mirror of
https://github.com/Jozufozu/Flywheel.git
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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:
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0a1be94cbb
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59 changed files with 2134 additions and 920 deletions
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@ -157,7 +157,7 @@ afff479c0e5284771afa9e7ce513595fe65860ee assets/create/blockstates/gabbro_cobble
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a1f31a194129cfb65e335b3b96490f9275f9c564 assets/create/blockstates/gabbro_cobblestone_stairs.json
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a1f31a194129cfb65e335b3b96490f9275f9c564 assets/create/blockstates/gabbro_cobblestone_stairs.json
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a64d8d0924c0b5b192f355343dd9b3a440875f6a assets/create/blockstates/gabbro_cobblestone_wall.json
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a64d8d0924c0b5b192f355343dd9b3a440875f6a assets/create/blockstates/gabbro_cobblestone_wall.json
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a6b44e8a1c4ce0c7442b2384b41ad36dd133f19b assets/create/blockstates/gabbro_pillar.json
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a6b44e8a1c4ce0c7442b2384b41ad36dd133f19b assets/create/blockstates/gabbro_pillar.json
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2d7ffcb339b0a38b98935a382ac2a164866255b1 assets/create/blockstates/gantry_pinion.json
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23744450886af88ed468aecbbd7b8d7babcbbd6f assets/create/blockstates/gantry_carriage.json
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9fa39a44bba30c5ae8fa245b122a837c705462b4 assets/create/blockstates/gantry_shaft.json
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9fa39a44bba30c5ae8fa245b122a837c705462b4 assets/create/blockstates/gantry_shaft.json
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eca1f0e56efdadb241f42dc6ebb036f1d52213a9 assets/create/blockstates/gearbox.json
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eca1f0e56efdadb241f42dc6ebb036f1d52213a9 assets/create/blockstates/gearbox.json
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f34814b17cde3231a1dfb271f3dabf8d6de4fbf6 assets/create/blockstates/gearshift.json
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f34814b17cde3231a1dfb271f3dabf8d6de4fbf6 assets/create/blockstates/gearshift.json
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@ -400,20 +400,20 @@ a3a11524cd3515fc01d905767b4b7ea782adaf03 assets/create/blockstates/yellow_seat.j
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6801fa1f466f172700e573e5b8ee8ee5f9ca4583 assets/create/blockstates/yellow_valve_handle.json
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6801fa1f466f172700e573e5b8ee8ee5f9ca4583 assets/create/blockstates/yellow_valve_handle.json
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7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
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7f39521b211441f5c3e06d60c5978cebe16cacfb assets/create/blockstates/zinc_block.json
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b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
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b7181bcd8182b2f17088e5aa881f374c9c65470c assets/create/blockstates/zinc_ore.json
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e3f618c5b622d21880de858678d1802cbf65e615 assets/create/lang/en_ud.json
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2384c6457ecf24c7b38358179b8fa6eb93b9627a assets/create/lang/en_ud.json
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07eaea807200c157af29adbbc411d2a80b9cade5 assets/create/lang/en_us.json
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569b3aaadf1e5c5849692c4e918dc762edd9a316 assets/create/lang/en_us.json
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3f89caaa4c6ac34222ebd1d5577139c18a9aa6b8 assets/create/lang/unfinished/de_de.json
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70a747f3639180da9cba1b8747fb19dacb1e9619 assets/create/lang/unfinished/de_de.json
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591db95e6cd9e9f3f106ef4dc1f9ce475edee4df assets/create/lang/unfinished/es_es.json
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610b1e766bc338d38906a160908cdb79e0d3bc54 assets/create/lang/unfinished/es_es.json
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ee7da78e00b92e5fde92c8ad8b25627bb7f478c7 assets/create/lang/unfinished/es_mx.json
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8eff0c23695d3e8c26d1265a82324242a9762226 assets/create/lang/unfinished/es_mx.json
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3b604e06a29ddac65e71e4b853e88066496b3118 assets/create/lang/unfinished/fr_fr.json
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fb150f105517632023265602cfc3c948be932917 assets/create/lang/unfinished/fr_fr.json
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d50db792720189290b382537f2703d08feab7f52 assets/create/lang/unfinished/it_it.json
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09111dedc02d6803134a8276ec481abcaa0e00c7 assets/create/lang/unfinished/it_it.json
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2969a487f270d80969d69a5f76cef7e1b41c5c9e assets/create/lang/unfinished/ja_jp.json
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c1f6faed7efb6f224aec7563b0ac6b891bc780d4 assets/create/lang/unfinished/ja_jp.json
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5df95bcadb862b4522439ea66dc28a018771562b assets/create/lang/unfinished/ko_kr.json
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c6139e7280236adcd136d40a94cd1cb708d402c6 assets/create/lang/unfinished/ko_kr.json
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9f65db261fdda1c22691b5238a8327d7aabcb912 assets/create/lang/unfinished/nl_nl.json
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bb3fda881575df3ae26921edc3f4a3e2ecbc6ccd assets/create/lang/unfinished/nl_nl.json
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1864077ccca4c023e5bee33a3b1efe9ccdcaad28 assets/create/lang/unfinished/pt_br.json
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8915f0902e59c1bbfb2c16e43e2ce62b3d616e0d assets/create/lang/unfinished/pt_br.json
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1559765f5d8f1361e1a78680c60dd16ac5111259 assets/create/lang/unfinished/ru_ru.json
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ad8d2b7c8c7f3ac584218c33f86ba67c1873b7fc assets/create/lang/unfinished/ru_ru.json
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7b9680e0d83fdd4749418e54342fa567b4e2ea6b assets/create/lang/unfinished/zh_cn.json
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e549baab96828524fc4694355546c685859956d6 assets/create/lang/unfinished/zh_cn.json
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ea077d3e3141001ebe3fb2cda60276ac21647a1f assets/create/lang/unfinished/zh_tw.json
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2506abb1c796aad920e803a8e1427908c5b115c1 assets/create/lang/unfinished/zh_tw.json
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846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
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846200eb548d3bfa2e77b41039de159b4b6cfb45 assets/create/models/block/acacia_window.json
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1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
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1930fa3a3c98d53dd19e4ee7f55bc27fd47aa281 assets/create/models/block/acacia_window_pane_noside.json
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1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
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1763ea2c9b981d187f5031ba608f3d5d3be3986a assets/create/models/block/acacia_window_pane_noside_alt.json
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@ -1325,7 +1325,7 @@ b10971277417369f421324b28f0a4b47ce4c8625 assets/create/models/item/gabbro_bricks
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b3d7398dbc16c450928bd76b772c273382687447 assets/create/models/item/gabbro_cobblestone_stairs.json
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b3d7398dbc16c450928bd76b772c273382687447 assets/create/models/item/gabbro_cobblestone_stairs.json
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5680f24b43838cb6632bfcedba282a244bd24db0 assets/create/models/item/gabbro_cobblestone_wall.json
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5680f24b43838cb6632bfcedba282a244bd24db0 assets/create/models/item/gabbro_cobblestone_wall.json
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20950b692eecfccd77d96678bb3d909d51f6d787 assets/create/models/item/gabbro_pillar.json
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20950b692eecfccd77d96678bb3d909d51f6d787 assets/create/models/item/gabbro_pillar.json
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b10f1b188f2bf380628377bd42af2b8f8ffe5611 assets/create/models/item/gantry_pinion.json
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a642f570ec8223c066e542f062aff3b7f93e002b assets/create/models/item/gantry_carriage.json
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b4bfd5041b62f3a0a955fa4872d178b590614f22 assets/create/models/item/gantry_shaft.json
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b4bfd5041b62f3a0a955fa4872d178b590614f22 assets/create/models/item/gantry_shaft.json
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6ab0d17f3d02678ed992e188ff09f6b2c00b5b03 assets/create/models/item/gearbox.json
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6ab0d17f3d02678ed992e188ff09f6b2c00b5b03 assets/create/models/item/gearbox.json
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2fe29893d74c176ea35aed73a169c13dd4ddb2a8 assets/create/models/item/gearshift.json
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2fe29893d74c176ea35aed73a169c13dd4ddb2a8 assets/create/models/item/gearshift.json
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@ -1738,7 +1738,7 @@ b42213bffce4e51618e1bba481959208d247c120 data/create/advancements/recipes/create
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11d89eca0ccb0f1a8cd27acc9fc0c10d7bf83285 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_pipe.json
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11d89eca0ccb0f1a8cd27acc9fc0c10d7bf83285 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_pipe.json
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a2b33e972c7130cbf105f34d88dd7a9a53d5465c data/create/advancements/recipes/create.base/crafting/kinetics/fluid_tank.json
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a2b33e972c7130cbf105f34d88dd7a9a53d5465c data/create/advancements/recipes/create.base/crafting/kinetics/fluid_tank.json
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a91b11ae44d9b1f479c6dee1f1a4580104059287 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_valve.json
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a91b11ae44d9b1f479c6dee1f1a4580104059287 data/create/advancements/recipes/create.base/crafting/kinetics/fluid_valve.json
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e17c45fc17e1a8e1e618b6eae02fa0aba3247495 data/create/advancements/recipes/create.base/crafting/kinetics/gantry_pinion.json
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b2a73fc7e0e4e764c2af400a6e093c2d78d7d37d data/create/advancements/recipes/create.base/crafting/kinetics/gantry_carriage.json
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d1d2fc2f5c4e89393808c65e015917eabb50dffe data/create/advancements/recipes/create.base/crafting/kinetics/gantry_shaft.json
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d1d2fc2f5c4e89393808c65e015917eabb50dffe data/create/advancements/recipes/create.base/crafting/kinetics/gantry_shaft.json
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dae9e65a089955c0367dc1453e104c3153ebad79 data/create/advancements/recipes/create.base/crafting/kinetics/gearbox.json
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dae9e65a089955c0367dc1453e104c3153ebad79 data/create/advancements/recipes/create.base/crafting/kinetics/gearbox.json
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8f9819912605cb2499cb3e79ecb0e709b0e38c19 data/create/advancements/recipes/create.base/crafting/kinetics/gearboxfrom_conversion.json
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8f9819912605cb2499cb3e79ecb0e709b0e38c19 data/create/advancements/recipes/create.base/crafting/kinetics/gearboxfrom_conversion.json
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@ -2448,7 +2448,7 @@ e51893e1601c470da466b35b17251238e15d0361 data/create/loot_tables/blocks/gabbro_b
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54879fe6ca3b7271fbb94ec26bef1c3031942d4d data/create/loot_tables/blocks/gabbro_cobblestone_stairs.json
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54879fe6ca3b7271fbb94ec26bef1c3031942d4d data/create/loot_tables/blocks/gabbro_cobblestone_stairs.json
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ae19749df10663efc51b8b27af310164f250ed38 data/create/loot_tables/blocks/gabbro_cobblestone_wall.json
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ae19749df10663efc51b8b27af310164f250ed38 data/create/loot_tables/blocks/gabbro_cobblestone_wall.json
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e8d09c919e3b8125d7da0f38383c01bcfc61c7a8 data/create/loot_tables/blocks/gabbro_pillar.json
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e8d09c919e3b8125d7da0f38383c01bcfc61c7a8 data/create/loot_tables/blocks/gabbro_pillar.json
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04e42ba63002ed8ba67780123413f6ff3fb85b02 data/create/loot_tables/blocks/gantry_pinion.json
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0ea37ff1af6c6a884670cd12ff1d8fdf223519c5 data/create/loot_tables/blocks/gantry_carriage.json
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f2883656e417a78e5e4093002eb1e36ffa1157e9 data/create/loot_tables/blocks/gantry_shaft.json
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f2883656e417a78e5e4093002eb1e36ffa1157e9 data/create/loot_tables/blocks/gantry_shaft.json
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b0109b4a4f0f738cbbe6b5911e8c3c0310b76f99 data/create/loot_tables/blocks/gearbox.json
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b0109b4a4f0f738cbbe6b5911e8c3c0310b76f99 data/create/loot_tables/blocks/gearbox.json
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5f39461c5c9d3ad8d84195b06b9468fe2b0fb269 data/create/loot_tables/blocks/gearshift.json
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5f39461c5c9d3ad8d84195b06b9468fe2b0fb269 data/create/loot_tables/blocks/gearshift.json
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@ -2797,7 +2797,7 @@ f4ae37f736d06ccda5fbba7831a7a174ec916a05 data/create/recipes/crafting/kinetics/f
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86ad4d2820e8e2b01de8d977af7796119dfb7430 data/create/recipes/crafting/kinetics/fluid_tank.json
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86ad4d2820e8e2b01de8d977af7796119dfb7430 data/create/recipes/crafting/kinetics/fluid_tank.json
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3dad2a849796df268cd3a06ed37376f2cc529957 data/create/recipes/crafting/kinetics/fluid_valve.json
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3dad2a849796df268cd3a06ed37376f2cc529957 data/create/recipes/crafting/kinetics/fluid_valve.json
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84153bd478c0e63a04c77579d6595043f604b7ab data/create/recipes/crafting/kinetics/furnace_minecart_from_contraption_cart.json
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84153bd478c0e63a04c77579d6595043f604b7ab data/create/recipes/crafting/kinetics/furnace_minecart_from_contraption_cart.json
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5299a12e9272089e64073c8e151b70a5bc57b53c data/create/recipes/crafting/kinetics/gantry_pinion.json
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9e75756423b7f9372a2330a7140f80b1b87bd30e data/create/recipes/crafting/kinetics/gantry_carriage.json
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21095a156547d4a7d215964be793f1e960b81c09 data/create/recipes/crafting/kinetics/gantry_shaft.json
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5eb05cdf88bccdaddfe7ebfbd8b70d1196d422a6 data/create/recipes/crafting/kinetics/gearbox.json
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5eb05cdf88bccdaddfe7ebfbd8b70d1196d422a6 data/create/recipes/crafting/kinetics/gearbox.json
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b5da8c58f6b8aba525ae8a12ad906db37b78a566 data/create/recipes/crafting/kinetics/gearboxfrom_conversion.json
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{
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{
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"variants": {
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"variants": {
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"axis_along_first=false,facing=down": {
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"axis_along_first=false,facing=down": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"x": 270,
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"x": 270,
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"y": 90
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"y": 90
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},
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},
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"axis_along_first=true,facing=down": {
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"axis_along_first=true,facing=down": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"x": 270
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"x": 270
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},
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},
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"axis_along_first=false,facing=up": {
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"axis_along_first=false,facing=up": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"x": 90,
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"x": 90,
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"y": 90
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"y": 90
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},
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},
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"axis_along_first=true,facing=up": {
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"axis_along_first=true,facing=up": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"x": 90
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"x": 90
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},
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},
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"axis_along_first=false,facing=north": {
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"axis_along_first=false,facing=north": {
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"model": "create:block/gantry_pinion/vertical",
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"model": "create:block/gantry_carriage/vertical",
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"y": 180
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"y": 180
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},
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},
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"axis_along_first=true,facing=north": {
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"axis_along_first=true,facing=north": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"y": 180
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"y": 180
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},
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},
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"axis_along_first=false,facing=south": {
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"axis_along_first=false,facing=south": {
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"model": "create:block/gantry_pinion/vertical"
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"model": "create:block/gantry_carriage/vertical"
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},
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},
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"axis_along_first=true,facing=south": {
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"axis_along_first=true,facing=south": {
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"model": "create:block/gantry_pinion/horizontal"
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"model": "create:block/gantry_carriage/horizontal"
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},
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},
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"axis_along_first=false,facing=west": {
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"axis_along_first=false,facing=west": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"y": 90
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"y": 90
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},
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},
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"axis_along_first=true,facing=west": {
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"axis_along_first=true,facing=west": {
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"model": "create:block/gantry_pinion/vertical",
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"model": "create:block/gantry_carriage/vertical",
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"y": 90
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"y": 90
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},
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},
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"axis_along_first=false,facing=east": {
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"axis_along_first=false,facing=east": {
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"model": "create:block/gantry_pinion/horizontal",
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"model": "create:block/gantry_carriage/horizontal",
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"y": 270
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"y": 270
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},
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},
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"axis_along_first=true,facing=east": {
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"axis_along_first=true,facing=east": {
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"model": "create:block/gantry_pinion/vertical",
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"model": "create:block/gantry_carriage/vertical",
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"y": 270
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}
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}
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}
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}
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"block.create.gabbro_cobblestone_stairs": "s\u0279\u0131\u0250\u0287S \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
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"block.create.gabbro_cobblestone_stairs": "s\u0279\u0131\u0250\u0287S \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
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"block.create.gabbro_cobblestone_wall": "\u05DF\u05DF\u0250M \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
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"block.create.gabbro_cobblestone_wall": "\u05DF\u05DF\u0250M \u01DDuo\u0287s\u01DD\u05DFqqo\u0186 o\u0279qq\u0250\u2141",
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"block.create.gabbro_pillar": "\u0279\u0250\u05DF\u05DF\u0131\u0500 o\u0279qq\u0250\u2141",
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"block.create.gabbro_pillar": "\u0279\u0250\u05DF\u05DF\u0131\u0500 o\u0279qq\u0250\u2141",
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"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",
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -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!"
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,3 @@
|
||||||
|
{
|
||||||
|
"parent": "create:block/gantry_carriage/item"
|
||||||
|
}
|
|
@ -1,3 +0,0 @@
|
||||||
{
|
|
||||||
"parent": "create:block/gantry_pinion/item"
|
|
||||||
}
|
|
|
@ -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"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
|
@ -6,7 +6,7 @@
|
||||||
"entries": [
|
"entries": [
|
||||||
{
|
{
|
||||||
"type": "minecraft:item",
|
"type": "minecraft:item",
|
||||||
"name": "create:gantry_pinion"
|
"name": "create:gantry_carriage"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"conditions": [
|
"conditions": [
|
|
@ -20,6 +20,6 @@
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"result": {
|
"result": {
|
||||||
"item": "create:gantry_pinion"
|
"item": "create:gantry_carriage"
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -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"),
|
||||||
|
|
|
@ -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())
|
||||||
|
|
|
@ -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();
|
||||||
|
|
||||||
|
|
|
@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -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()
|
|
@ -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))
|
|
@ -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
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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() {
|
||||||
|
|
|
@ -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() {
|
||||||
|
|
|
@ -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),
|
||||||
|
|
||||||
;
|
;
|
||||||
|
|
||||||
|
|
|
@ -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("\\.", "");
|
||||||
|
|
|
@ -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())
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
@ -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) {
|
||||||
|
|
|
@ -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));
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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();
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -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));
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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();
|
||||||
|
|
|
@ -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) {
|
||||||
|
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -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);
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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
|
||||||
|
|
BIN
src/main/resources/ponder/gantry/direction.nbt
Normal file
BIN
src/main/resources/ponder/gantry/direction.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/gantry/intro.nbt
Normal file
BIN
src/main/resources/ponder/gantry/intro.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/gantry/redstone.nbt
Normal file
BIN
src/main/resources/ponder/gantry/redstone.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/gantry/subgantry.nbt
Normal file
BIN
src/main/resources/ponder/gantry/subgantry.nbt
Normal file
Binary file not shown.
Loading…
Reference in a new issue