PINION.has(otherState)) if (!AllBlocks.GANTRY_CARRIAGE.has(otherState))
return false; return false;
final BlockPos diff = other.getPos() final BlockPos diff = other.getPos()
.subtract(pos); .subtract(pos);
Direction direction = Direction.getFacingFromVector(diff.getX(), diff.getY(), diff.getZ()); Direction direction = Direction.getFacingFromVector(diff.getX(), diff.getY(), diff.getZ());
return otherState.get(GantryPinionBlock.FACING) == direction; return otherState.get(GantryCarriageBlock.FACING) == direction;
} }
public boolean canAssembleOn() { public boolean canAssembleOn() {

View file

@ -12,7 +12,7 @@ public enum AllLangPartials {
ADVANCEMENTS("Advancements"), ADVANCEMENTS("Advancements"),
MESSAGES("UI & Messages"), MESSAGES("UI & Messages"),
TOOLTIPS("Item Descriptions"), TOOLTIPS("Item Descriptions"),
METADOC("MetaDoc Text", PonderRegistry::provideLangEntries), PONDER("Ponder Content", PonderRegistry::provideLangEntries),
; ;

View file

@ -23,6 +23,7 @@ import com.google.gson.GsonBuilder;
import com.google.gson.JsonElement; import com.google.gson.JsonElement;
import com.google.gson.JsonObject; import com.google.gson.JsonObject;
import com.simibubi.create.Create; import com.simibubi.create.Create;
import com.simibubi.create.foundation.ponder.PonderScene;
import com.simibubi.create.foundation.utility.FilesHelper; import com.simibubi.create.foundation.utility.FilesHelper;
import net.minecraft.data.DataGenerator; import net.minecraft.data.DataGenerator;
@ -44,12 +45,28 @@ public class LangMerger implements IDataProvider {
private Map<String, Map<String, String>> allLocalizedEntries; private Map<String, Map<String, String>> allLocalizedEntries;
private Map<String, MutableInt> missingTranslationTally; private Map<String, MutableInt> missingTranslationTally;
private List<String> langIgnore;
public LangMerger(DataGenerator gen) { public LangMerger(DataGenerator gen) {
this.gen = gen; this.gen = gen;
this.mergedLangData = new ArrayList<>(); this.mergedLangData = new ArrayList<>();
this.langIgnore = new ArrayList<>();
this.allLocalizedEntries = new HashMap<>(); this.allLocalizedEntries = new HashMap<>();
this.populatedLangData = new HashMap<>(); this.populatedLangData = new HashMap<>();
this.missingTranslationTally = new HashMap<>(); this.missingTranslationTally = new HashMap<>();
populateLangIgnore();
}
private void populateLangIgnore() {
// Key prefixes added here will NOT be transferred to lang templates
langIgnore.add("create.ponder.brass_hand."); // Ponder debug scene text
}
private boolean shouldIgnore(String key) {
for (String string : langIgnore)
if (key.startsWith(string))
return true;
return false;
} }
@Override @Override
@ -127,6 +144,8 @@ public class LangMerger implements IDataProvider {
.stream() .stream()
.forEachOrdered(entry -> { .forEachOrdered(entry -> {
String key = entry.getKey(); String key = entry.getKey();
if (shouldIgnore(key))
return;
String value = entry.getValue() String value = entry.getValue()
.getAsString(); .getAsString();
if (!previousKey.getValue() if (!previousKey.getValue()
@ -157,9 +176,11 @@ public class LangMerger implements IDataProvider {
} }
protected boolean shouldAddLineBreak(String key, String previousKey) { protected boolean shouldAddLineBreak(String key, String previousKey) {
// Always put tooltips in their own paragraphs // Always put tooltips and ponder scenes in their own paragraphs
if (key.endsWith(".tooltip")) if (key.endsWith(".tooltip"))
return true; return true;
if (key.startsWith("create.ponder") && key.endsWith(PonderScene.TITLE_KEY))
return true;
key = key.replaceFirst("\\.", ""); key = key.replaceFirst("\\.", "");
previousKey = previousKey.replaceFirst("\\.", ""); previousKey = previousKey.replaceFirst("\\.", "");

View file

@ -318,7 +318,7 @@ public class StandardRecipeGen extends CreateRecipeProvider {
.patternLine("A") .patternLine("A")
.patternLine("P")), .patternLine("P")),
GANTRY_PINION = create(AllBlocks.GANTRY_PINION).unlockedBy(I::andesiteCasing) GANTRY_PINION = create(AllBlocks.GANTRY_CARRIAGE).unlockedBy(I::andesiteCasing)
.viaShaped(b -> b.key('B', ItemTags.PLANKS) .viaShaped(b -> b.key('B', ItemTags.PLANKS)
.key('S', I.cog()) .key('S', I.cog())
.key('C', I.andesiteCasing()) .key('C', I.andesiteCasing())

View file

@ -32,7 +32,7 @@ public class PonderLocalization {
public static String getShared(String key) { public static String getShared(String key) {
if (PonderIndex.EDITOR_MODE) if (PonderIndex.EDITOR_MODE)
return shared.get(key); return shared.containsKey(key) ? shared.get(key) : ("unregistered shared entry:" + key);
return Lang.translate(langKeyForShared(key)); return Lang.translate(langKeyForShared(key));
} }
@ -62,8 +62,11 @@ public class PonderLocalization {
for (int i = 0; i < map.size(); i++) { for (int i = 0; i < map.size(); i++) {
final int scene = i; final int scene = i;
Map<String, String> sceneMap = map.get(i); Map<String, String> sceneMap = map.get(i);
sceneMap.forEach( sceneMap.entrySet()
(k, v) -> object.addProperty(Create.ID + "." + langKeyForSpecific(component, scene, k), v)); .stream()
.sorted(Map.Entry.comparingByKey())
.forEach(e -> object.addProperty(Create.ID + "." + langKeyForSpecific(component, scene, e.getKey()),
e.getValue()));
} }
}); });
return object; return object;

View file

@ -50,8 +50,11 @@ import net.minecraft.util.math.Vec3i;
public class PonderScene { public class PonderScene {
public static final String TITLE_KEY = "header";
boolean finished; boolean finished;
int sceneIndex; int sceneIndex;
int textIndex;
List<PonderInstruction> schedule, activeSchedule; List<PonderInstruction> schedule, activeSchedule;
Map<UUID, PonderElement> linkedElements; Map<UUID, PonderElement> linkedElements;
@ -78,6 +81,7 @@ public class PonderScene {
public PonderScene(PonderWorld world, ResourceLocation component, int sceneIndex) { public PonderScene(PonderWorld world, ResourceLocation component, int sceneIndex) {
pointOfInterest = Vec3d.ZERO; pointOfInterest = Vec3d.ZERO;
textIndex = 1;
this.world = world; this.world = world;
this.component = component; this.component = component;
@ -94,7 +98,7 @@ public class PonderScene {
baseWorldSection = new WorldSectionElement(); baseWorldSection = new WorldSectionElement();
renderViewEntity = new ArmorStandEntity(world, 0, 0, 0); renderViewEntity = new ArmorStandEntity(world, 0, 0, 0);
PonderLocalization.registerSpecific(component, sceneIndex, "title", "Untitled Scene"); PonderLocalization.registerSpecific(component, sceneIndex, TITLE_KEY, "Untitled Scene");
setPointOfInterest(new Vec3d(0, 4, 0)); setPointOfInterest(new Vec3d(0, 4, 0));
} }
@ -152,7 +156,7 @@ public class PonderScene {
} }
public String getTitle() { public String getTitle() {
return getString("title"); return getString(TITLE_KEY);
} }
public String getString(String key) { public String getString(String key) {
@ -320,6 +324,14 @@ public class PonderScene {
return world == null ? new MutableBoundingBox() : world.getBounds(); return world == null ? new MutableBoundingBox() : world.getBounds();
} }
public Supplier<String> registerText(String defaultText) {
final String key = "text_" + textIndex;
PonderLocalization.registerSpecific(component, sceneIndex, key, defaultText);
Supplier<String> supplier = () -> PonderLocalization.getSpecific(component, sceneIndex, key);
textIndex++;
return supplier;
}
public SceneBuilder builder() { public SceneBuilder builder() {
return new SceneBuilder(this); return new SceneBuilder(this);
} }
@ -328,10 +340,6 @@ public class PonderScene {
return new SceneBuildingUtil(getBounds()); return new SceneBuildingUtil(getBounds());
} }
Supplier<String> textGetter(String key) {
return () -> PonderLocalization.getSpecific(component, sceneIndex, key);
}
public SceneTransform getTransform() { public SceneTransform getTransform() {
return transform; return transform;
} }

View file

@ -37,6 +37,8 @@ import net.minecraft.util.math.MutableBoundingBox;
import net.minecraft.util.math.Vec3d; import net.minecraft.util.math.Vec3d;
import net.minecraft.util.text.StringTextComponent; import net.minecraft.util.text.StringTextComponent;
import net.minecraft.util.text.TextFormatting; import net.minecraft.util.text.TextFormatting;
import net.minecraft.world.gen.feature.template.PlacementSettings;
import net.minecraft.world.gen.feature.template.Template;
import net.minecraftforge.fml.client.gui.GuiUtils; import net.minecraftforge.fml.client.gui.GuiUtils;
import net.minecraftforge.registries.ForgeRegistries; import net.minecraftforge.registries.ForgeRegistries;
@ -171,8 +173,21 @@ public class PonderUI extends AbstractSimiScreen {
protected void replay() { protected void replay() {
identifyMode = false; identifyMode = false;
scenes.get(index) PonderScene scene = scenes.get(index);
.begin();
if (hasShiftDown()) {
List<PonderStoryBoardEntry> list = PonderRegistry.all.get(scene.component);
PonderStoryBoardEntry sb = list.get(index);
Template activeTemplate = PonderRegistry.loadSchematic(sb.getSchematicName());
PonderWorld world = new PonderWorld(BlockPos.ZERO, Minecraft.getInstance().world);
activeTemplate.addBlocksToWorld(world, BlockPos.ZERO, new PlacementSettings());
world.createBackup();
scene = PonderRegistry.compileScene(scene.component, index, sb, world);
scene.begin();
scenes.set(index, scene);
}
scene.begin();
} }
protected boolean scroll(boolean forward) { protected boolean scroll(boolean forward) {

View file

@ -1,5 +1,6 @@
package com.simibubi.create.foundation.ponder; package com.simibubi.create.foundation.ponder;
import java.util.Optional;
import java.util.UUID; import java.util.UUID;
import java.util.function.Consumer; import java.util.function.Consumer;
import java.util.function.Function; import java.util.function.Function;
@ -8,6 +9,7 @@ import java.util.function.UnaryOperator;
import com.simibubi.create.content.contraptions.base.IRotate.SpeedLevel; import com.simibubi.create.content.contraptions.base.IRotate.SpeedLevel;
import com.simibubi.create.content.contraptions.base.KineticBlock; import com.simibubi.create.content.contraptions.base.KineticBlock;
import com.simibubi.create.content.contraptions.base.KineticTileEntity; import com.simibubi.create.content.contraptions.base.KineticTileEntity;
import com.simibubi.create.content.contraptions.components.structureMovement.glue.SuperGlueItem;
import com.simibubi.create.content.contraptions.particle.RotationIndicatorParticleData; import com.simibubi.create.content.contraptions.particle.RotationIndicatorParticleData;
import com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity; import com.simibubi.create.content.contraptions.relays.belt.BeltTileEntity;
import com.simibubi.create.content.contraptions.relays.gauge.SpeedGaugeTileEntity; import com.simibubi.create.content.contraptions.relays.gauge.SpeedGaugeTileEntity;
@ -17,6 +19,7 @@ import com.simibubi.create.foundation.ponder.elements.BeltItemElement;
import com.simibubi.create.foundation.ponder.elements.EntityElement; import com.simibubi.create.foundation.ponder.elements.EntityElement;
import com.simibubi.create.foundation.ponder.elements.InputWindowElement; import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
import com.simibubi.create.foundation.ponder.elements.ParrotElement; import com.simibubi.create.foundation.ponder.elements.ParrotElement;
import com.simibubi.create.foundation.ponder.elements.TextWindowElement;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement; import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.ponder.instructions.AnimateWorldSectionInstruction; import com.simibubi.create.foundation.ponder.instructions.AnimateWorldSectionInstruction;
import com.simibubi.create.foundation.ponder.instructions.ChaseAABBInstruction; import com.simibubi.create.foundation.ponder.instructions.ChaseAABBInstruction;
@ -47,6 +50,7 @@ import net.minecraft.entity.item.ItemEntity;
import net.minecraft.item.ItemStack; import net.minecraft.item.ItemStack;
import net.minecraft.nbt.CompoundNBT; import net.minecraft.nbt.CompoundNBT;
import net.minecraft.particles.RedstoneParticleData; import net.minecraft.particles.RedstoneParticleData;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.Direction; import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis; import net.minecraft.util.Direction.Axis;
@ -108,7 +112,7 @@ public class SceneBuilder {
* @param title * @param title
*/ */
public void title(String title) { public void title(String title) {
PonderLocalization.registerSpecific(scene.component, scene.sceneIndex, "title", title); PonderLocalization.registerSpecific(scene.component, scene.sceneIndex, PonderScene.TITLE_KEY, title);
} }
/** /**
@ -190,6 +194,10 @@ public class SceneBuilder {
addInstruction(new EmitParticlesInstruction(location, emitter, amountPerCycle, cycles)); addInstruction(new EmitParticlesInstruction(location, emitter, amountPerCycle, cycles));
} }
public void superGlue(BlockPos pos, Direction side, boolean fullBlock) {
addInstruction(scene -> SuperGlueItem.spawnParticles(scene.world, pos, side, fullBlock));
}
private void rotationIndicator(BlockPos pos, boolean direction) { private void rotationIndicator(BlockPos pos, boolean direction) {
addInstruction(scene -> { addInstruction(scene -> {
BlockState blockState = scene.world.getBlockState(pos); BlockState blockState = scene.world.getBlockState(pos);
@ -205,12 +213,13 @@ public class SceneBuilder {
Axis rotationAxis = kb.getRotationAxis(blockState); Axis rotationAxis = kb.getRotationAxis(blockState);
float speed = kte.getTheoreticalSpeed(); float speed = kte.getTheoreticalSpeed();
int color = direction ? speed > 0 ? 0xeb5e0b : 0x1687a7 SpeedLevel speedLevel = SpeedLevel.of(speed);
: SpeedLevel.of(speed) int color = direction ? speed > 0 ? 0xeb5e0b : 0x1687a7 : speedLevel.getColor();
.getColor(); int particleSpeed = speedLevel.getParticleSpeed();
particleSpeed *= Math.signum(speed);
Vec3d location = VecHelper.getCenterOf(pos); Vec3d location = VecHelper.getCenterOf(pos);
RotationIndicatorParticleData particleData = new RotationIndicatorParticleData(color, speed, RotationIndicatorParticleData particleData = new RotationIndicatorParticleData(color, particleSpeed,
kb.getParticleInitialRadius(), kb.getParticleTargetRadius(), 20, rotationAxis.name() kb.getParticleInitialRadius(), kb.getParticleTargetRadius(), 20, rotationAxis.name()
.charAt(0)); .charAt(0));
@ -245,37 +254,16 @@ public class SceneBuilder {
public class OverlayInstructions { public class OverlayInstructions {
public void showTargetedText(PonderPalette color, Vec3d position, String key, String defaultText, public TextWindowElement.Builder showText(int duration) {
int duration) { TextWindowElement textWindowElement = new TextWindowElement();
registerText(key, defaultText); addInstruction(new TextInstruction(textWindowElement, duration));
addInstruction(new TextInstruction(color.getColor(), scene.textGetter(key), duration, position, false)); return textWindowElement.new Builder(scene);
} }
public void showTargetedTextNearScene(PonderPalette color, Vec3d position, String key, String defaultText, public TextWindowElement.Builder showSelectionWithText(Selection selection, int duration) {
int duration) { TextWindowElement textWindowElement = new TextWindowElement();
registerText(key, defaultText); addInstruction(new TextInstruction(textWindowElement, duration, selection));
addInstruction(new TextInstruction(color.getColor(), scene.textGetter(key), duration, position, true)); return textWindowElement.new Builder(scene).pointAt(selection.getCenter());
}
public void showSelectionWithText(PonderPalette color, Selection selection, String key, String defaultText,
int duration) {
registerText(key, defaultText);
addInstruction(new TextInstruction(color.getColor(), scene.textGetter(key), duration, selection, false));
}
public void showSelectionWithTextNearScene(PonderPalette color, Selection selection, String key,
String defaultText, int duration) {
registerText(key, defaultText);
addInstruction(new TextInstruction(color.getColor(), scene.textGetter(key), duration, selection, true));
}
public void showText(PonderPalette color, int y, String key, String defaultText, int duration) {
registerText(key, defaultText);
addInstruction(new TextInstruction(color.getColor(), scene.textGetter(key), duration, y));
}
private void registerText(String key, String defaultText) {
PonderLocalization.registerSpecific(scene.component, scene.sceneIndex, key, defaultText);
} }
public void showControls(InputWindowElement element, int duration) { public void showControls(InputWindowElement element, int duration) {
@ -326,12 +314,19 @@ public class SceneBuilder {
public class WorldInstructions { public class WorldInstructions {
public void showSection(Selection selection, Direction fadeInDirection) { public void showSection(Selection selection, Direction fadeInDirection) {
addInstruction(new DisplayWorldSectionInstruction(15, fadeInDirection, selection, true)); addInstruction(new DisplayWorldSectionInstruction(15, fadeInDirection, selection,
Optional.of(scene::getBaseWorldSection)));
}
public void showSectionAndMerge(Selection selection, Direction fadeInDirection,
ElementLink<WorldSectionElement> link) {
addInstruction(new DisplayWorldSectionInstruction(15, fadeInDirection, selection,
Optional.of(() -> scene.resolve(link))));
} }
public ElementLink<WorldSectionElement> showIndependentSection(Selection selection, Direction fadeInDirection) { public ElementLink<WorldSectionElement> showIndependentSection(Selection selection, Direction fadeInDirection) {
DisplayWorldSectionInstruction instruction = DisplayWorldSectionInstruction instruction =
new DisplayWorldSectionInstruction(15, fadeInDirection, selection, false); new DisplayWorldSectionInstruction(15, fadeInDirection, selection, Optional.empty());
addInstruction(instruction); addInstruction(instruction);
return instruction.createLink(scene); return instruction.createLink(scene);
} }
@ -402,6 +397,16 @@ public class SceneBuilder {
addInstruction(new ReplaceBlocksInstruction(selection, stateFunc, false, spawnParticles)); addInstruction(new ReplaceBlocksInstruction(selection, stateFunc, false, spawnParticles));
} }
public void toggleRedstonePower(Selection selection) {
modifyBlocks(selection, s -> {
if (s.has(BlockStateProperties.POWER_0_15))
s = s.with(BlockStateProperties.POWER_0_15, s.get(BlockStateProperties.POWER_0_15) == 0 ? 15 : 0);
if (s.has(BlockStateProperties.POWERED))
s = s.cycle(BlockStateProperties.POWERED);
return s;
}, false);
}
public <T extends Entity> void modifyEntities(Class<T> entityClass, Consumer<T> entityCallBack) { public <T extends Entity> void modifyEntities(Class<T> entityClass, Consumer<T> entityCallBack) {
addInstruction(scene -> scene.forEachWorldEntity(entityClass, entityCallBack)); addInstruction(scene -> scene.forEachWorldEntity(entityClass, entityCallBack));
} }

View file

@ -1,7 +1,5 @@
package com.simibubi.create.foundation.ponder.content; package com.simibubi.create.foundation.ponder.content;
import static com.simibubi.create.foundation.ponder.content.PonderPalette.WHITE;
import com.simibubi.create.AllBlocks; import com.simibubi.create.AllBlocks;
import com.simibubi.create.AllItems; import com.simibubi.create.AllItems;
import com.simibubi.create.content.contraptions.base.IRotate.SpeedLevel; import com.simibubi.create.content.contraptions.base.IRotate.SpeedLevel;
@ -65,11 +63,17 @@ public class DebugScenes {
Selection zAxis = util.select.fromTo(1, 1, 2, 1, 1, 4); Selection zAxis = util.select.fromTo(1, 1, 2, 1, 1, 4);
scene.idle(10); scene.idle(10);
scene.overlay.showSelectionWithText(PonderPalette.RED, xAxis, "x", "Das X axis", 20); scene.overlay.showSelectionWithText(xAxis, 20)
.colored(PonderPalette.RED)
.text("Das X axis");
scene.idle(20); scene.idle(20);
scene.overlay.showSelectionWithText(PonderPalette.GREEN, yAxis, "y", "Das Y axis", 20); scene.overlay.showSelectionWithText(yAxis, 20)
.colored(PonderPalette.GREEN)
.text("Das Y axis");
scene.idle(20); scene.idle(20);
scene.overlay.showSelectionWithText(PonderPalette.BLUE, zAxis, "z", "Das Z axis", 20); scene.overlay.showSelectionWithText(zAxis, 20)
.colored(PonderPalette.BLUE)
.text("Das Z axis");
scene.idle(10); scene.idle(10);
} }
@ -79,7 +83,9 @@ public class DebugScenes {
scene.idle(10); scene.idle(10);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
scene.idle(10); scene.idle(10);
scene.overlay.showText(WHITE, 10, "change_blocks", "Blocks can be modified", 1000); scene.overlay.showText(1000)
.independent(10)
.text("Blocks can be modified");
scene.idle(20); scene.idle(20);
scene.world.replaceBlocks(util.select.fromTo(1, 1, 3, 2, 2, 4), scene.world.replaceBlocks(util.select.fromTo(1, 1, 3, 2, 2, 4),
AllBlocks.REFINED_RADIANCE_CASING.getDefaultState(), true); AllBlocks.REFINED_RADIANCE_CASING.getDefaultState(), true);
@ -96,7 +102,9 @@ public class DebugScenes {
Vec3d parrotPos = util.vector.topOf(1, 0, 1); Vec3d parrotPos = util.vector.topOf(1, 0, 1);
scene.special.birbLookingAtPOI(parrotPos); scene.special.birbLookingAtPOI(parrotPos);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN); scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
scene.overlay.showTargetedText(WHITE, new Vec3d(1, 2.5, 4.5), "fluids", "Fluid rendering test.", 1000); scene.overlay.showText(1000)
.text("Fluid rendering test.")
.pointAt(new Vec3d(1, 2.5, 4.5));
scene.markAsFinished(); scene.markAsFinished();
Object outlineSlot = new Object(); Object outlineSlot = new Object();
@ -120,7 +128,10 @@ public class DebugScenes {
scene.idle(12); scene.idle(12);
scene.special.movePointOfInterest(util.grid.at(-4, 5, 4)); scene.special.movePointOfInterest(util.grid.at(-4, 5, 4));
scene.overlay.showTargetedText(PonderPalette.RED, parrotPos.add(-.25f, 0.25f, .25f), "wut", "wut?", 40); scene.overlay.showText(40)
.colored(PonderPalette.RED)
.text("wut?")
.pointAt(parrotPos.add(-.25f, 0.25f, .25f));
} }
@ -139,10 +150,12 @@ public class DebugScenes {
scene.world.showSection(blocksExceptBasePlate, Direction.DOWN); scene.world.showSection(blocksExceptBasePlate, Direction.DOWN);
scene.idle(10); scene.idle(10);
scene.overlay.showSelectionWithText(PonderPalette.BLACK, out1, "outofbounds", scene.overlay.showSelectionWithText(out1, 100)
"Blocks outside of the base plate do not affect scaling", 100); .colored(PonderPalette.BLACK)
scene.overlay.showSelectionWithText(PonderPalette.BLACK, out2, "thanks_to_configureBasePlate", .text("Blocks outside of the base plate do not affect scaling");
"configureBasePlate() makes sure of that.", 100); scene.overlay.showSelectionWithText(out2, 100)
.colored(PonderPalette.BLACK)
.text("configureBasePlate() makes sure of that.");
scene.markAsFinished(); scene.markAsFinished();
} }
@ -159,7 +172,9 @@ public class DebugScenes {
Emitter.simple(new RotationIndicatorParticleData(SpeedLevel.MEDIUM.getColor(), 12, 1, 1, 20, 'Y'), Emitter.simple(new RotationIndicatorParticleData(SpeedLevel.MEDIUM.getColor(), 12, 1, 1, 20, 'Y'),
util.vector.of(0, .1, 0)); util.vector.of(0, .1, 0));
scene.overlay.showTargetedText(WHITE, emitterPos, "incoming", "Incoming...", 20); scene.overlay.showText(20)
.text("Incoming...")
.pointAt(emitterPos);
scene.idle(30); scene.idle(30);
scene.effects.emitParticles(emitterPos, emitter, 1, 60); scene.effects.emitParticles(emitterPos, emitter, 1, 60);
scene.effects.emitParticles(emitterPos, rotation, 20, 1); scene.effects.emitParticles(emitterPos, rotation, 20, 1);
@ -261,8 +276,10 @@ public class DebugScenes {
BlockPos pos = new BlockPos(1, 2, 3); BlockPos pos = new BlockPos(1, 2, 3);
scene.special.birbOnSpinnyShaft(pos); scene.special.birbOnSpinnyShaft(pos);
scene.overlay.showTargetedText(PonderPalette.GREEN, util.vector.topOf(pos), "birbs_interesting", scene.overlay.showText(100)
"More birbs = More interesting", 100); .colored(PonderPalette.GREEN)
.text("More birbs = More interesting")
.pointAt(util.vector.topOf(pos));
scene.idle(10); scene.idle(10);
scene.special.birbPartying(util.vector.topOf(0, 1, 2)); scene.special.birbPartying(util.vector.topOf(0, 1, 2));
@ -281,7 +298,9 @@ public class DebugScenes {
scene.world.setBlock(poi2, Blocks.GOLD_BLOCK.getDefaultState()); scene.world.setBlock(poi2, Blocks.GOLD_BLOCK.getDefaultState());
scene.special.movePointOfInterest(poi2); scene.special.movePointOfInterest(poi2);
scene.overlay.showTargetedText(PonderPalette.FAST, util.vector.centerOf(poi2), "poi", "Point of Interest", 20); scene.overlay.showText(20)
.text("Point of Interest")
.pointAt(util.vector.centerOf(poi2));
scene.idle(20); scene.idle(20);
scene.world.setBlock(poi1, Blocks.AIR.getDefaultState()); scene.world.setBlock(poi1, Blocks.AIR.getDefaultState());
@ -314,11 +333,15 @@ public class DebugScenes {
scene.idle(20); scene.idle(20);
scene.overlay.showTargetedText(PonderPalette.GREEN, util.vector.topOf(mergePos), "merged", scene.overlay.showText(40)
"This Section got merged to base.", 40); .colored(PonderPalette.GREEN)
.text("This Section got merged to base.")
.pointAt(util.vector.topOf(mergePos));
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedText(PonderPalette.RED, util.vector.topOf(independentPos), "independent", scene.overlay.showText(40)
"This Section renders independently.", 40); .colored(PonderPalette.RED)
.text("This Section renders independently.")
.pointAt(util.vector.topOf(independentPos));
scene.idle(40); scene.idle(40);
@ -336,15 +359,19 @@ public class DebugScenes {
scene.world.setBlocks(hiddenReplaceArea, AllBlocks.REFINED_RADIANCE_CASING.getDefaultState(), false); scene.world.setBlocks(hiddenReplaceArea, AllBlocks.REFINED_RADIANCE_CASING.getDefaultState(), false);
scene.world.showSection(hiddenReplaceArea, Direction.DOWN); scene.world.showSection(hiddenReplaceArea, Direction.DOWN);
scene.idle(20); scene.idle(20);
scene.overlay.showSelectionWithText(PonderPalette.BLUE, hiddenReplaceArea, "seamless", scene.overlay.showSelectionWithText(hiddenReplaceArea, 30)
"Seamless substitution of blocks", 30); .colored(PonderPalette.BLUE)
.text("Seamless substitution of blocks");
scene.idle(40); scene.idle(40);
ElementLink<WorldSectionElement> helicopter = scene.world.makeSectionIndependent(hiddenReplaceArea); ElementLink<WorldSectionElement> helicopter = scene.world.makeSectionIndependent(hiddenReplaceArea);
scene.world.rotateSection(helicopter, 50, 5 * 360, 0, 60); scene.world.rotateSection(helicopter, 50, 5 * 360, 0, 60);
scene.world.moveSection(helicopter, util.vector.of(0, 4, 5), 50); scene.world.moveSection(helicopter, util.vector.of(0, 4, 5), 50);
scene.overlay.showText(PonderPalette.BLUE, 30, "blast_off", "Up, up and away.", 30); scene.overlay.showText(30)
.colored(PonderPalette.BLUE)
.text("Up, up and away.")
.independent(30);
scene.idle(40); scene.idle(40);
scene.world.hideIndependentSection(helicopter, Direction.UP); scene.world.hideIndependentSection(helicopter, Direction.UP);
@ -373,8 +400,10 @@ public class DebugScenes {
scene.idle(10); scene.idle(10);
scene.world.stallBeltItem(itemOnBelt, true); scene.world.stallBeltItem(itemOnBelt, true);
scene.idle(5); scene.idle(5);
scene.overlay.showTargetedText(PonderPalette.FAST, util.vector.topOf(2, 1, 2), "stalling", scene.overlay.showText(40)
"Belt Items can only be force-stalled on the belt they were created on.", 40); .colored(PonderPalette.FAST)
.text("Belt Items can only be force-stalled on the belt they were created on.")
.pointAt(util.vector.topOf(2, 1, 2));
scene.idle(45); scene.idle(45);
scene.world.stallBeltItem(itemOnBelt, false); scene.world.stallBeltItem(itemOnBelt, false);
scene.idle(20); scene.idle(20);

View file

@ -99,8 +99,9 @@ public class FunnelScenes {
} }
scene.idle(8); scene.idle(8);
scene.overlay.showText(PonderPalette.WHITE, 0, "funnels_transfer", scene.overlay.showText(360)
"Funnels are ideal for transferring items from and to inventories.", 360); .text("Funnels are ideal for transferring items from and to inventories.")
.independent();
scene.markAsFinished(); scene.markAsFinished();
} }
@ -128,8 +129,10 @@ public class FunnelScenes {
// Placing funnels without sneak // Placing funnels without sneak
scene.world.showSection(topFunnelSelection, Direction.DOWN); scene.world.showSection(topFunnelSelection, Direction.DOWN);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, topCenter, "regular_place", scene.overlay.showText(80)
"Placed normally, it pulls items from the inventory.", 80); .text("Placed normally, it pulls items from the inventory.")
.pointAt(topCenter)
.placeNearTarget();
scene.idle(45); scene.idle(45);
ElementLink<EntityElement> itemLink = ElementLink<EntityElement> itemLink =
@ -146,8 +149,10 @@ public class FunnelScenes {
scene.world.showSection(topFunnelSelection, Direction.DOWN); scene.world.showSection(topFunnelSelection, Direction.DOWN);
scene.overlay.showControls(controlsSneak, 35); scene.overlay.showControls(controlsSneak, 35);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, topCenter, "sneak_place", scene.overlay.showText(80)
"Placed while sneaking, it puts items into the inventory.", 80); .text("Placed while sneaking, it puts items into the inventory.")
.pointAt(topCenter)
.placeNearTarget();
scene.idle(45); scene.idle(45);
itemLink = scene.world.createItemEntity(topCenter.add(0, 3, 0), util.vector.of(0, -0.2, 0), itemStack); itemLink = scene.world.createItemEntity(topCenter.add(0, 3, 0), util.vector.of(0, -0.2, 0), itemStack);
@ -163,8 +168,10 @@ public class FunnelScenes {
scene.idle(10); scene.idle(10);
scene.world.modifyBlock(topFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), true); scene.world.modifyBlock(topFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), true);
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, topCenter, "wrench_reverse", scene.overlay.showText(80)
"Using a wrench, the funnel can be flipped after placement.", 80); .text("Using a wrench, the funnel can be flipped after placement.")
.pointAt(topCenter)
.placeNearTarget();
itemLink = scene.world.createItemEntity(topCenter, util.vector.of(0, 4 / 16f, 0), itemStack); itemLink = scene.world.createItemEntity(topCenter, util.vector.of(0, 4 / 16f, 0), itemStack);
scene.idle(30); scene.idle(30);
@ -184,8 +191,10 @@ public class FunnelScenes {
scene.world.modifyBlock(sideFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), false); scene.world.modifyBlock(sideFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), false);
scene.world.showSection(sideFunnelSelection, Direction.DOWN); scene.world.showSection(sideFunnelSelection, Direction.DOWN);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, sideCenter, "same_for_other", scene.overlay.showText(70)
"Same rules will apply for most orientations.", 70); .text("Same rules will apply for most orientations.")
.pointAt(sideCenter)
.placeNearTarget();
scene.idle(20); scene.idle(20);
@ -206,8 +215,10 @@ public class FunnelScenes {
BlockPos cogPos = util.grid.at(1, 1, 3); BlockPos cogPos = util.grid.at(1, 1, 3);
scene.world.showSection(beltFunnelSetup, Direction.DOWN); scene.world.showSection(beltFunnelSetup, Direction.DOWN);
scene.overlay.showTargetedText(PonderPalette.WHITE, topOfBeltFunnel, "belt_funnel_direction", scene.overlay.showText(140)
"Funnels on belts will extract/insert depending on its movement direction.", 140); .text("Funnels on belts will extract/insert depending on its movement direction.")
.pointAt(topOfBeltFunnel);
scene.idle(15); scene.idle(15);
for (int i = 0; i < 2; i++) { for (int i = 0; i < 2; i++) {
@ -251,27 +262,37 @@ public class FunnelScenes {
scene.world.showSection(firstShow, Direction.DOWN); scene.world.showSection(firstShow, Direction.DOWN);
scene.idle(8); scene.idle(8);
scene.overlay.showText(PonderPalette.WHITE, 0, "funnels_compat", scene.overlay.showText(360)
"Funnels should also interact nicely with a handful of other components.", 360); .text("Funnels should also interact nicely with a handful of other components.")
.independent(0);
scene.idle(40); scene.idle(40);
scene.world.showSection(util.select.position(sawFunnel), Direction.DOWN); scene.world.showSection(util.select.position(sawFunnel), Direction.DOWN);
scene.overlay.showTargetedTextNearScene(PonderPalette.BLUE, util.vector.centerOf(sawFunnel.down()), "saws", scene.overlay.showText(40)
"Vertical Saws", 40); .text("Vertical Saws")
.colored(PonderPalette.BLUE)
.placeNearTarget()
.pointAt(util.vector.centerOf(sawFunnel.down()));
scene.idle(8); scene.idle(8);
scene.world.createItemOnBeltLike(sawFunnel.down(), Direction.SOUTH, new ItemStack(Blocks.OAK_LOG)); scene.world.createItemOnBeltLike(sawFunnel.down(), Direction.SOUTH, new ItemStack(Blocks.OAK_LOG));
scene.idle(40); scene.idle(40);
scene.world.showSection(util.select.position(depotFunnel), Direction.DOWN); scene.world.showSection(util.select.position(depotFunnel), Direction.DOWN);
scene.overlay.showTargetedTextNearScene(PonderPalette.BLUE, util.vector.centerOf(depotFunnel.down()), "depots", scene.overlay.showText(40)
"Depots", 40); .text("Depots")
.colored(PonderPalette.BLUE)
.placeNearTarget()
.pointAt(util.vector.centerOf(depotFunnel.down()));
scene.idle(8); scene.idle(8);
scene.world.createItemOnBeltLike(depotFunnel.down(), Direction.SOUTH, new ItemStack(Items.GOLDEN_PICKAXE)); scene.world.createItemOnBeltLike(depotFunnel.down(), Direction.SOUTH, new ItemStack(Items.GOLDEN_PICKAXE));
scene.idle(40); scene.idle(40);
scene.world.showSection(util.select.position(drainFunnel), Direction.DOWN); scene.world.showSection(util.select.position(drainFunnel), Direction.DOWN);
scene.overlay.showTargetedTextNearScene(PonderPalette.BLUE, util.vector.centerOf(drainFunnel.down()), "drains", scene.overlay.showText(40)
"Item Drains", 40); .text("Item Drains")
.colored(PonderPalette.BLUE)
.placeNearTarget()
.pointAt(util.vector.centerOf(drainFunnel.down()));
scene.idle(8); scene.idle(8);
scene.world.createItemOnBeltLike(drainFunnel.down(), Direction.SOUTH, new ItemStack(Items.WATER_BUCKET)); scene.world.createItemOnBeltLike(drainFunnel.down(), Direction.SOUTH, new ItemStack(Items.WATER_BUCKET));
scene.idle(40); scene.idle(40);
@ -310,8 +331,10 @@ public class FunnelScenes {
scene.effects.indicateRedstone(lever); scene.effects.indicateRedstone(lever);
scene.idle(4); scene.idle(4);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, funnel, redstoneBB, 80); scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, funnel, redstoneBB, 80);
scene.overlay.showTargetedText(PonderPalette.RED, util.vector.blockSurface(funnel, Direction.DOWN), scene.overlay.showText(80)
"redstone_prevents", "Redstone power will prevent any funnel from acting.", 80); .colored(PonderPalette.RED)
.text("Redstone power will prevent any funnel from acting.")
.pointAt(util.vector.blockSurface(funnel, Direction.DOWN));
} else { } else {
scene.idle(4); scene.idle(4);
} }
@ -344,16 +367,20 @@ public class FunnelScenes {
ItemStack itemStack = AllItems.BRASS_INGOT.asStack(); ItemStack itemStack = AllItems.BRASS_INGOT.asStack();
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, util.vector.topOf(andesiteFunnel), "andesite", scene.overlay.showText(60)
"Andesite Funnels can only ever extract single items.", 60); .text("Andesite Funnels can only ever extract single items.")
.pointAt(util.vector.topOf(andesiteFunnel))
.placeNearTarget();
scene.idle(10); scene.idle(10);
scene.world.createItemOnBeltLike(andesiteFunnel.down() scene.world.createItemOnBeltLike(andesiteFunnel.down()
.north(), Direction.SOUTH, itemStack); .north(), Direction.SOUTH, itemStack);
scene.world.flapFunnels(util.select.position(andesiteFunnel), true); scene.world.flapFunnels(util.select.position(andesiteFunnel), true);
scene.idle(60); scene.idle(60);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, util.vector.topOf(brassFunnel), "brass", scene.overlay.showText(60)
"Brass Funnels can extract up to a full stack.", 60); .text("Brass Funnels can extract up to a full stack.")
.pointAt(util.vector.topOf(brassFunnel))
.placeNearTarget();
scene.idle(10); scene.idle(10);
scene.world.createItemOnBeltLike(brassFunnel.down() scene.world.createItemOnBeltLike(brassFunnel.down()
.north(), Direction.SOUTH, ItemHandlerHelper.copyStackWithSize(itemStack, 64)); .north(), Direction.SOUTH, ItemHandlerHelper.copyStackWithSize(itemStack, 64));
@ -365,8 +392,10 @@ public class FunnelScenes {
scene.overlay.chaseBoundingBoxOutline(PonderPalette.WHITE, filterSlot, filterSlot, 80); scene.overlay.chaseBoundingBoxOutline(PonderPalette.WHITE, filterSlot, filterSlot, 80);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(brassFunnel), Pointing.DOWN).scroll(), 60); scene.overlay.showControls(new InputWindowElement(util.vector.topOf(brassFunnel), Pointing.DOWN).scroll(), 60);
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, filterSlot.getCenter(), "scroll_filter", scene.overlay.showText(80)
"Scrolling on the filter slot allows for precise control over the extracted stack size.", 80); .text("Scrolling on the filter slot allows for precise control over the extracted stack size.")
.pointAt(filterSlot.getCenter())
.placeNearTarget();
scene.idle(90); scene.idle(90);
// belt // belt
@ -406,8 +435,10 @@ public class FunnelScenes {
.showControls(new InputWindowElement(util.vector.topOf(brassFunnel), Pointing.DOWN).rightClick() .showControls(new InputWindowElement(util.vector.topOf(brassFunnel), Pointing.DOWN).rightClick()
.withItem(emerald), 60); .withItem(emerald), 60);
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedTextNearScene(PonderPalette.WHITE, filterSlot.getCenter(), "item_filter", scene.overlay.showText(80)
"Using items on the filter slot will restrict the funnel to only transfer matching stacks.", 80); .text("Using items on the filter slot will restrict the funnel to only transfer matching stacks.")
.pointAt(filterSlot.getCenter())
.placeNearTarget();
scene.world.setFilterData(util.select.position(brassFunnel), FunnelTileEntity.class, emerald); scene.world.setFilterData(util.select.position(brassFunnel), FunnelTileEntity.class, emerald);
} else } else
scene.idle(10); scene.idle(10);
@ -437,8 +468,10 @@ public class FunnelScenes {
scene.world.showSection(funnelSelect, Direction.DOWN); scene.world.showSection(funnelSelect, Direction.DOWN);
scene.idle(20); scene.idle(20);
scene.overlay.showSelectionWithTextNearScene(PonderPalette.RED, funnelSelect, "cant_transpose", scene.overlay.showSelectionWithText(funnelSelect, 40)
"Funnels cannot ever transfer between closed inventories directly.", 40); .colored(PonderPalette.RED)
.text("Funnels cannot ever transfer between closed inventories directly.")
.placeNearTarget();
scene.idle(50); scene.idle(50);
scene.world.hideSection(funnelSelect, Direction.SOUTH); scene.world.hideSection(funnelSelect, Direction.SOUTH);
@ -448,8 +481,11 @@ public class FunnelScenes {
scene.world.showSection(funnelSelect, Direction.NORTH); scene.world.showSection(funnelSelect, Direction.NORTH);
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedTextNearScene(PonderPalette.GREEN, util.vector.centerOf(funnelPos), "chute_is_better", scene.overlay.showText(40)
"Chutes or Smart chutes might be more suitable for such purposes.", 40); .colored(PonderPalette.GREEN)
.text("Chutes or Smart chutes might be more suitable for such purposes.")
.pointAt(util.vector.centerOf(funnelPos))
.placeNearTarget();
scene.idle(50); scene.idle(50);
scene.world.hideSection(funnelSelect, Direction.UP); scene.world.hideSection(funnelSelect, Direction.UP);
@ -461,8 +497,11 @@ public class FunnelScenes {
scene.world.setBlocks(funnelSelect, Blocks.AIR.getDefaultState(), false); scene.world.setBlocks(funnelSelect, Blocks.AIR.getDefaultState(), false);
scene.world.showSection(belt, Direction.DOWN); scene.world.showSection(belt, Direction.DOWN);
scene.world.showSection(util.select.fromTo(0, 2, 2, 4, 2, 2), Direction.DOWN); scene.world.showSection(util.select.fromTo(0, 2, 2, 4, 2, 2), Direction.DOWN);
scene.overlay.showTargetedTextNearScene(PonderPalette.GREEN, util.vector.topOf(1, 2, 2), "belt_is_better", scene.overlay.showText(120)
"Same applies for horizontal movement.\nA mechanical belt should help here.", 120); .colored(PonderPalette.GREEN)
.text("Same applies for horizontal movement.\nA mechanical belt should help here.")
.pointAt(util.vector.topOf(1, 2, 2))
.placeNearTarget();
scene.markAsFinished(); scene.markAsFinished();
} }

View file

@ -0,0 +1,292 @@
package com.simibubi.create.foundation.ponder.content;
import com.simibubi.create.foundation.ponder.ElementLink;
import com.simibubi.create.foundation.ponder.SceneBuilder;
import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
import com.simibubi.create.foundation.ponder.Selection;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
import com.simibubi.create.foundation.utility.Iterate;
import net.minecraft.block.RedstoneWireBlock;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
public class GantryScenes {
public static void introForPinion(SceneBuilder scene, SceneBuildingUtil util) {
intro(scene, util, true);
}
public static void introForShaft(SceneBuilder scene, SceneBuildingUtil util) {
intro(scene, util, false);
}
private static void intro(SceneBuilder scene, SceneBuildingUtil util, boolean pinion) {
scene.title("Using Gantry " + (pinion ? "Carriages" : "Shafts"));
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
scene.world.showSection(util.select.layer(1), Direction.DOWN);
scene.idle(10);
ElementLink<WorldSectionElement> gantry =
scene.world.showIndependentSection(util.select.layer(2), Direction.DOWN);
scene.idle(10);
BlockPos centralShaft = util.grid.at(2, 1, 2);
scene.world.moveSection(gantry, util.vector.of(-4, 0, 0), 60);
String text = pinion ? "Gantry Carriages can mount to and slide along a Gantry Shaft."
: "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.";
scene.overlay.showText(80)
.text(text)
.pointAt(util.vector.centerOf(centralShaft));
scene.idle(80);
scene.world.hideIndependentSection(gantry, Direction.UP);
scene.idle(10);
gantry = scene.world.showIndependentSection(util.select.layer(2), Direction.DOWN);
Vec3d gantryTop = util.vector.topOf(4, 2, 2);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> 0f);
scene.overlay.showText(40)
.text("Gantry setups can move attached Blocks.")
.pointAt(gantryTop)
.placeNearTarget();
scene.idle(30);
Selection planks = util.select.position(5, 3, 1);
scene.world.showSectionAndMerge(util.select.layersFrom(3)
.substract(planks), Direction.DOWN, gantry);
scene.idle(10);
scene.world.showSectionAndMerge(planks, Direction.SOUTH, gantry);
scene.idle(10);
scene.effects.superGlue(util.grid.at(5, 3, 1), Direction.SOUTH, true);
scene.idle(20);
scene.overlay.showText(80)
.sharedText("movement_anchors")
.pointAt(gantryTop)
.placeNearTarget();
scene.idle(80);
scene.world.modifyKineticSpeed(util.select.layer(0), f -> 32f);
scene.world.modifyKineticSpeed(util.select.layer(1), f -> -64f);
scene.world.moveSection(gantry, util.vector.of(-4, 0, 0), 60);
scene.idle(20);
scene.markAsFinished();
}
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Gantry Power Propagation");
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
Selection leverRedstone = util.select.fromTo(3, 1, 0, 3, 1, 1);
Selection shaft = util.select.fromTo(0, 1, 2, 4, 1, 2);
Selection shaftAndCog = util.select.fromTo(0, 1, 2, 5, 1, 2);
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0)
.add(leverRedstone), Direction.UP);
scene.idle(10);
scene.world.showSection(shaftAndCog, Direction.DOWN);
scene.idle(10);
BlockPos gantryPos = util.grid.at(4, 2, 2);
ElementLink<WorldSectionElement> gantry =
scene.world.showIndependentSection(util.select.position(gantryPos), Direction.DOWN);
scene.idle(15);
scene.world.moveSection(gantry, util.vector.of(-3, 0, 0), 40);
scene.idle(40);
scene.world.toggleRedstonePower(shaft);
scene.world.toggleRedstonePower(util.select.position(3, 1, 0));
scene.world.toggleRedstonePower(util.select.position(3, 1, 1));
scene.effects.indicateRedstone(util.grid.at(3, 1, 0));
scene.world.modifyKineticSpeed(util.select.position(gantryPos), f -> 32f);
scene.idle(40);
BlockPos cogPos = util.grid.at(1, 2, 1);
scene.overlay.showText(60)
.colored(PonderPalette.RED)
.pointAt(util.vector.centerOf(cogPos.down()
.south()))
.text("Redstone-powered gantry shafts stop moving their carriages")
.placeNearTarget();
scene.idle(70);
Selection cogSelection = util.select.position(cogPos);
scene.world.showSection(cogSelection, Direction.SOUTH);
scene.world.modifyKineticSpeed(cogSelection, f -> 32f);
scene.overlay.showText(180)
.colored(PonderPalette.GREEN)
.pointAt(util.vector.blockSurface(cogPos, Direction.NORTH))
.text("Instead, its rotational force is relayed to the carriages' output shaft")
.placeNearTarget();
scene.idle(10);
scene.effects.rotationSpeedIndicator(cogPos);
scene.markAsFinished();
}
public static void direction(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Gantry Movement Direction");
scene.configureBasePlate(0, 0, 5);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
Selection shaftAndGearshiftAndLever = util.select.fromTo(0, 1, 2, 5, 2, 2);
Selection shafts = util.select.fromTo(0, 1, 2, 3, 1, 2);
scene.world.showSection(shaftAndGearshiftAndLever, Direction.DOWN);
scene.overlay.showText(60)
.text("Gantry Shafts can have opposite orientations")
.pointAt(util.vector.of(2, 1.5, 2.5))
.placeNearTarget();
scene.idle(60);
ElementLink<WorldSectionElement> gantry1 =
scene.world.showIndependentSection(util.select.position(0, 1, 3), Direction.NORTH);
ElementLink<WorldSectionElement> gantry2 =
scene.world.showIndependentSection(util.select.position(3, 1, 3), Direction.NORTH);
scene.idle(10);
scene.world.moveSection(gantry1, util.vector.of(1, 0, 0), 20);
scene.world.moveSection(gantry2, util.vector.of(-1, 0, 0), 20);
scene.overlay.showText(80)
.text("The movement direction of carriages depend on their shafts' orientation")
.pointAt(util.vector.topOf(1, 1, 3))
.placeNearTarget();
scene.idle(80);
BlockPos lastShaft = util.grid.at(0, 1, 2);
boolean flip = true;
for (int i = 0; i < 3; i++) {
scene.world.modifyBlocks(util.select.fromTo(4, 1, 2, 4, 2, 2), s -> s.cycle(BlockStateProperties.POWERED),
false);
scene.effects.indicateRedstone(util.grid.at(4, 2, 2));
scene.world.moveSection(gantry1, util.vector.of(flip ? -1 : 1, 0, 0), 20);
scene.world.moveSection(gantry2, util.vector.of(flip ? 1 : -1, 0, 0), 20);
scene.world.modifyKineticSpeed(shafts, f -> -f);
scene.effects.rotationDirectionIndicator(lastShaft.east(flip ? 1 : 0));
scene.idle(20);
if (i == 0) {
scene.overlay.showText(80)
.text("...as well as the rotation direction of the shaft")
.pointAt(util.vector.blockSurface(lastShaft, Direction.WEST))
.placeNearTarget();
}
scene.idle(30);
flip = !flip;
}
Selection kinetics = util.select.fromTo(0, 2, 3, 3, 3, 3);
Selection gears1 = util.select.fromTo(0, 1, 3, 0, 3, 3);
Selection gears2 = util.select.fromTo(3, 1, 3, 3, 3, 3);
scene.world.showSection(kinetics, Direction.DOWN);
scene.world.showSection(util.select.fromTo(0, 1, 0, 4, 1, 1), Direction.SOUTH);
scene.idle(20);
BlockPos leverPos = util.grid.at(4, 1, 0);
scene.world.modifyBlocks(util.select.fromTo(1, 1, 0, 3, 1, 1),
s -> s.has(RedstoneWireBlock.POWER) ? s.with(RedstoneWireBlock.POWER, 15) : s, false);
scene.world.toggleRedstonePower(util.select.position(leverPos));
scene.world.toggleRedstonePower(shafts);
scene.effects.indicateRedstone(leverPos);
scene.world.modifyKineticSpeed(gears1, f -> -32f);
scene.world.modifyKineticSpeed(gears2, f -> 32f);
scene.idle(20);
scene.overlay.showText(120)
.text("Same rules apply for the propagated rotation")
.pointAt(util.vector.topOf(0, 3, 3))
.placeNearTarget();
scene.idle(20);
for (boolean flip2 : Iterate.trueAndFalse) {
scene.effects.rotationDirectionIndicator(util.grid.at(0, 3, 3));
scene.effects.rotationDirectionIndicator(util.grid.at(3, 3, 3));
scene.idle(60);
scene.world.modifyBlocks(util.select.fromTo(4, 1, 2, 4, 2, 2), s -> s.cycle(BlockStateProperties.POWERED),
false);
scene.effects.indicateRedstone(util.grid.at(4, 2, 2));
scene.world.modifyKineticSpeed(gears1, f -> -f);
scene.world.modifyKineticSpeed(gears2, f -> -f);
if (!flip2) {
scene.effects.rotationDirectionIndicator(util.grid.at(0, 3, 3));
scene.effects.rotationDirectionIndicator(util.grid.at(3, 3, 3));
scene.markAsFinished();
}
}
}
public static void subgantry(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("Cascaded Gantries");
scene.configureBasePlate(0, 0, 5);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.world.showSection(util.select.layer(0)
.add(util.select.column(5, 3))
.add(util.select.fromTo(2, 1, 3, 4, 1, 3)), Direction.UP);
scene.idle(10);
BlockPos gantryPos = util.grid.at(5, 1, 2);
BlockPos gantryPos2 = util.grid.at(3, 2, 2);
ElementLink<WorldSectionElement> gantry =
scene.world.showIndependentSection(util.select.position(gantryPos), Direction.SOUTH);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.fromTo(0, 1, 2, 4, 1, 2), Direction.EAST, gantry);
scene.idle(15);
scene.world.moveSection(gantry, util.vector.of(0, 2, 0), 40);
scene.overlay.showText(60)
.text("Gantry shafts attach to a carriage without the need of super glue")
.independent(20);
scene.idle(40);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.moveSection(gantry, util.vector.of(0, -2, 0), 40);
scene.idle(40);
ElementLink<WorldSectionElement> secondGantry =
scene.world.showIndependentSection(util.select.position(gantryPos2), Direction.DOWN);
scene.idle(15);
scene.overlay.showText(60)
.text("Same applies for carriages on moved Gantry Shafts")
.independent(20);
scene.idle(15);
scene.world.moveSection(gantry, util.vector.of(0, 2, 0), 40);
scene.world.moveSection(secondGantry, util.vector.of(0, 2, 0), 40);
scene.idle(40);
BlockPos leverPos = util.grid.at(2, 1, 3);
scene.world.toggleRedstonePower(util.select.position(leverPos));
scene.world.toggleRedstonePower(util.select.fromTo(3, 1, 3, 4, 1, 3));
scene.world.toggleRedstonePower(util.select.fromTo(5, 1, 3, 5, 4, 3));
scene.world.modifyKineticSpeed(util.select.fromTo(0, 1, 2, 5, 1, 2), f -> -32f);
scene.effects.indicateRedstone(leverPos);
scene.world.moveSection(secondGantry, util.vector.of(-3, 0, 0), 60);
scene.idle(20);
scene.overlay.showText(120)
.text("Thus, a gantry system can be cascaded to cover multiple axes of movement")
.independent(20);
}
}

View file

@ -1,7 +1,5 @@
package com.simibubi.create.foundation.ponder.content; package com.simibubi.create.foundation.ponder.content;
import static com.simibubi.create.foundation.ponder.content.PonderPalette.WHITE;
import com.simibubi.create.AllBlocks; import com.simibubi.create.AllBlocks;
import com.simibubi.create.content.contraptions.relays.encased.EncasedShaftBlock; import com.simibubi.create.content.contraptions.relays.encased.EncasedShaftBlock;
import com.simibubi.create.foundation.ponder.SceneBuilder; import com.simibubi.create.foundation.ponder.SceneBuilder;
@ -52,8 +50,9 @@ public class KineticsScenes {
scene.world.setKineticSpeed(gauge, 64); scene.world.setKineticSpeed(gauge, 64);
scene.effects.indicateSuccess(gaugePos); scene.effects.indicateSuccess(gaugePos);
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedText(WHITE, util.vector.of(3, 1.5, 2.5), "shaft_relay", scene.overlay.showText(1000)
"Shafts will relay rotation in a straight line.", 1000); .text("Shafts will relay rotation in a straight line.")
.pointAt(util.vector.of(3, 1.5, 2.5));
scene.idle(20); scene.idle(20);
scene.markAsFinished(); scene.markAsFinished();
@ -92,8 +91,9 @@ public class KineticsScenes {
scene.world.setKineticSpeed(shaft, -112); scene.world.setKineticSpeed(shaft, -112);
scene.idle(10); scene.idle(10);
scene.overlay.showTargetedText(WHITE, util.vector.of(1.5, 2, 2.5), "shaft_can_be_encased", scene.overlay.showText(1000)
"Andesite or Brass Casing can be used to encase them.", 1000); .text("Andesite or Brass Casing can be used to encase them.")
.pointAt(util.vector.topOf(1, 1, 2));
} }
} }

View file

@ -26,6 +26,14 @@ public class PonderIndex {
.addStoryBoard("funnels/transposer", FunnelScenes::transposer); .addStoryBoard("funnels/transposer", FunnelScenes::transposer);
PonderRegistry.addStoryBoard(AllBlocks.ANDESITE_FUNNEL, "funnels/brass", FunnelScenes::brass); PonderRegistry.addStoryBoard(AllBlocks.ANDESITE_FUNNEL, "funnels/brass", FunnelScenes::brass);
// Gantries
PonderRegistry.addStoryBoard(AllBlocks.GANTRY_SHAFT, "gantry/intro", GantryScenes::introForShaft);
PonderRegistry.addStoryBoard(AllBlocks.GANTRY_CARRIAGE, "gantry/intro", GantryScenes::introForPinion);
PonderRegistry.forComponents(AllBlocks.GANTRY_SHAFT, AllBlocks.GANTRY_CARRIAGE)
.addStoryBoard("gantry/redstone", GantryScenes::redstone)
.addStoryBoard("gantry/direction", GantryScenes::direction)
.addStoryBoard("gantry/subgantry", GantryScenes::subgantry);
// Debug scenes, can be found in game via the Brass Hand // Debug scenes, can be found in game via the Brass Hand
if (EDITOR_MODE) if (EDITOR_MODE)
DebugScenes.registerAll(); DebugScenes.registerAll();

View file

@ -10,6 +10,8 @@ public class SharedText {
add("sneak_and", "Sneak +"); add("sneak_and", "Sneak +");
add("ctrl_and", "Ctrl +"); add("ctrl_and", "Ctrl +");
add("movement_anchors", "With the help of Chassis or Super Glue, larger structures can be moved.");
} }
public static String get(String key) { public static String get(String key) {

View file

@ -1,16 +1,19 @@
package com.simibubi.create.foundation.ponder.elements; package com.simibubi.create.foundation.ponder.elements;
import java.util.function.Consumer; import java.util.function.Function;
import com.simibubi.create.foundation.ponder.PonderScene; import com.simibubi.create.foundation.ponder.PonderScene;
import com.simibubi.create.foundation.utility.outliner.Outline.OutlineParams;
import com.simibubi.create.foundation.utility.outliner.Outliner; import com.simibubi.create.foundation.utility.outliner.Outliner;
public class OutlinerElement extends AnimatedSceneElement { public class OutlinerElement extends AnimatedSceneElement {
private Consumer<Outliner> outlinerCall; private Function<Outliner, OutlineParams> outlinerCall;
private int overrideColor;
public OutlinerElement(Consumer<Outliner> outlinerCall) { public OutlinerElement(Function<Outliner, OutlineParams> outlinerCall) {
this.outlinerCall = outlinerCall; this.outlinerCall = outlinerCall;
this.overrideColor = -1;
} }
@Override @Override
@ -20,7 +23,13 @@ public class OutlinerElement extends AnimatedSceneElement {
return; return;
if (fade.getValue(0) > fade.getValue(1)) if (fade.getValue(0) > fade.getValue(1))
return; return;
outlinerCall.accept(scene.getOutliner()); OutlineParams params = outlinerCall.apply(scene.getOutliner());
if (overrideColor != -1)
params.colored(overrideColor);
}
public void setColor(int overrideColor) {
this.overrideColor = overrideColor;
} }
} }

View file

@ -5,8 +5,10 @@ import java.util.function.Supplier;
import com.mojang.blaze3d.matrix.MatrixStack; import com.mojang.blaze3d.matrix.MatrixStack;
import com.mojang.blaze3d.systems.RenderSystem; import com.mojang.blaze3d.systems.RenderSystem;
import com.simibubi.create.foundation.ponder.PonderLocalization;
import com.simibubi.create.foundation.ponder.PonderScene; import com.simibubi.create.foundation.ponder.PonderScene;
import com.simibubi.create.foundation.ponder.PonderUI; import com.simibubi.create.foundation.ponder.PonderUI;
import com.simibubi.create.foundation.ponder.content.PonderPalette;
import com.simibubi.create.foundation.utility.ColorHelper; import com.simibubi.create.foundation.utility.ColorHelper;
import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.MathHelper;
@ -16,39 +18,61 @@ import net.minecraftforge.fml.client.gui.GuiUtils;
public class TextWindowElement extends AnimatedOverlayElement { public class TextWindowElement extends AnimatedOverlayElement {
Supplier<String> textGetter; Supplier<String> textGetter = () -> "(?) No text was provided";
String bakedText; String bakedText;
// from 0 to 200 // from 0 to 200
int y; int y;
Vec3d vec; Vec3d vec;
boolean nearScene;
int color;
public TextWindowElement(Supplier<String> textGetter) { boolean nearScene = false;
this.textGetter = textGetter; int color = PonderPalette.WHITE.getColor();
public class Builder {
private PonderScene scene;
public Builder(PonderScene scene) {
this.scene = scene;
} }
public void colored(int color) { public Builder colored(PonderPalette color) {
this.color = color; TextWindowElement.this.color = color.getColor();
}
public TextWindowElement pointAt(Vec3d vec) {
this.vec = vec;
return this; return this;
} }
public TextWindowElement setY(int y) { public Builder pointAt(Vec3d vec) {
this.y = y; TextWindowElement.this.vec = vec;
return this; return this;
} }
public TextWindowElement placeNearTarget() { public Builder independent(int y) {
this.nearScene = true; TextWindowElement.this.y = y;
return this; return this;
} }
public Builder independent() {
return independent(0);
}
public Builder text(String defaultText) {
textGetter = scene.registerText(defaultText);
return this;
}
public Builder sharedText(String key) {
textGetter = () -> PonderLocalization.getShared(key);
return this;
}
public Builder placeNearTarget() {
TextWindowElement.this.nearScene = true;
return this;
}
}
@Override @Override
protected void render(PonderScene scene, PonderUI screen, MatrixStack ms, float partialTicks, float fade) { protected void render(PonderScene scene, PonderUI screen, MatrixStack ms, float partialTicks, float fade) {
if (bakedText == null) if (bakedText == null)
@ -96,4 +120,8 @@ public class TextWindowElement extends AnimatedOverlayElement {
RenderSystem.popMatrix(); RenderSystem.popMatrix();
} }
public int getColor() {
return color;
}
} }

View file

@ -291,8 +291,10 @@ public class WorldSectionElement extends AnimatedSceneElement {
renderedTileEntities = new ArrayList<>(); renderedTileEntities = new ArrayList<>();
section.forEach(pos -> { section.forEach(pos -> {
TileEntity tileEntity = world.getTileEntity(pos); TileEntity tileEntity = world.getTileEntity(pos);
if (tileEntity != null) if (tileEntity == null)
return;
renderedTileEntities.add(tileEntity); renderedTileEntities.add(tileEntity);
tileEntity.updateContainingBlockInfo();
}); });
} else } else
renderedTileEntities.removeIf(te -> world.getTileEntity(te.getPos()) != te); renderedTileEntities.removeIf(te -> world.getTileEntity(te.getPos()) != te);

View file

@ -1,5 +1,8 @@
package com.simibubi.create.foundation.ponder.instructions; package com.simibubi.create.foundation.ponder.instructions;
import java.util.Optional;
import java.util.function.Supplier;
import com.simibubi.create.foundation.ponder.PonderScene; import com.simibubi.create.foundation.ponder.PonderScene;
import com.simibubi.create.foundation.ponder.Selection; import com.simibubi.create.foundation.ponder.Selection;
import com.simibubi.create.foundation.ponder.elements.WorldSectionElement; import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
@ -9,12 +12,13 @@ import net.minecraft.util.Direction;
public class DisplayWorldSectionInstruction extends FadeIntoSceneInstruction<WorldSectionElement> { public class DisplayWorldSectionInstruction extends FadeIntoSceneInstruction<WorldSectionElement> {
private Selection initialSelection; private Selection initialSelection;
private boolean mergeToBase; private Optional<Supplier<WorldSectionElement>> mergeOnto;
public DisplayWorldSectionInstruction(int fadeInTicks, Direction fadeInFrom, Selection selection, boolean mergeToBase) { public DisplayWorldSectionInstruction(int fadeInTicks, Direction fadeInFrom, Selection selection,
Optional<Supplier<WorldSectionElement>> mergeOnto) {
super(fadeInTicks, fadeInFrom, new WorldSectionElement(selection)); super(fadeInTicks, fadeInFrom, new WorldSectionElement(selection));
initialSelection = selection; initialSelection = selection;
this.mergeToBase = mergeToBase; this.mergeOnto = mergeOnto;
} }
@Override @Override
@ -29,9 +33,7 @@ public class DisplayWorldSectionInstruction extends FadeIntoSceneInstruction<Wor
super.tick(scene); super.tick(scene);
if (remainingTicks > 0) if (remainingTicks > 0)
return; return;
if (!mergeToBase) mergeOnto.ifPresent(c -> element.mergeOnto(c.get()));
return;
element.mergeOnto(scene.getBaseWorldSection());
} }
@Override @Override

View file

@ -1,46 +1,31 @@
package com.simibubi.create.foundation.ponder.instructions; package com.simibubi.create.foundation.ponder.instructions;
import java.util.function.Supplier;
import com.simibubi.create.foundation.ponder.PonderScene; import com.simibubi.create.foundation.ponder.PonderScene;
import com.simibubi.create.foundation.ponder.Selection; import com.simibubi.create.foundation.ponder.Selection;
import com.simibubi.create.foundation.ponder.elements.OutlinerElement; import com.simibubi.create.foundation.ponder.elements.OutlinerElement;
import com.simibubi.create.foundation.ponder.elements.TextWindowElement; import com.simibubi.create.foundation.ponder.elements.TextWindowElement;
import net.minecraft.util.math.Vec3d;
public class TextInstruction extends FadeInOutInstruction { public class TextInstruction extends FadeInOutInstruction {
private TextWindowElement element; private TextWindowElement element;
private OutlinerElement outline; private OutlinerElement outline;
protected TextInstruction(int color, Supplier<String> text, int duration) { public TextInstruction(TextWindowElement element, int duration) {
super(duration); super(duration);
this.element = element;
} }
public TextInstruction(int color, Supplier<String> text, int duration, Selection selection, boolean near) { public TextInstruction(TextWindowElement element, int duration, Selection selection) {
this(color, text, duration); this(element, duration);
element = new TextWindowElement(text).pointAt(selection.getCenter());
element.colored(color);
outline = new OutlinerElement(o -> selection.makeOutline(o) outline = new OutlinerElement(o -> selection.makeOutline(o)
.lineWidth(1 / 16f) .lineWidth(1 / 16f));
.colored(color));
if (near)
element.placeNearTarget();
} }
public TextInstruction(int color, Supplier<String> text, int duration, Vec3d position, boolean near) { @Override
this(color, text, duration); public void tick(PonderScene scene) {
element = new TextWindowElement(text).pointAt(position); super.tick(scene);
element.colored(color); if (outline != null)
if (near) outline.setColor(element.getColor());
element.placeNearTarget();
}
public TextInstruction(int color, Supplier<String> text, int duration, int y) {
this(color, text, duration);
element = new TextWindowElement(text).setY(y);
element.colored(color);
} }
@Override @Override

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