321 lines
18 KiB
Plaintext
321 lines
18 KiB
Plaintext
# textdomain: basic_machines
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Unconfigured autocrafter=
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Autocrafter: '@1' (@2)=
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Unconfigured autocrafter: Place items for recipe top left. To operate place required items in bottom space (src inventory) and activate with signal. Obtain crafted item from top right (dst inventory).=
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Unconfigured autocrafter: Unknown recipe=
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Autocrafter=
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Unknown Item=
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Lifetime=
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Energy=
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Bounce=
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Punch.=
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Punchable=
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HP=
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Hurt=
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Solid=
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Texture=
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Scale=
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Visual=
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@nLifetime: [1, +∞[=
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Ball spawner help=
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Ball Spell=
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, and for the next blocks:=
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Values:@n@nTarget*: Direction of velocity@n x: [-@1, @2], y: [-@3, @4], z: [-@5, @6]@nSpeed: [-10, 10]@nEnergy: [-1, 1]@nBounce**: [0, 2]@nGravity: [0, 40]@nPunchable***: [0, 2]@nHp: [0, +∞[@nHurt: ]-∞, @7]@8@nSolid*: [0, 1]@nTexture: Texture name with extension, up to 512 characters@nScale*: [1, 1000]@nVisual*: "cube" or "sprite"@n@n*: Not available as individual Ball Spawner@n@n**: Set to 2, the ball bounces following y direction@9@n@n***: 0: not punchable, 1: only in protected area, 2: everywhere@n@nNote: Hold sneak while digging to get the Ball Spawner@n=
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Ball Spawner=
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Speed=
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Gravity=
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Clock Generator: Interference from nearby clock generator detected=
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Clock Generator (owned by @1): place machine to be activated on top=
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Clock Generator=
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Craft=
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Crafting: You need '@1' to craft '@2'=
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Crafting: '@1' (@2)=
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Constructor: to operate it insert materials, select item to make and click craft button=
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Constructor=
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Automate crafting=
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Spawn moving energy balls=
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Store energy, can power nearby machines=
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For making circuits that run non stop=
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Coal lump, contains 1 energy unit=
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Detect block, player, object, light level...=
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Organize your circuits better=
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Change gravity and more=
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Generate power crystals=
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Make dusts and grind materials=
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Activate machines by sending signal=
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Light in darkness=
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Universal digging, harvesting, teleporting, transporting machine=
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Energy block=
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Energy cell=
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Recycle old tools=
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Coal Lump=
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Interface between machines and mesecons=
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@1: Punch me one more time to remove me=
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Steel Door=
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Steel Trapdoor=
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Wood Charcoal=
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node=
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player=
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infotext=
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light=
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Detector. Right click/punch to set it up.=
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Inventory selection=
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AND=
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OR=
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Detection filter=
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Filter out=
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Detector: on=
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Detector: off=
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Detector=
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Show @1=
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Set=
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x=
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Position Name=
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scan=
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Delay=
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Add=
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view=
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DISTRIBUTOR: Position found at @1 (@2) - displaying mark 1=
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Distributor. Right click to set it up.=
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Distributor=
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Mode=
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surface=
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cave=
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space=
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Jump=
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Sneak=
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Sky=
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Right click to set it. Activate by signal.=
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Environment changer help=
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Settings: Speed@=@1 Jump@=@2 Gravity@=@3 Sneak@=@4 Sky@=@5=
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Error. Insert diamond in fuel inventory.=
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Values:@n@nTarget: Center position of the area to apply environment effects@n x: [-@1, @2], y: [-@3, @4], z: [-@5, @6]@nRadius: [0, @7]@nSpeed: [0, 1.2]@nJump: [0, 2]@nGravity: [0.1, 40]@nSneak: [0, 1]@nSky: -, surface, cave or space@n=
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Environment Changer=
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-=
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Radius=
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@nRecipes:@n=
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Grinding=
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In (@1): @2@nOut (@3): @4@n=
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In: @1@nOut (@2): @3@n=
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In (@1): @2@nOut: @3@n=
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In: @1@nOut: @2@n=
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Iron Dust (purity @1%)=
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Copper Dust (purity @1%)=
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Tin Dust (purity @1%)=
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Gold Dust (purity @1%)=
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Mese Dust (purity @1%)=
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Diamond Dust (purity @1%)=
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Silver Dust (purity @1%)=
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Mithril Dust (purity @1%)=
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Iron Extractor=
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Copper Extractor=
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Tin Extractor=
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Gold Extractor=
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Mese Extractor=
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Diamond Extractor=
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Silver Extractor=
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Mithril Extractor=
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Please insert valid materials=
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Recipe requires at least @1 of '@2' (@3)=
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Need at least @1 fuel to complete operation=
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Grinder: to operate it insert fuel, then insert item to grind or activate with signal=
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Grinder help=
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To upgrade grinder, put grinders in upgrade slot. Each upgrade adds ability to process additional materials.@n=
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Grinder=
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Toggle clock generator/keypad repeats=
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No clock set to @1=
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Player is expert basic_machines user: his machines work while not present on server, can spawn more than @1 balls at once=
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Machines and Components=
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dst=
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fuel=
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main=
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output=
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recipe=
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src=
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upgrade=
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Protection fail. Reset.=
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KEYPAD: Resetting. Punch again after @1s to activate.=
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Playing sound: '@1'=
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Playing sound: '@1', pitch: @2=
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Keypad operation: @1 cycle left=
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Keypad operation: @1 cycles left=
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Keypad. Right click to set it up or punch it. Set any password and text "@@" to work as keyboard.=
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Repeat=
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Password=
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Text=
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Keypad=
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Target=
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Overheat! Temperature: @1=
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help=
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OK=
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Deactivate after:=
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Light off=
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Light=
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DETECTOR=
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DISTRIBUTOR=
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KEYPAD=
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MOVER=
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Enter text:=
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Enter password:=
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@1: Punched position is protected. Aborting.=
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KEYPAD: You must be able to build to set up keypad.=
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MOVER: Now punch source1, source2, end position to set up mover.=
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KEYPAD: Now punch the target block.=
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DETECTOR: Now punch the source block.=
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@1: Aborting interactive setup.=
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MOVER: Punch closer to mover. Resetting.=
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MOVER: Punch something else. Aborting.=
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MOVER: Source1 position for mover set. Punch again to set source2 position.=
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MOVER: Source2 position for mover set. Punch again to set target position.=
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ELEVATOR: Activate to use.=
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MOVER: Elevator setup completed, upgrade level @1.=
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MOVER: Error while attempting to make an elevator. Need at least @1 of '@2' (@3) in upgrade (1 for every @4 distance).=
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MOVER: Punch closer to mover. Aborting.=
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MOVER: End position for mover set.=
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DISTRIBUTOR: Punch closer to distributor. Aborting.=
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DISTRIBUTOR: Target set.=
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KEYPAD: Punched position is protected. Aborting.=
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KEYPAD: Punch closer to keypad. Resetting.=
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Punch keypad to play sound.=
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Punch keypad to use it.=
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KEYPAD: Target set with coordinates @1, @2, @3.=
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DETECTOR: Punch closer to detector. Aborting.=
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DETECTOR: Now punch the target machine.=
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DETECTOR: Punch something else. Aborting.=
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DETECTOR: Setup complete.=
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MOVER: Position is protected. Aborting.=
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MOVER: Target coordinates must be between @1 and @2. For increased range, upgrade with corresponding item.=
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MOVER: All coordinates must be between @1 and @2. For increased range, set up positions by punching.=
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Mover block. Set up with source coordinates @1, @2, @3 -> @4, @5, @6 and target coordinates @7, @8, @9. Put charged battery next to it and start it with keypad.=
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MOVER: Battery found - displaying mark 1=
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MOVER: Please put battery nearby=
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Mover help=
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version @1@nSetup: For interactive setup punch the mover and follow chat instructions (hold sneak and punch a block to abort setup). Put the mover directly next to a battery. For advanced setup right click mover. Positions are defined by (x, y, z) coordinates. Mover itself is at coordinates (0, 0, 0).=
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@n@nModes of operation: normal (just teleport block), dig (digs and gives you resulted node - good for harvesting farms); by setting 'filter' only selected node is moved, drop (drops node on ground), object (teleportation of players and objects) - distance between source1/2 defines teleport radius; by setting 'filter' you can specify move time - [0.2, 20] - for non players.@nAfter changing from/to object mode, you need to reconfigure sources position.@nInventory mode can exchange items between node inventories. You need to select inventory name for source/target from the dropdown list on the right.@n@nAdvanced:@nYou can reverse start/end position by setting reverse nonzero. This is useful for placing stuff at many locations-planting. If you put reverse @= 2/3 in transport mode it will disable parallel transport but will still do reverse effect with 3. If you activate mover with OFF signal it will toggle reverse.=
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@n@nFuel consumption depends on blocks to be moved, distance and temperature. For example, stone or tree is harder to move than dirt, harvesting wheat is very cheap and and moving lava is very hard. High temperature increases fuel consumption while low temperature reduces it.@n@nUpgrade mover by moving mese blocks in upgrade inventory. Each mese block increases mover range by @1, fuel consumption is divided by number of mese blocks in upgrade. Max @2 blocks are used for upgrade.@n@nActivate mover by keypad/detector signal or mese signal through mesecon adapter (if mesecons mod).=
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DISTRIBUTOR: Position @1 is protected. Aborting.=
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DISTRIBUTOR: All coordinates must be between @1 and @2.=
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DISTRIBUTOR: Connected @1 targets.=
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Distributor help=
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Target: Coordinates (x, y, z) relative to the distributor.@n@nMode: -2@=only OFF, -1@=NOT input, 0/1@=input, 2@=only ON, output signal of the target.@n@nDelay: Adds delay to activations, in seconds. A negative delay activation is randomized with probability -delay/1000.=
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@n@nSetup: To select a target for activation, click "Set" button then click the target (hold sneak and punch a block to abort setup).@nYou can add more targets with "Add" button. To see where the target is click "Show" button next to it.@n4 numbers in each row represent (from left to right): first 3 numbers are target coordinates (x, y, z), last number (Mode) controls how signal is passed to target.@nFor example, to only pass OFF signal use -2, to only pass ON signal use 2, -1 negates the signal, 1 passes original signal, 0 blocks signal.@n"view" button toggles view of target names, in names view there is "scan" button which automatically scans for valid targets in a box defined by first and second target.@n@nAdvanced:@nYou can use the distributor as an event handler - it listens to events like interact attempts and chat around the distributor.@nYou need to place the distributor at a position (x, y, z), with coordinates of the form (20*i, 20*j+1, 20*k) for some integers i, j, k.@nRight click holding a distributor in the hand to show a suitable position.@nThen you need to configure first row of numbers in the distributor:@nBy putting 0 as Mode it will start to listen. First number x @= 0/1 controls if node listens to failed interact attempts around it, second number y @= -1/0/1 controls listening to chat (-1 additionally mutes chat)=
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DISTRIBUTOR: Punch the position to set target @1.=
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KEYPAD: Position is protected. Aborting.=
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KEYPAD: All coordinates must be between @1 and @2.=
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Punch keyboard to use it.=
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Punch keypad to use it. Password protected.=
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KEYPAD: Password too long.=
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(@1 sounds)=
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Sounds (@1):=
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Keypad help=
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Mode: 0@=IDLE, 1@=OFF, 2@=ON, 3@=TOGGLE, control the way how the target is activated.@n@nRepeat: Number to control how many times activation is repeated after initial punch.@n@nPassword: Enter password and press OK. Password will be encrypted. Next time you use keypad you will need to enter correct password to gain access.@n@nText: If set then text on target node will be changed. In case target is detector/mover, filter settings will be changed. Can be used for special operations.@n@nTarget: Coordinates (x, y, z) relative to the keypad. (0, 0, 0) is keypad itself, (0, 1, 0) is one node above, (0, -1, 0) one node below. X coordinate axes goes from east to west, Y from down to up, Z from south to north.=
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@n@nAdvanced:@nText replacement: Suppose keypad A is set with text "@@Some @@. text @@!" and there are blocks on top of keypad A with infotext '1' and '2'. Suppose we target B with A and activate A. Then text of keypad B will be set to "some 1. text 2!".@nWord extraction: Suppose similar setup but now keypad A is set with text "%1". Then upon activation text of keypad B will be set to 1.st word of infotext.=
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ACCESS DENIED. WRONG PASSWORD.=
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@n@nSetup: Right click or punch (left click) the keypad, then follow chat instructions (hold sneak and punch a block to abort setup).@n@nTo set text on other nodes (text shows when you look at node) just target the node and set nonempty text. Upon activation text will be set:@nWhen target node is keypad, its "text" field will be set.@nWhen target is detector/mover, its "filter" field will be set. To clear "filter" set text to "@@".@nWhen target is distributor, you can change i-th target of distributor mode with "<i> <mode>".@nWhen target is autocrafter, set i-th recipe with "<itemname> [<i>]". To clear the recipe set text to "@@".=
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@nWhen target is light, you can change the index value (a multiple of 8) with "i<index>".=
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@n@nKeyboard: To use keypad as keyboard for text input write "@@" in "text" field and set any password. Next time keypad is used it will work as text input device.@n@nDisplaying messages to nearby players (up to 5 blocks around keypad's target): Set text to "!text". Upon activation player will see "text" in their chat.@n@nPlaying sound to nearby players: set text to "$sound_name", optionally followed by a space and pitch value: 0.01 to 10. Can choose a sound with sounds menu.=
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ACCESS GRANTED=
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Operation aborted by user. Punch to activate.=
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DETECTOR: Position is protected. Aborting.=
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DETECTOR: All coordinates must be between @1 and @2.=
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Detector help=
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Setup: Right click or punch and follow chat instructions (hold sneak and punch a block to abort setup). With a detector you can detect nodes, objects, players, items inside inventories, nodes information and light levels. If detector activates it will trigger machine (on or off) at target position.@n@nThere are 6 modes of operation - node/player/object/inventory/infotext/light detection. Inside detection filter write node/player/object name or infotext/light level. If you detect node/player/object you can specify a range of detection. If you want detector to activate target precisely when its not triggered set output signal to 1.@n@nFor example, to detect empty space write air, to detect tree write default:tree, to detect ripe wheat write farming:wheat_8, for flowing water write default:water_flowing... If mode is inventory it will check for items in specified inventory of source node like a chest.@n@nAdvanced:@nIn inventory (must set a filter)/node detection mode, you can specify a second source and select AND/OR from the right top dropdown list to do logical operations.@nYou can also filter output signal in any modes:@n-2@=only OFF, -1@=NOT, 0/1@=normal, 2@=only ON, 3@=only if changed, 4@=if target is keypad set its text to detected object name.=
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MOVER: Wrong filter - must be the name of an existing block=
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Mesecon Adapter: place machine to be activated on top=
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Mesecon Adapter=
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This will move blocks as they are - without change@nUpgrade with movers to process additional blocks=
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This will transform blocks as if player dug them@nUpgrade with movers to process additional blocks=
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This will take block/item out of chest (you need to set filter) and will drop it=
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Make TELEPORTER/ELEVATOR:@n This will move any object inside a sphere (with center source1 and radius defined by distance between source1/source2) to target position@n For ELEVATOR, teleport origin/destination need to be placed exactly in same coordinate line with the mover, and you need to upgrade with 1 of '@1' (@2) for every @3 height difference=
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This will move items from inventory of any block at source position to any inventory of block at target position=
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This will move all blocks at source area to new area starting at target position@nThis mode preserves all inventories and other metadata@nMake chest items transport: define the filter with the needed type of chest=
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normal=
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dig=
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drop=
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transport=
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Mode of operation=
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Where to move=
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description=
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Filter=
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Source inventory=
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Target inventory=
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Now=
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Show=
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Input area - mover will dig here=
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Target position - mover will move to here=
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Reverse source and target (0/1/2/3)=
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Toggle mover introduction=
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Mover introduction disabled=
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Mover introduction enabled=
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Mover block. Set it up by punching or right click. Activated by signal.=
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Mover introduction=
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This machine can move anything. General idea is the following:@n@nFirst you need to define rectangle box work area (larger area, where it takes from, defined by source1/source2 which appear as two number 1 boxes) and target position (where it puts, marked by one number 2 box) by punching mover then following chat instructions exactly.@n@nCheck why it doesn't work: 1. did you click OK in mover after changing setting 2. does it have battery, 3. does battery have enough fuel 4. did you set filter for taking out of chest ?@n@nImportant: Please read the help button inside machine before first use.=
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MOVER: Must reconfigure sources position.=
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Mover block. Protection fail.=
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MOVER: Elevator error. Target must be properly aligned and/or need at least @1 of '@2' (@3) in upgrade (1 for every @4 distance).=
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MOVER: Elevator error. Need at least @1 of '@2' (@3) in upgrade (1 for every @4 distance).=
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Can not find nearby battery to connect to!=
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Mover block. Energy @1, needed energy @2. Put nonempty battery next to mover.=
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Mover block refueled. Fuel status @1.=
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Mover block. Temperature: @1, Fuel: @2.=
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MOVER: Filter defined with unknown node (@1) at @2, @3, @4.=
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MOVER: Wrong filter (@1) at @2, @3, @4.=
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MOVER: Filter too long.=
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KEYPAD: Text too long.=
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"@1"=
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DETECTOR: Detection filter too long.=
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Mover=
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object=
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inventory=
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Source1=
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Source2=
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Mode selection=
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Upgrade=
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Select recipe:=
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At least @1 of '@2' (@3) required=
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Fuel status @1, recycling '@2' (@3)=
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Recycler: Put one item in 'In' (src) and obtain 75% of raw materials in 'Out' (dst). To operate it insert fuel, then insert item to recycle or activate with signal.=
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Recycler=
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Fuel=
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In=
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Out=
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Please insert fuel=
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Added fuel furnace burn time @1, fuel status @2=
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Fuel status @1=
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Allow player to move in exclusion zone=
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Exclusion zone alert, current position: @1. Teleporting to @2.=
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WARNING: you entered DEADLY RADIATION ZONE=
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WARNING: in space you must stay close to protected areas=
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Enable breathing in space=
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Power: @1=
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Capacity: @1=
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Recharge problem: capacity @1, needed @2=
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Furnace needs at least 1 energy=
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(R) Energy: @1 / @2=
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Energy: @1 / @2=
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Power draw required: @1, maximum power output @2. Please upgrade battery.=
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Used fuel provides too little power for current power draw @1=
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Battery - stores energy, generates energy from fuel, can power nearby machines, or accelerate/run furnace above it=
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Battery help=
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Battery provides power to machines or furnace. It can either use power crystals or convert ordinary furnace fuels into energy. 1 coal lump gives 1 energy.@n@nUpgrade with diamond blocks for more available power output or with mese blocks for more power storage capacity.=
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initialize=
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high=
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medium=
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low=
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Power Crystals=
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Power: @1 (@2)=
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Generator - not enough energy to operate=
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Error: max upgrade is @1=
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High upgrade: power rod=
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Medium upgrade: power block=
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Low upgrade: power cell=
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Generator: Interference from nearby generator detected=
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Generator - generates power crystals that provide power, upgrade with up to @1 generators=
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Generator help=
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Generator slowly produces power crystals. Those can be used to recharge batteries and come in 3 flavours:@n@nLow (0-4), medium (5-19) and high level (20+). Upgrading the generator (upgrade with generators) will increase the rate at which the crystals are produced.@n@nYou can automate the process of battery recharging by using mover in inventory mode, taking from inventory "fuel".=
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Power Rod=
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Battery=
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Generator=
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Power Block=
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Power Cell= |