{
  "advancement.create.andesite_alloy": "Sturdier Rocks",
  "advancement.create.andesite_alloy.desc": "Obtain some Andesite Alloy, Create's most important resource",
  "advancement.create.andesite_casing": "The Andesite Age",
  "advancement.create.andesite_casing.desc": "Apply Andesite Alloy to stripped wood, creating a basic casing for your machines",
  "advancement.create.anvil_plough": "Blacksmith Artillery",
  "advancement.create.anvil_plough.desc": "Launch an Anvil with Mechanical Ploughs",
  "advancement.create.arm_blaze_burner": "Combust-o-Tron",
  "advancement.create.arm_blaze_burner.desc": "Instruct a Mechanical Arm to feed your Blaze Burner",
  "advancement.create.arm_many_targets": "Organize-o-Tron",
  "advancement.create.arm_many_targets.desc": "Program a Mechanical Arm with 10 or more output locations",
  "advancement.create.backtank": "Pressure to Go",
  "advancement.create.backtank.desc": "Create a Copper Backtank and make it accumulate air pressure",
  "advancement.create.belt": "Kelp Drive",
  "advancement.create.belt.desc": "Connect two Shafts with a Mechanical Belt",
  "advancement.create.belt_funnel_kiss": "The Parrots and the Flaps",
  "advancement.create.belt_funnel_kiss.desc": "Make two Belt-mounted Funnels kiss\n§7(Hidden Advancement)",
  "advancement.create.brass": "Real Alloys",
  "advancement.create.brass.desc": "Create Brass Ingots by alloying Copper and Zinc Ingots in your Blaze-heated Mechanical Mixer",
  "advancement.create.brass_casing": "The Brass Age",
  "advancement.create.brass_casing.desc": "Apply Brass Ingots to stripped wood, creating a casing for more sophisticated machines",
  "advancement.create.burner": "Sentient Fireplace",
  "advancement.create.burner.desc": "Obtain a Blaze Burner",
  "advancement.create.cart_pickup": "Strong Arms",
  "advancement.create.cart_pickup.desc": "Pick up a Minecart Contraption with at least 200 attached blocks",
  "advancement.create.chained_drain": "On a Roll",
  "advancement.create.chained_drain.desc": "Watch an item move across a row of Item Drains\n§7(Hidden Advancement)",
  "advancement.create.chocolate_bucket": "A World of Imagination",
  "advancement.create.chocolate_bucket.desc": "Obtain a bucket of molten chocolate",
  "advancement.create.chute": "Vertical Logistics",
  "advancement.create.chute.desc": "Transport some items by Chute",
  "advancement.create.clockwork_bearing": "Contraption O'Clock",
  "advancement.create.clockwork_bearing.desc": "Assemble a structure mounted on a Clockwork Bearing",
  "advancement.create.compacting": "Compactification",
  "advancement.create.compacting.desc": "Use a Mechanical Press and a Basin to create fewer items from more",
  "advancement.create.conductor": "Conductor Instructor",
  "advancement.create.conductor.desc": "Instruct a Train driver with a Train Schedule",
  "advancement.create.contraption_actors": "Moving with Purpose",
  "advancement.create.contraption_actors.desc": "Create a Contraption with drills, saws, or harvesters on board",
  "advancement.create.copper": "Cuprum Bokum",
  "advancement.create.copper.desc": "Amass some Copper Ingots for your exploits in fluid manipulation",
  "advancement.create.copper_casing": "The Copper Age",
  "advancement.create.copper_casing.desc": "Apply Copper Ingots to stripped wood, creating a waterproof casing for your machines",
  "advancement.create.crafter_lazy_000": "Desperate Measures",
  "advancement.create.crafter_lazy_000.desc": "Drastically slow down a Mechanical Crafter to procrastinate on proper infrastructure\n§7(Hidden Advancement)",
  "advancement.create.cross_streams": "Don't Cross the Streams!",
  "advancement.create.cross_streams.desc": "Watch two fluids meet in your pipe network\n§7(Hidden Advancement)",
  "advancement.create.crusher_maxed_0000": "Crushing It",
  "advancement.create.crusher_maxed_0000.desc": "Operate a pair of Crushing Wheels at maximum speed",
  "advancement.create.crushing_wheel": "A Pair of Giants",
  "advancement.create.crushing_wheel.desc": "Place and power a set of Crushing Wheels",
  "advancement.create.cuckoo_clock": "Is It Time?",
  "advancement.create.cuckoo_clock.desc": "Witness your Cuckoo Clock announce bedtime",
  "advancement.create.deployer": "Artificial Intelligence",
  "advancement.create.deployer.desc": "Place and power a Deployer, the perfect reflection of yourself",
  "advancement.create.display_board_0": "Dynamic Timetables",
  "advancement.create.display_board_0.desc": "Forecast a Train's arrival on your Display Board with the help of Display Links",
  "advancement.create.display_link": "Big Data",
  "advancement.create.display_link.desc": "Use a Display Link to visualise information",
  "advancement.create.diving_suit": "Ready for the Depths",
  "advancement.create.diving_suit.desc": "Equip a Diving Helmet and a Copper Backtank, then jump into water",
  "advancement.create.diving_suit_lava": "Swimming with the Striders",
  "advancement.create.diving_suit_lava.desc": "Attempt to take a dive in lava with your netherite diving gear",
  "advancement.create.drain": "Tumble Draining",
  "advancement.create.drain.desc": "Watch a fluid-containing item be emptied by an Item Drain",
  "advancement.create.ejector_maxed": "Springboard Champion",
  "advancement.create.ejector_maxed.desc": "Get launched more than 30 blocks by a Weighted Ejector",
  "advancement.create.encased_fan": "Wind Maker",
  "advancement.create.encased_fan.desc": "Place and power an Encased Fan",
  "advancement.create.extendo_grip": "Boioioing!",
  "advancement.create.extendo_grip.desc": "Get hold of an Extendo Grip",
  "advancement.create.extendo_grip_dual": "To Full Extent",
  "advancement.create.extendo_grip_dual.desc": "Dual-wield Extendo Grips for superhuman reach\n§7(Hidden Advancement)",
  "advancement.create.fan_processing": "Processing by Particle",
  "advancement.create.fan_processing.desc": "Use an Encased Fan to process materials",
  "advancement.create.fist_bump": "Pound It, Bro!",
  "advancement.create.fist_bump.desc": "Make two Deployers fist-bump\n§7(Hidden Advancement)",
  "advancement.create.foods": "Balanced Diet",
  "advancement.create.foods.desc": "Create Chocolate Glazed Berries, a Honeyed Apple, and a Sweet Roll all from the same Spout",
  "advancement.create.funnel": "Airport Aesthetic",
  "advancement.create.funnel.desc": "Extract or insert items into a container using a Funnel",
  "advancement.create.glass_pipe": "Flow Discovery",
  "advancement.create.glass_pipe.desc": "Use your Wrench on a pipe that contains a fluid",
  "advancement.create.hand_crank_000": "Workout Session",
  "advancement.create.hand_crank_000.desc": "Use a Hand Crank until fully exhausted\n§7(Hidden Advancement)",
  "advancement.create.haunted_bell": "Shadow Sense",
  "advancement.create.haunted_bell.desc": "Toll a Haunted Bell",
  "advancement.create.honey_drain": "Autonomous Bee-Keeping",
  "advancement.create.honey_drain.desc": "Use pipes to pull honey from a Bee Nest or Beehive",
  "advancement.create.hose_pulley": "Industrial Spillage",
  "advancement.create.hose_pulley.desc": "Lower a Hose Pulley and watch it drain or fill a body of fluid",
  "advancement.create.hose_pulley_lava": "Tapping the Mantle",
  "advancement.create.hose_pulley_lava.desc": "Pump from a body of lava large enough to be considered infinite",
  "advancement.create.lava_wheel_00000": "Magma Wheel",
  "advancement.create.lava_wheel_00000.desc": "This shouldn't have worked\n§7(Hidden Advancement)",
  "advancement.create.linked_controller": "Remote Activation",
  "advancement.create.linked_controller.desc": "Activate a Redstone Link using a Linked Controller",
  "advancement.create.long_train": "Ambitious Endeavours",
  "advancement.create.long_train.desc": "Create a Train with at least 6 carriages",
  "advancement.create.long_travel": "Field Trip",
  "advancement.create.long_travel.desc": "Leave a Train Seat over 5000 blocks away from where you started travelling",
  "advancement.create.mechanical_arm": "Busy Hands",
  "advancement.create.mechanical_arm.desc": "Watch your Mechanical Arm transport its first item",
  "advancement.create.mechanical_crafter": "Automated Assembly",
  "advancement.create.mechanical_crafter.desc": "Place and power some Mechanical Crafters",
  "advancement.create.mechanical_mixer": "Mixing It Up",
  "advancement.create.mechanical_mixer.desc": "Combine ingredients in a Mechanical Mixer",
  "advancement.create.mechanical_press": "Bonk!",
  "advancement.create.mechanical_press.desc": "Create some sheets in a Mechanical Press",
  "advancement.create.mechanical_pump_0": "Under Pressure",
  "advancement.create.mechanical_pump_0.desc": "Place and power a Mechanical Pump",
  "advancement.create.millstone": "Embrace the Grind",
  "advancement.create.millstone.desc": "Use a Millstone to pulverise materials",
  "advancement.create.musical_arm": "DJ Mechanico",
  "advancement.create.musical_arm.desc": "Watch a Mechanical Arm operate your Jukebox\n§7(Hidden Advancement)",
  "advancement.create.pipe_organ": "The Pipe Organ",
  "advancement.create.pipe_organ.desc": "Attach 12 uniquely pitched Steam Whistles to a single Fluid Tank\n§7(Hidden Advancement)",
  "advancement.create.portable_storage_interface": "Drive-By Exchange",
  "advancement.create.portable_storage_interface.desc": "Use a Portable Storage Interface to take or insert items into a Contraption",
  "advancement.create.potato_cannon": "Fwoomp!",
  "advancement.create.potato_cannon.desc": "Defeat an enemy with your Potato Cannon",
  "advancement.create.potato_cannon_collide": "Veggie Fireworks",
  "advancement.create.potato_cannon_collide.desc": "Cause Potato Cannon projectiles of different types to collide with each other",
  "advancement.create.precision_mechanism": "Complex Curiosities",
  "advancement.create.precision_mechanism.desc": "Assemble a Precision Mechanism",
  "advancement.create.pulley_maxed": "Rope to Nowhere",
  "advancement.create.pulley_maxed.desc": "Extend a Rope Pulley over 200 blocks deep",
  "advancement.create.red_signal": "Expert Driver",
  "advancement.create.red_signal.desc": "Run a red Train Signal\n§7(Hidden Advancement)",
  "advancement.create.root": "Welcome to Create",
  "advancement.create.root.desc": "Here Be Contraptions",
  "advancement.create.rose_quartz": "Pink Diamonds",
  "advancement.create.rose_quartz.desc": "Polish some Rose Quartz",
  "advancement.create.saw_processing": "Workshop's Most Feared",
  "advancement.create.saw_processing.desc": "Use an upright Mechanical Saw to process materials",
  "advancement.create.self_deploying": "Self-Driving Cart",
  "advancement.create.self_deploying.desc": "Create a Minecart Contraption that places tracks in front of itself",
  "advancement.create.shifting_gears": "Shifting Gears",
  "advancement.create.shifting_gears.desc": "Connect a Large Cogwheel to a Small Cogwheel, allowing you to change the speed of your Contraption",
  "advancement.create.speed_controller": "Engineers hate this simple trick!",
  "advancement.create.speed_controller.desc": "Fine-tune your Contraption with a Rotation Speed Controller",
  "advancement.create.spout": "Sploosh",
  "advancement.create.spout.desc": "Watch a fluid-containing item be filled by a Spout",
  "advancement.create.steam_engine": "The Powerhouse",
  "advancement.create.steam_engine.desc": "Use a Steam Engine to generate torque",
  "advancement.create.steam_engine_maxed": "Full Steam",
  "advancement.create.steam_engine_maxed.desc": "Run a boiler at the maximum level of power",
  "advancement.create.steam_whistle": "Voice of an Angel",
  "advancement.create.steam_whistle.desc": "Activate a Steam Whistle",
  "advancement.create.stressometer": "Stress for Nerds",
  "advancement.create.stressometer.desc": "Get an exact readout with the help of Engineer's Goggles and a Stressometer",
  "advancement.create.stressometer_maxed": "Perfectly Stressed",
  "advancement.create.stressometer_maxed.desc": "Get a 100% readout from a Stressometer\n§7(Hidden Advancement)",
  "advancement.create.sturdy_sheet": "The Sturdiest Rocks",
  "advancement.create.sturdy_sheet.desc": "Assemble a Sturdy Sheet by refining Powdered Obsidian",
  "advancement.create.super_glue": "Area of Connect",
  "advancement.create.super_glue.desc": "Super Glue some blocks into a group",
  "advancement.create.track_0": "A New Gauge",
  "advancement.create.track_0.desc": "Obtain some Train Tracks",
  "advancement.create.track_crafting_factory": "Track Factory",
  "advancement.create.track_crafting_factory.desc": "Produce more than 1000 Train Tracks with the same Mechanical Press",
  "advancement.create.track_signal": "Traffic Control",
  "advancement.create.track_signal.desc": "Place a Train Signal",
  "advancement.create.train": "All Aboard!",
  "advancement.create.train.desc": "Assemble your first Train",
  "advancement.create.train_casing_00": "The Logistical Age",
  "advancement.create.train_casing_00.desc": "Use Sturdy Sheets to create a casing for railway components",
  "advancement.create.train_crash": "Terrible Service",
  "advancement.create.train_crash.desc": "Witness a Train crash as a passenger\n§7(Hidden Advancement)",
  "advancement.create.train_crash_backwards": "Blind Spot",
  "advancement.create.train_crash_backwards.desc": "Crash into another Train while driving backwards\n§7(Hidden Advancement)",
  "advancement.create.train_portal": "Dimensional Commuter",
  "advancement.create.train_portal.desc": "Ride a Train through a portal",
  "advancement.create.train_roadkill": "Road Kill",
  "advancement.create.train_roadkill.desc": "Run over an enemy with your Train\n§7(Hidden Advancement)",
  "advancement.create.train_whistle": "Choo Choo!",
  "advancement.create.train_whistle.desc": "Assemble a Steam Whistle to your Train and activate it while driving",
  "advancement.create.water_supply": "Puddle Collector",
  "advancement.create.water_supply.desc": "Use the pulling end of a Fluid Pipe or Mechanical Pump to collect water",
  "advancement.create.water_wheel": "Harnessed Hydraulics",
  "advancement.create.water_wheel.desc": "Place a Water Wheel and use it to generate torque",
  "advancement.create.windmill": "A Mild Breeze",
  "advancement.create.windmill.desc": "Assemble a windmill and use it to generate torque",
  "advancement.create.windmill_maxed": "A Strong Breeze",
  "advancement.create.windmill_maxed.desc": "Assemble a windmill of maximum strength",
  "advancement.create.wrench_goggles": "Kitted Out",
  "advancement.create.wrench_goggles.desc": "Equip Engineer's Goggles and a Wrench",
  "block.create.acacia_window": "Acacia Window",
  "block.create.acacia_window_pane": "Acacia Window Pane",
  "block.create.adjustable_chain_gearshift": "Adjustable Chain Gearshift",
  "block.create.analog_lever": "Analog Lever",
  "block.create.andesite_alloy_block": "Block of Andesite Alloy",
  "block.create.andesite_bars": "Andesite Bars",
  "block.create.andesite_belt_funnel": "Andesite Belt Funnel",
  "block.create.andesite_casing": "Andesite Casing",
  "block.create.andesite_door": "Andesite Door",
  "block.create.andesite_encased_cogwheel": "Andesite Encased Cogwheel",
  "block.create.andesite_encased_large_cogwheel": "Andesite Encased Large Cogwheel",
  "block.create.andesite_encased_shaft": "Andesite Encased Shaft",
  "block.create.andesite_funnel": "Andesite Funnel",
  "block.create.andesite_ladder": "Andesite Ladder",
  "block.create.andesite_pillar": "Andesite Pillar",
  "block.create.andesite_scaffolding": "Andesite Scaffolding",
  "block.create.andesite_tunnel": "Andesite Tunnel",
  "block.create.asurine": "Asurine",
  "block.create.asurine_pillar": "Asurine Pillar",
  "block.create.basin": "Basin",
  "block.create.belt": "Belt",
  "block.create.birch_window": "Birch Window",
  "block.create.birch_window_pane": "Birch Window Pane",
  "block.create.black_nixie_tube": "Black Nixie Tube",
  "block.create.black_sail": "Black Sail",
  "block.create.black_seat": "Black Seat",
  "block.create.black_toolbox": "Black Toolbox",
  "block.create.black_valve_handle": "Black Valve Handle",
  "block.create.blaze_burner": "Blaze Burner",
  "block.create.blue_nixie_tube": "Blue Nixie Tube",
  "block.create.blue_sail": "Blue Sail",
  "block.create.blue_seat": "Blue Seat",
  "block.create.blue_toolbox": "Blue Toolbox",
  "block.create.blue_valve_handle": "Blue Valve Handle",
  "block.create.brass_bars": "Brass Bars",
  "block.create.brass_belt_funnel": "Brass Belt Funnel",
  "block.create.brass_block": "Block of Brass",
  "block.create.brass_casing": "Brass Casing",
  "block.create.brass_door": "Brass Door",
  "block.create.brass_encased_cogwheel": "Brass Encased Cogwheel",
  "block.create.brass_encased_large_cogwheel": "Brass Encased Large Cogwheel",
  "block.create.brass_encased_shaft": "Brass Encased Shaft",
  "block.create.brass_funnel": "Brass Funnel",
  "block.create.brass_ladder": "Brass Ladder",
  "block.create.brass_scaffolding": "Brass Scaffolding",
  "block.create.brass_tunnel": "Brass Tunnel",
  "block.create.brown_nixie_tube": "Brown Nixie Tube",
  "block.create.brown_sail": "Brown Sail",
  "block.create.brown_seat": "Brown Seat",
  "block.create.brown_toolbox": "Brown Toolbox",
  "block.create.brown_valve_handle": "Brown Valve Handle",
  "block.create.calcite_pillar": "Calcite Pillar",
  "block.create.cart_assembler": "Cart Assembler",
  "block.create.chocolate": "Chocolate",
  "block.create.chute": "Chute",
  "block.create.clipboard": "Clipboard",
  "block.create.clipboard.tooltip.behaviour1": "Opens the _Interface_. _Sneak-Click_ to _place_ it on a surface.",
  "block.create.clipboard.tooltip.behaviour2": "Some blocks' _settings_, such as filters, can be _copied (R-Click)_ and _applied (L-Click)_ elsewhere.",
  "block.create.clipboard.tooltip.condition1": "When R-Clicked",
  "block.create.clipboard.tooltip.condition2": "When Used on Blocks",
  "block.create.clipboard.tooltip.summary": "_Keeps your notes_ and makes you look more professional.",
  "block.create.clockwork_bearing": "Clockwork Bearing",
  "block.create.clutch": "Clutch",
  "block.create.cogwheel": "Cogwheel",
  "block.create.content_observer": "Smart Observer",
  "block.create.contraption_controls": "Contraption Controls",
  "block.create.controller_rail": "Controller Rail",
  "block.create.controller_rail.tooltip.summary": "A _uni-directional_ powered rail with _variable speed_, controlled by the _signal strength_ supplied to it.",
  "block.create.controls": "Train Controls",
  "block.create.copper_backtank": "Copper Backtank",
  "block.create.copper_bars": "Copper Bars",
  "block.create.copper_casing": "Copper Casing",
  "block.create.copper_door": "Copper Door",
  "block.create.copper_ladder": "Copper Ladder",
  "block.create.copper_scaffolding": "Copper Scaffolding",
  "block.create.copper_shingle_slab": "Copper Shingle Slab",
  "block.create.copper_shingle_stairs": "Copper Shingle Stairs",
  "block.create.copper_shingles": "Copper Shingles",
  "block.create.copper_tile_slab": "Copper Tile Slab",
  "block.create.copper_tile_stairs": "Copper Tile Stairs",
  "block.create.copper_tiles": "Copper Tiles",
  "block.create.copper_valve_handle": "Copper Valve Handle",
  "block.create.copycat_bars": "Copycat Bars",
  "block.create.copycat_base": "Copycat Base",
  "block.create.copycat_panel": "Copycat Panel",
  "block.create.copycat_panel.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
  "block.create.copycat_panel.tooltip.condition1": "When R-Clicked",
  "block.create.copycat_panel.tooltip.summary": "_Converts_ any _full block_ into a decorative panel. Also accepts _Bars_ and _Trapdoors_.",
  "block.create.copycat_step": "Copycat Step",
  "block.create.copycat_step.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
  "block.create.copycat_step.tooltip.condition1": "When R-Clicked",
  "block.create.copycat_step.tooltip.summary": "_Converts_ any _full block_ into a decorative step.",
  "block.create.creative_crate": "Creative Crate",
  "block.create.creative_crate.tooltip.behaviour1": "Anything _extracting_ from this container will provide an _endless supply_ of the item specified. Items _inserted_ into this crate will be _voided._",
  "block.create.creative_crate.tooltip.behaviour2": "Provides any material required by the Schematic.",
  "block.create.creative_crate.tooltip.condition1": "When Item in Filter Slot",
  "block.create.creative_crate.tooltip.condition2": "When next to Schematicannon",
  "block.create.creative_crate.tooltip.summary": "This _Storage Container_ allows infinite replication of items.",
  "block.create.creative_fluid_tank": "Creative Fluid Tank",
  "block.create.creative_motor": "Creative Motor",
  "block.create.crimsite": "Crimsite",
  "block.create.crimsite_pillar": "Crimsite Pillar",
  "block.create.crimson_window": "Crimson Window",
  "block.create.crimson_window_pane": "Crimson Window Pane",
  "block.create.crushing_wheel": "Crushing Wheel",
  "block.create.crushing_wheel_controller": "Crushing Wheel Controller",
  "block.create.cuckoo_clock": "Cuckoo Clock",
  "block.create.cuckoo_clock.tooltip.behaviour1": "Shows the _current time_ and plays a tune twice a day. _Activates_ once at _noon_ and at dusk, as soon as _players can sleep_.",
  "block.create.cuckoo_clock.tooltip.condition1": "When Powered by Kinetics",
  "block.create.cuckoo_clock.tooltip.summary": "Fine craftsmanship for _decorating_ a space and _keeping track of time_.",
  "block.create.cut_andesite": "Cut Andesite",
  "block.create.cut_andesite_brick_slab": "Cut Andesite Brick Slab",
  "block.create.cut_andesite_brick_stairs": "Cut Andesite Brick Stairs",
  "block.create.cut_andesite_brick_wall": "Cut Andesite Brick Wall",
  "block.create.cut_andesite_bricks": "Cut Andesite Bricks",
  "block.create.cut_andesite_slab": "Cut Andesite Slab",
  "block.create.cut_andesite_stairs": "Cut Andesite Stairs",
  "block.create.cut_andesite_wall": "Cut Andesite Wall",
  "block.create.cut_asurine": "Cut Asurine",
  "block.create.cut_asurine_brick_slab": "Cut Asurine Brick Slab",
  "block.create.cut_asurine_brick_stairs": "Cut Asurine Brick Stairs",
  "block.create.cut_asurine_brick_wall": "Cut Asurine Brick Wall",
  "block.create.cut_asurine_bricks": "Cut Asurine Bricks",
  "block.create.cut_asurine_slab": "Cut Asurine Slab",
  "block.create.cut_asurine_stairs": "Cut Asurine Stairs",
  "block.create.cut_asurine_wall": "Cut Asurine Wall",
  "block.create.cut_calcite": "Cut Calcite",
  "block.create.cut_calcite_brick_slab": "Cut Calcite Brick Slab",
  "block.create.cut_calcite_brick_stairs": "Cut Calcite Brick Stairs",
  "block.create.cut_calcite_brick_wall": "Cut Calcite Brick Wall",
  "block.create.cut_calcite_bricks": "Cut Calcite Bricks",
  "block.create.cut_calcite_slab": "Cut Calcite Slab",
  "block.create.cut_calcite_stairs": "Cut Calcite Stairs",
  "block.create.cut_calcite_wall": "Cut Calcite Wall",
  "block.create.cut_crimsite": "Cut Crimsite",
  "block.create.cut_crimsite_brick_slab": "Cut Crimsite Brick Slab",
  "block.create.cut_crimsite_brick_stairs": "Cut Crimsite Brick Stairs",
  "block.create.cut_crimsite_brick_wall": "Cut Crimsite Brick Wall",
  "block.create.cut_crimsite_bricks": "Cut Crimsite Bricks",
  "block.create.cut_crimsite_slab": "Cut Crimsite Slab",
  "block.create.cut_crimsite_stairs": "Cut Crimsite Stairs",
  "block.create.cut_crimsite_wall": "Cut Crimsite Wall",
  "block.create.cut_deepslate": "Cut Deepslate",
  "block.create.cut_deepslate_brick_slab": "Cut Deepslate Brick Slab",
  "block.create.cut_deepslate_brick_stairs": "Cut Deepslate Brick Stairs",
  "block.create.cut_deepslate_brick_wall": "Cut Deepslate Brick Wall",
  "block.create.cut_deepslate_bricks": "Cut Deepslate Bricks",
  "block.create.cut_deepslate_slab": "Cut Deepslate Slab",
  "block.create.cut_deepslate_stairs": "Cut Deepslate Stairs",
  "block.create.cut_deepslate_wall": "Cut Deepslate Wall",
  "block.create.cut_diorite": "Cut Diorite",
  "block.create.cut_diorite_brick_slab": "Cut Diorite Brick Slab",
  "block.create.cut_diorite_brick_stairs": "Cut Diorite Brick Stairs",
  "block.create.cut_diorite_brick_wall": "Cut Diorite Brick Wall",
  "block.create.cut_diorite_bricks": "Cut Diorite Bricks",
  "block.create.cut_diorite_slab": "Cut Diorite Slab",
  "block.create.cut_diorite_stairs": "Cut Diorite Stairs",
  "block.create.cut_diorite_wall": "Cut Diorite Wall",
  "block.create.cut_dripstone": "Cut Dripstone",
  "block.create.cut_dripstone_brick_slab": "Cut Dripstone Brick Slab",
  "block.create.cut_dripstone_brick_stairs": "Cut Dripstone Brick Stairs",
  "block.create.cut_dripstone_brick_wall": "Cut Dripstone Brick Wall",
  "block.create.cut_dripstone_bricks": "Cut Dripstone Bricks",
  "block.create.cut_dripstone_slab": "Cut Dripstone Slab",
  "block.create.cut_dripstone_stairs": "Cut Dripstone Stairs",
  "block.create.cut_dripstone_wall": "Cut Dripstone Wall",
  "block.create.cut_granite": "Cut Granite",
  "block.create.cut_granite_brick_slab": "Cut Granite Brick Slab",
  "block.create.cut_granite_brick_stairs": "Cut Granite Brick Stairs",
  "block.create.cut_granite_brick_wall": "Cut Granite Brick Wall",
  "block.create.cut_granite_bricks": "Cut Granite Bricks",
  "block.create.cut_granite_slab": "Cut Granite Slab",
  "block.create.cut_granite_stairs": "Cut Granite Stairs",
  "block.create.cut_granite_wall": "Cut Granite Wall",
  "block.create.cut_limestone": "Cut Limestone",
  "block.create.cut_limestone_brick_slab": "Cut Limestone Brick Slab",
  "block.create.cut_limestone_brick_stairs": "Cut Limestone Brick Stairs",
  "block.create.cut_limestone_brick_wall": "Cut Limestone Brick Wall",
  "block.create.cut_limestone_bricks": "Cut Limestone Bricks",
  "block.create.cut_limestone_slab": "Cut Limestone Slab",
  "block.create.cut_limestone_stairs": "Cut Limestone Stairs",
  "block.create.cut_limestone_wall": "Cut Limestone Wall",
  "block.create.cut_ochrum": "Cut Ochrum",
  "block.create.cut_ochrum_brick_slab": "Cut Ochrum Brick Slab",
  "block.create.cut_ochrum_brick_stairs": "Cut Ochrum Brick Stairs",
  "block.create.cut_ochrum_brick_wall": "Cut Ochrum Brick Wall",
  "block.create.cut_ochrum_bricks": "Cut Ochrum Bricks",
  "block.create.cut_ochrum_slab": "Cut Ochrum Slab",
  "block.create.cut_ochrum_stairs": "Cut Ochrum Stairs",
  "block.create.cut_ochrum_wall": "Cut Ochrum Wall",
  "block.create.cut_scorchia": "Cut Scorchia",
  "block.create.cut_scorchia_brick_slab": "Cut Scorchia Brick Slab",
  "block.create.cut_scorchia_brick_stairs": "Cut Scorchia Brick Stairs",
  "block.create.cut_scorchia_brick_wall": "Cut Scorchia Brick Wall",
  "block.create.cut_scorchia_bricks": "Cut Scorchia Bricks",
  "block.create.cut_scorchia_slab": "Cut Scorchia Slab",
  "block.create.cut_scorchia_stairs": "Cut Scorchia Stairs",
  "block.create.cut_scorchia_wall": "Cut Scorchia Wall",
  "block.create.cut_scoria": "Cut Scoria",
  "block.create.cut_scoria_brick_slab": "Cut Scoria Brick Slab",
  "block.create.cut_scoria_brick_stairs": "Cut Scoria Brick Stairs",
  "block.create.cut_scoria_brick_wall": "Cut Scoria Brick Wall",
  "block.create.cut_scoria_bricks": "Cut Scoria Bricks",
  "block.create.cut_scoria_slab": "Cut Scoria Slab",
  "block.create.cut_scoria_stairs": "Cut Scoria Stairs",
  "block.create.cut_scoria_wall": "Cut Scoria Wall",
  "block.create.cut_tuff": "Cut Tuff",
  "block.create.cut_tuff_brick_slab": "Cut Tuff Brick Slab",
  "block.create.cut_tuff_brick_stairs": "Cut Tuff Brick Stairs",
  "block.create.cut_tuff_brick_wall": "Cut Tuff Brick Wall",
  "block.create.cut_tuff_bricks": "Cut Tuff Bricks",
  "block.create.cut_tuff_slab": "Cut Tuff Slab",
  "block.create.cut_tuff_stairs": "Cut Tuff Stairs",
  "block.create.cut_tuff_wall": "Cut Tuff Wall",
  "block.create.cut_veridium": "Cut Veridium",
  "block.create.cut_veridium_brick_slab": "Cut Veridium Brick Slab",
  "block.create.cut_veridium_brick_stairs": "Cut Veridium Brick Stairs",
  "block.create.cut_veridium_brick_wall": "Cut Veridium Brick Wall",
  "block.create.cut_veridium_bricks": "Cut Veridium Bricks",
  "block.create.cut_veridium_slab": "Cut Veridium Slab",
  "block.create.cut_veridium_stairs": "Cut Veridium Stairs",
  "block.create.cut_veridium_wall": "Cut Veridium Wall",
  "block.create.cyan_nixie_tube": "Cyan Nixie Tube",
  "block.create.cyan_sail": "Cyan Sail",
  "block.create.cyan_seat": "Cyan Seat",
  "block.create.cyan_toolbox": "Cyan Toolbox",
  "block.create.cyan_valve_handle": "Cyan Valve Handle",
  "block.create.dark_oak_window": "Dark Oak Window",
  "block.create.dark_oak_window_pane": "Dark Oak Window Pane",
  "block.create.deepslate_pillar": "Deepslate Pillar",
  "block.create.deepslate_zinc_ore": "Deepslate Zinc Ore",
  "block.create.deployer": "Deployer",
  "block.create.depot": "Depot",
  "block.create.diorite_pillar": "Diorite Pillar",
  "block.create.display_board": "Display Board",
  "block.create.display_link": "Display Link",
  "block.create.dripstone_pillar": "Dripstone Pillar",
  "block.create.elevator_contact": "Elevator Contact",
  "block.create.elevator_pulley": "Elevator Pulley",
  "block.create.encased_chain_drive": "Encased Chain Drive",
  "block.create.encased_fan": "Encased Fan",
  "block.create.encased_fluid_pipe": "Encased Fluid Pipe",
  "block.create.experience_block": "Block of Experience",
  "block.create.exposed_copper_shingle_slab": "Exposed Copper Shingle Slab",
  "block.create.exposed_copper_shingle_stairs": "Exposed Copper Shingle Stairs",
  "block.create.exposed_copper_shingles": "Exposed Copper Shingles",
  "block.create.exposed_copper_tile_slab": "Exposed Copper Tile Slab",
  "block.create.exposed_copper_tile_stairs": "Exposed Copper Tile Stairs",
  "block.create.exposed_copper_tiles": "Exposed Copper Tiles",
  "block.create.fake_track": "Track Marker for Maps",
  "block.create.fluid_pipe": "Fluid Pipe",
  "block.create.fluid_tank": "Fluid Tank",
  "block.create.fluid_valve": "Fluid Valve",
  "block.create.flywheel": "Flywheel",
  "block.create.flywheel.tooltip.behaviour1": "Starts spinning.",
  "block.create.flywheel.tooltip.condition1": "When Powered by Kinetics",
  "block.create.flywheel.tooltip.summary": "_Embellish_ your _Machines_ with this imposing Wheel of Brass.",
  "block.create.framed_glass": "Framed Glass",
  "block.create.framed_glass_door": "Framed Glass Door",
  "block.create.framed_glass_pane": "Framed Glass Pane",
  "block.create.framed_glass_trapdoor": "Framed Glass Trapdoor",
  "block.create.gantry_carriage": "Gantry Carriage",
  "block.create.gantry_shaft": "Gantry Shaft",
  "block.create.gearbox": "Gearbox",
  "block.create.gearshift": "Gearshift",
  "block.create.glass_fluid_pipe": "Glass Fluid Pipe",
  "block.create.granite_pillar": "Granite Pillar",
  "block.create.gray_nixie_tube": "Gray Nixie Tube",
  "block.create.gray_sail": "Gray Sail",
  "block.create.gray_seat": "Gray Seat",
  "block.create.gray_toolbox": "Gray Toolbox",
  "block.create.gray_valve_handle": "Gray Valve Handle",
  "block.create.green_nixie_tube": "Green Nixie Tube",
  "block.create.green_sail": "Green Sail",
  "block.create.green_seat": "Green Seat",
  "block.create.green_toolbox": "Green Toolbox",
  "block.create.green_valve_handle": "Green Valve Handle",
  "block.create.hand_crank": "Hand Crank",
  "block.create.haunted_bell": "Haunted Bell",
  "block.create.haunted_bell.tooltip.behaviour1": "Highlights nearby _Lightless Spots_ on which _Hostile Mobs_ can spawn.",
  "block.create.haunted_bell.tooltip.condition1": "When Held or Rang",
  "block.create.haunted_bell.tooltip.summary": "A _Cursed Bell_ haunted by lost souls of the Nether.",
  "block.create.honey": "Honey",
  "block.create.horizontal_framed_glass": "Horizontal Framed Glass",
  "block.create.horizontal_framed_glass_pane": "Horizontal Framed Glass Pane",
  "block.create.hose_pulley": "Hose Pulley",
  "block.create.industrial_iron_block": "Block of Industrial Iron",
  "block.create.item_drain": "Item Drain",
  "block.create.item_vault": "Item Vault",
  "block.create.jungle_window": "Jungle Window",
  "block.create.jungle_window_pane": "Jungle Window Pane",
  "block.create.large_bogey": "Large Bogey",
  "block.create.large_cogwheel": "Large Cogwheel",
  "block.create.large_water_wheel": "Large Water Wheel",
  "block.create.layered_andesite": "Layered Andesite",
  "block.create.layered_asurine": "Layered Asurine",
  "block.create.layered_calcite": "Layered Calcite",
  "block.create.layered_crimsite": "Layered Crimsite",
  "block.create.layered_deepslate": "Layered Deepslate",
  "block.create.layered_diorite": "Layered Diorite",
  "block.create.layered_dripstone": "Layered Dripstone",
  "block.create.layered_granite": "Layered Granite",
  "block.create.layered_limestone": "Layered Limestone",
  "block.create.layered_ochrum": "Layered Ochrum",
  "block.create.layered_scorchia": "Layered Scorchia",
  "block.create.layered_scoria": "Layered Scoria",
  "block.create.layered_tuff": "Layered Tuff",
  "block.create.layered_veridium": "Layered Veridium",
  "block.create.lectern_controller": "Lectern Controller",
  "block.create.light_blue_nixie_tube": "Light Blue Nixie Tube",
  "block.create.light_blue_sail": "Light Blue Sail",
  "block.create.light_blue_seat": "Light Blue Seat",
  "block.create.light_blue_toolbox": "Light Blue Toolbox",
  "block.create.light_blue_valve_handle": "Light Blue Valve Handle",
  "block.create.light_gray_nixie_tube": "Light Gray Nixie Tube",
  "block.create.light_gray_sail": "Light Gray Sail",
  "block.create.light_gray_seat": "Light Gray Seat",
  "block.create.light_gray_toolbox": "Light Gray Toolbox",
  "block.create.light_gray_valve_handle": "Light Gray Valve Handle",
  "block.create.lime_nixie_tube": "Lime Nixie Tube",
  "block.create.lime_sail": "Lime Sail",
  "block.create.lime_seat": "Lime Seat",
  "block.create.lime_toolbox": "Lime Toolbox",
  "block.create.lime_valve_handle": "Lime Valve Handle",
  "block.create.limestone": "Limestone",
  "block.create.limestone_pillar": "Limestone Pillar",
  "block.create.linear_chassis": "Linear Chassis",
  "block.create.lit_blaze_burner": "Lit Blaze Burner",
  "block.create.magenta_nixie_tube": "Magenta Nixie Tube",
  "block.create.magenta_sail": "Magenta Sail",
  "block.create.magenta_seat": "Magenta Seat",
  "block.create.magenta_toolbox": "Magenta Toolbox",
  "block.create.magenta_valve_handle": "Magenta Valve Handle",
  "block.create.mangrove_window": "Mangrove Window",
  "block.create.mangrove_window_pane": "Mangrove Window Pane",
  "block.create.mechanical_arm": "Mechanical Arm",
  "block.create.mechanical_bearing": "Mechanical Bearing",
  "block.create.mechanical_crafter": "Mechanical Crafter",
  "block.create.mechanical_drill": "Mechanical Drill",
  "block.create.mechanical_harvester": "Mechanical Harvester",
  "block.create.mechanical_mixer": "Mechanical Mixer",
  "block.create.mechanical_piston": "Mechanical Piston",
  "block.create.mechanical_piston_head": "Mechanical Piston Head",
  "block.create.mechanical_plough": "Mechanical Plough",
  "block.create.mechanical_press": "Mechanical Press",
  "block.create.mechanical_pump": "Mechanical Pump",
  "block.create.mechanical_roller": "Mechanical Roller",
  "block.create.mechanical_saw": "Mechanical Saw",
  "block.create.metal_bracket": "Metal Bracket",
  "block.create.metal_bracket.tooltip.summary": "_Decorate_ your _Shafts, Cogwheels_ and _Pipes_ with an industrial and sturdy bit of reinforcement.",
  "block.create.metal_girder": "Metal Girder",
  "block.create.metal_girder_encased_shaft": "Metal Girder Encased Shaft",
  "block.create.millstone": "Millstone",
  "block.create.minecart_anchor": "Minecart Anchor",
  "block.create.mysterious_cuckoo_clock": "Cuckoo Clock",
  "block.create.netherite_backtank": "Netherite Backtank",
  "block.create.nixie_tube": "Nixie Tube",
  "block.create.nozzle": "Nozzle",
  "block.create.nozzle.tooltip.summary": "Attach to the front of an _Encased Fan_ to distribute its effect on Entities in _all directions_.",
  "block.create.oak_window": "Oak Window",
  "block.create.oak_window_pane": "Oak Window Pane",
  "block.create.ochrum": "Ochrum",
  "block.create.ochrum_pillar": "Ochrum Pillar",
  "block.create.orange_sail": "Orange Sail",
  "block.create.orange_seat": "Orange Seat",
  "block.create.orange_toolbox": "Orange Toolbox",
  "block.create.orange_valve_handle": "Orange Valve Handle",
  "block.create.ornate_iron_window": "Ornate Iron Window",
  "block.create.ornate_iron_window_pane": "Ornate Iron Window Pane",
  "block.create.oxidized_copper_shingle_slab": "Oxidized Copper Shingle Slab",
  "block.create.oxidized_copper_shingle_stairs": "Oxidized Copper Shingle Stairs",
  "block.create.oxidized_copper_shingles": "Oxidized Copper Shingles",
  "block.create.oxidized_copper_tile_slab": "Oxidized Copper Tile Slab",
  "block.create.oxidized_copper_tile_stairs": "Oxidized Copper Tile Stairs",
  "block.create.oxidized_copper_tiles": "Oxidized Copper Tiles",
  "block.create.peculiar_bell": "Peculiar Bell",
  "block.create.peculiar_bell.tooltip.summary": "A decorative _Brass Bell_. Placing it right above open _Soul Fire_ may have side-effects...",
  "block.create.pink_nixie_tube": "Pink Nixie Tube",
  "block.create.pink_sail": "Pink Sail",
  "block.create.pink_seat": "Pink Seat",
  "block.create.pink_toolbox": "Pink Toolbox",
  "block.create.pink_valve_handle": "Pink Valve Handle",
  "block.create.piston_extension_pole": "Piston Extension Pole",
  "block.create.placard": "Placard",
  "block.create.placard.tooltip.behaviour1": "_Adds_ the held _item_ to the Placard. _Emits_ a brief _Redstone_ signal if a matching item was present already.",
  "block.create.placard.tooltip.behaviour2": "_Removes_ the current _item_ in the frame.",
  "block.create.placard.tooltip.condition1": "When R-Clicked with Item",
  "block.create.placard.tooltip.condition2": "When Punched",
  "block.create.placard.tooltip.summary": "_Frame_ your _items_ in brass using this fancy wall panel. Safe for contraptions!",
  "block.create.polished_cut_andesite": "Polished Cut Andesite",
  "block.create.polished_cut_andesite_slab": "Polished Cut Andesite Slab",
  "block.create.polished_cut_andesite_stairs": "Polished Cut Andesite Stairs",
  "block.create.polished_cut_andesite_wall": "Polished Cut Andesite Wall",
  "block.create.polished_cut_asurine": "Polished Cut Asurine",
  "block.create.polished_cut_asurine_slab": "Polished Cut Asurine Slab",
  "block.create.polished_cut_asurine_stairs": "Polished Cut Asurine Stairs",
  "block.create.polished_cut_asurine_wall": "Polished Cut Asurine Wall",
  "block.create.polished_cut_calcite": "Polished Cut Calcite",
  "block.create.polished_cut_calcite_slab": "Polished Cut Calcite Slab",
  "block.create.polished_cut_calcite_stairs": "Polished Cut Calcite Stairs",
  "block.create.polished_cut_calcite_wall": "Polished Cut Calcite Wall",
  "block.create.polished_cut_crimsite": "Polished Cut Crimsite",
  "block.create.polished_cut_crimsite_slab": "Polished Cut Crimsite Slab",
  "block.create.polished_cut_crimsite_stairs": "Polished Cut Crimsite Stairs",
  "block.create.polished_cut_crimsite_wall": "Polished Cut Crimsite Wall",
  "block.create.polished_cut_deepslate": "Polished Cut Deepslate",
  "block.create.polished_cut_deepslate_slab": "Polished Cut Deepslate Slab",
  "block.create.polished_cut_deepslate_stairs": "Polished Cut Deepslate Stairs",
  "block.create.polished_cut_deepslate_wall": "Polished Cut Deepslate Wall",
  "block.create.polished_cut_diorite": "Polished Cut Diorite",
  "block.create.polished_cut_diorite_slab": "Polished Cut Diorite Slab",
  "block.create.polished_cut_diorite_stairs": "Polished Cut Diorite Stairs",
  "block.create.polished_cut_diorite_wall": "Polished Cut Diorite Wall",
  "block.create.polished_cut_dripstone": "Polished Cut Dripstone",
  "block.create.polished_cut_dripstone_slab": "Polished Cut Dripstone Slab",
  "block.create.polished_cut_dripstone_stairs": "Polished Cut Dripstone Stairs",
  "block.create.polished_cut_dripstone_wall": "Polished Cut Dripstone Wall",
  "block.create.polished_cut_granite": "Polished Cut Granite",
  "block.create.polished_cut_granite_slab": "Polished Cut Granite Slab",
  "block.create.polished_cut_granite_stairs": "Polished Cut Granite Stairs",
  "block.create.polished_cut_granite_wall": "Polished Cut Granite Wall",
  "block.create.polished_cut_limestone": "Polished Cut Limestone",
  "block.create.polished_cut_limestone_slab": "Polished Cut Limestone Slab",
  "block.create.polished_cut_limestone_stairs": "Polished Cut Limestone Stairs",
  "block.create.polished_cut_limestone_wall": "Polished Cut Limestone Wall",
  "block.create.polished_cut_ochrum": "Polished Cut Ochrum",
  "block.create.polished_cut_ochrum_slab": "Polished Cut Ochrum Slab",
  "block.create.polished_cut_ochrum_stairs": "Polished Cut Ochrum Stairs",
  "block.create.polished_cut_ochrum_wall": "Polished Cut Ochrum Wall",
  "block.create.polished_cut_scorchia": "Polished Cut Scorchia",
  "block.create.polished_cut_scorchia_slab": "Polished Cut Scorchia Slab",
  "block.create.polished_cut_scorchia_stairs": "Polished Cut Scorchia Stairs",
  "block.create.polished_cut_scorchia_wall": "Polished Cut Scorchia Wall",
  "block.create.polished_cut_scoria": "Polished Cut Scoria",
  "block.create.polished_cut_scoria_slab": "Polished Cut Scoria Slab",
  "block.create.polished_cut_scoria_stairs": "Polished Cut Scoria Stairs",
  "block.create.polished_cut_scoria_wall": "Polished Cut Scoria Wall",
  "block.create.polished_cut_tuff": "Polished Cut Tuff",
  "block.create.polished_cut_tuff_slab": "Polished Cut Tuff Slab",
  "block.create.polished_cut_tuff_stairs": "Polished Cut Tuff Stairs",
  "block.create.polished_cut_tuff_wall": "Polished Cut Tuff Wall",
  "block.create.polished_cut_veridium": "Polished Cut Veridium",
  "block.create.polished_cut_veridium_slab": "Polished Cut Veridium Slab",
  "block.create.polished_cut_veridium_stairs": "Polished Cut Veridium Stairs",
  "block.create.polished_cut_veridium_wall": "Polished Cut Veridium Wall",
  "block.create.portable_fluid_interface": "Portable Fluid Interface",
  "block.create.portable_storage_interface": "Portable Storage Interface",
  "block.create.powered_latch": "Powered Latch",
  "block.create.powered_shaft": "Powered Shaft",
  "block.create.powered_toggle_latch": "Powered Toggle Latch",
  "block.create.pulley_magnet": "Pulley Magnet",
  "block.create.pulse_extender": "Pulse Extender",
  "block.create.pulse_repeater": "Pulse Repeater",
  "block.create.purple_nixie_tube": "Purple Nixie Tube",
  "block.create.purple_sail": "Purple Sail",
  "block.create.purple_seat": "Purple Seat",
  "block.create.purple_toolbox": "Purple Toolbox",
  "block.create.purple_valve_handle": "Purple Valve Handle",
  "block.create.radial_chassis": "Radial Chassis",
  "block.create.railway_casing": "Train Casing",
  "block.create.raw_zinc_block": "Block of Raw Zinc",
  "block.create.red_nixie_tube": "Red Nixie Tube",
  "block.create.red_sail": "Red Sail",
  "block.create.red_seat": "Red Seat",
  "block.create.red_toolbox": "Red Toolbox",
  "block.create.red_valve_handle": "Red Valve Handle",
  "block.create.redstone_contact": "Redstone Contact",
  "block.create.redstone_link": "Redstone Link",
  "block.create.refined_radiance_casing": "Radiant Casing",
  "block.create.rope": "Rope",
  "block.create.rope_pulley": "Rope Pulley",
  "block.create.rose_quartz_block": "Block of Rose Quartz",
  "block.create.rose_quartz_lamp": "Rose Quartz Lamp",
  "block.create.rose_quartz_tiles": "Rose Quartz Tiles",
  "block.create.rotation_speed_controller": "Rotation Speed Controller",
  "block.create.sail_frame": "Windmill Sail Frame",
  "block.create.schematic_table": "Schematic Table",
  "block.create.schematic_table.tooltip.behaviour1": "Uploads a chosen File from your Schematics Folder.",
  "block.create.schematic_table.tooltip.condition1": "When given an Empty Schematic",
  "block.create.schematic_table.tooltip.summary": "Writes saved Schematics onto an _Empty Schematic_.",
  "block.create.schematicannon": "Schematicannon",
  "block.create.schematicannon.tooltip.behaviour1": "Opens the _Interface_",
  "block.create.schematicannon.tooltip.condition1": "When R-Clicked",
  "block.create.schematicannon.tooltip.summary": "Shoots blocks to recreate a deployed _Schematic_ in the World. Uses items from adjacent Inventories and _Gunpowder_ as fuel.",
  "block.create.scorchia": "Scorchia",
  "block.create.scorchia_pillar": "Scorchia Pillar",
  "block.create.scoria": "Scoria",
  "block.create.scoria_pillar": "Scoria Pillar",
  "block.create.seat.tooltip.behaviour1": "Sits the player on the _Seat_. Press L-shift to leave the _Seat_.",
  "block.create.seat.tooltip.condition1": "Right click on Seat",
  "block.create.seat.tooltip.summary": "Sit yourself down and enjoy the ride! Will anchor a player onto a moving _contraption_. Great for static furniture too! Comes in a variety of colours.",
  "block.create.secondary_linear_chassis": "Secondary Linear Chassis",
  "block.create.sequenced_gearshift": "Sequenced Gearshift",
  "block.create.shadow_steel_casing": "Shadow Casing",
  "block.create.shaft": "Shaft",
  "block.create.small_andesite_brick_slab": "Small Andesite Brick Slab",
  "block.create.small_andesite_brick_stairs": "Small Andesite Brick Stairs",
  "block.create.small_andesite_brick_wall": "Small Andesite Brick Wall",
  "block.create.small_andesite_bricks": "Small Andesite Bricks",
  "block.create.small_asurine_brick_slab": "Small Asurine Brick Slab",
  "block.create.small_asurine_brick_stairs": "Small Asurine Brick Stairs",
  "block.create.small_asurine_brick_wall": "Small Asurine Brick Wall",
  "block.create.small_asurine_bricks": "Small Asurine Bricks",
  "block.create.small_bogey": "Small Bogey",
  "block.create.small_calcite_brick_slab": "Small Calcite Brick Slab",
  "block.create.small_calcite_brick_stairs": "Small Calcite Brick Stairs",
  "block.create.small_calcite_brick_wall": "Small Calcite Brick Wall",
  "block.create.small_calcite_bricks": "Small Calcite Bricks",
  "block.create.small_crimsite_brick_slab": "Small Crimsite Brick Slab",
  "block.create.small_crimsite_brick_stairs": "Small Crimsite Brick Stairs",
  "block.create.small_crimsite_brick_wall": "Small Crimsite Brick Wall",
  "block.create.small_crimsite_bricks": "Small Crimsite Bricks",
  "block.create.small_deepslate_brick_slab": "Small Deepslate Brick Slab",
  "block.create.small_deepslate_brick_stairs": "Small Deepslate Brick Stairs",
  "block.create.small_deepslate_brick_wall": "Small Deepslate Brick Wall",
  "block.create.small_deepslate_bricks": "Small Deepslate Bricks",
  "block.create.small_diorite_brick_slab": "Small Diorite Brick Slab",
  "block.create.small_diorite_brick_stairs": "Small Diorite Brick Stairs",
  "block.create.small_diorite_brick_wall": "Small Diorite Brick Wall",
  "block.create.small_diorite_bricks": "Small Diorite Bricks",
  "block.create.small_dripstone_brick_slab": "Small Dripstone Brick Slab",
  "block.create.small_dripstone_brick_stairs": "Small Dripstone Brick Stairs",
  "block.create.small_dripstone_brick_wall": "Small Dripstone Brick Wall",
  "block.create.small_dripstone_bricks": "Small Dripstone Bricks",
  "block.create.small_granite_brick_slab": "Small Granite Brick Slab",
  "block.create.small_granite_brick_stairs": "Small Granite Brick Stairs",
  "block.create.small_granite_brick_wall": "Small Granite Brick Wall",
  "block.create.small_granite_bricks": "Small Granite Bricks",
  "block.create.small_limestone_brick_slab": "Small Limestone Brick Slab",
  "block.create.small_limestone_brick_stairs": "Small Limestone Brick Stairs",
  "block.create.small_limestone_brick_wall": "Small Limestone Brick Wall",
  "block.create.small_limestone_bricks": "Small Limestone Bricks",
  "block.create.small_ochrum_brick_slab": "Small Ochrum Brick Slab",
  "block.create.small_ochrum_brick_stairs": "Small Ochrum Brick Stairs",
  "block.create.small_ochrum_brick_wall": "Small Ochrum Brick Wall",
  "block.create.small_ochrum_bricks": "Small Ochrum Bricks",
  "block.create.small_rose_quartz_tiles": "Small Rose Quartz Tiles",
  "block.create.small_scorchia_brick_slab": "Small Scorchia Brick Slab",
  "block.create.small_scorchia_brick_stairs": "Small Scorchia Brick Stairs",
  "block.create.small_scorchia_brick_wall": "Small Scorchia Brick Wall",
  "block.create.small_scorchia_bricks": "Small Scorchia Bricks",
  "block.create.small_scoria_brick_slab": "Small Scoria Brick Slab",
  "block.create.small_scoria_brick_stairs": "Small Scoria Brick Stairs",
  "block.create.small_scoria_brick_wall": "Small Scoria Brick Wall",
  "block.create.small_scoria_bricks": "Small Scoria Bricks",
  "block.create.small_tuff_brick_slab": "Small Tuff Brick Slab",
  "block.create.small_tuff_brick_stairs": "Small Tuff Brick Stairs",
  "block.create.small_tuff_brick_wall": "Small Tuff Brick Wall",
  "block.create.small_tuff_bricks": "Small Tuff Bricks",
  "block.create.small_veridium_brick_slab": "Small Veridium Brick Slab",
  "block.create.small_veridium_brick_stairs": "Small Veridium Brick Stairs",
  "block.create.small_veridium_brick_wall": "Small Veridium Brick Wall",
  "block.create.small_veridium_bricks": "Small Veridium Bricks",
  "block.create.smart_chute": "Smart Chute",
  "block.create.smart_fluid_pipe": "Smart Fluid Pipe",
  "block.create.speedometer": "Speedometer",
  "block.create.spout": "Spout",
  "block.create.spruce_window": "Spruce Window",
  "block.create.spruce_window_pane": "Spruce Window Pane",
  "block.create.steam_engine": "Steam Engine",
  "block.create.steam_whistle": "Steam Whistle",
  "block.create.steam_whistle_extension": "Steam Whistle Extension",
  "block.create.sticker": "Sticker",
  "block.create.sticky_mechanical_piston": "Sticky Mechanical Piston",
  "block.create.stockpile_switch": "Threshold Switch",
  "block.create.stressometer": "Stressometer",
  "block.create.tiled_glass": "Tiled Glass",
  "block.create.tiled_glass_pane": "Tiled Glass Pane",
  "block.create.toolbox.tooltip.behaviour1": "_Retains_ Inventory _Contents_.",
  "block.create.toolbox.tooltip.behaviour2": "_Nearby_ _Players_ can hold the _Toolbox_ _Keybind_ to access its contents _Remotely_.",
  "block.create.toolbox.tooltip.behaviour3": "Opens the _Container Interface_.",
  "block.create.toolbox.tooltip.condition1": "When Picked Up",
  "block.create.toolbox.tooltip.condition2": "When placed in Range",
  "block.create.toolbox.tooltip.condition3": "When R-Clicked",
  "block.create.toolbox.tooltip.summary": "Every Inventors' dearest Companion. Conveniently _holds_ a large amount of _8 Different_ item types.",
  "block.create.track": "Train Track",
  "block.create.track_observer": "Train Observer",
  "block.create.track_signal": "Train Signal",
  "block.create.track_station": "Train Station",
  "block.create.train_door": "Train Door",
  "block.create.train_trapdoor": "Train Trapdoor",
  "block.create.tuff_pillar": "Tuff Pillar",
  "block.create.turntable": "Turntable",
  "block.create.turntable.tooltip.summary": "Uses _Rotational Force_ to create Motion Sickness.",
  "block.create.veridium": "Veridium",
  "block.create.veridium_pillar": "Veridium Pillar",
  "block.create.vertical_framed_glass": "Vertical Framed Glass",
  "block.create.vertical_framed_glass_pane": "Vertical Framed Glass Pane",
  "block.create.warped_window": "Warped Window",
  "block.create.warped_window_pane": "Warped Window Pane",
  "block.create.water_wheel": "Water Wheel",
  "block.create.water_wheel_structure": "Large Water Wheel",
  "block.create.waxed_copper_shingle_slab": "Waxed Copper Shingle Slab",
  "block.create.waxed_copper_shingle_stairs": "Waxed Copper Shingle Stairs",
  "block.create.waxed_copper_shingles": "Waxed Copper Shingles",
  "block.create.waxed_copper_tile_slab": "Waxed Copper Tile Slab",
  "block.create.waxed_copper_tile_stairs": "Waxed Copper Tile Stairs",
  "block.create.waxed_copper_tiles": "Waxed Copper Tiles",
  "block.create.waxed_exposed_copper_shingle_slab": "Waxed Exposed Copper Shingle Slab",
  "block.create.waxed_exposed_copper_shingle_stairs": "Waxed Exposed Copper Shingle Stairs",
  "block.create.waxed_exposed_copper_shingles": "Waxed Exposed Copper Shingles",
  "block.create.waxed_exposed_copper_tile_slab": "Waxed Exposed Copper Tile Slab",
  "block.create.waxed_exposed_copper_tile_stairs": "Waxed Exposed Copper Tile Stairs",
  "block.create.waxed_exposed_copper_tiles": "Waxed Exposed Copper Tiles",
  "block.create.waxed_oxidized_copper_shingle_slab": "Waxed Oxidized Copper Shingle Slab",
  "block.create.waxed_oxidized_copper_shingle_stairs": "Waxed Oxidized Copper Shingle Stairs",
  "block.create.waxed_oxidized_copper_shingles": "Waxed Oxidized Copper Shingles",
  "block.create.waxed_oxidized_copper_tile_slab": "Waxed Oxidized Copper Tile Slab",
  "block.create.waxed_oxidized_copper_tile_stairs": "Waxed Oxidized Copper Tile Stairs",
  "block.create.waxed_oxidized_copper_tiles": "Waxed Oxidized Copper Tiles",
  "block.create.waxed_weathered_copper_shingle_slab": "Waxed Weathered Copper Shingle Slab",
  "block.create.waxed_weathered_copper_shingle_stairs": "Waxed Weathered Copper Shingle Stairs",
  "block.create.waxed_weathered_copper_shingles": "Waxed Weathered Copper Shingles",
  "block.create.waxed_weathered_copper_tile_slab": "Waxed Weathered Copper Tile Slab",
  "block.create.waxed_weathered_copper_tile_stairs": "Waxed Weathered Copper Tile Stairs",
  "block.create.waxed_weathered_copper_tiles": "Waxed Weathered Copper Tiles",
  "block.create.weathered_copper_shingle_slab": "Weathered Copper Shingle Slab",
  "block.create.weathered_copper_shingle_stairs": "Weathered Copper Shingle Stairs",
  "block.create.weathered_copper_shingles": "Weathered Copper Shingles",
  "block.create.weathered_copper_tile_slab": "Weathered Copper Tile Slab",
  "block.create.weathered_copper_tile_stairs": "Weathered Copper Tile Stairs",
  "block.create.weathered_copper_tiles": "Weathered Copper Tiles",
  "block.create.weighted_ejector": "Weighted Ejector",
  "block.create.white_nixie_tube": "White Nixie Tube",
  "block.create.white_sail": "Windmill Sail",
  "block.create.white_seat": "White Seat",
  "block.create.white_toolbox": "White Toolbox",
  "block.create.white_valve_handle": "White Valve Handle",
  "block.create.windmill_bearing": "Windmill Bearing",
  "block.create.wooden_bracket": "Wooden Bracket",
  "block.create.wooden_bracket.tooltip.summary": "_Decorate_ your _Shafts, Cogwheels_ and _Pipes_ with a cozy and wooden bit of reinforcement.",
  "block.create.yellow_nixie_tube": "Yellow Nixie Tube",
  "block.create.yellow_sail": "Yellow Sail",
  "block.create.yellow_seat": "Yellow Seat",
  "block.create.yellow_toolbox": "Yellow Toolbox",
  "block.create.yellow_valve_handle": "Yellow Valve Handle",
  "block.create.zinc_block": "Block of Zinc",
  "block.create.zinc_ore": "Zinc Ore",
  "create.action.abort": "Abort",
  "create.action.confirm": "Confirm",
  "create.action.discard": "Discard",
  "create.action.saveToFile": "Save",
  "create.action.scroll": "Scroll",
  "create.backtank.depleted": "Backtank pressure depleted",
  "create.backtank.low": "Backtank pressure low",
  "create.block.cart_assembler.invalid": "Place your Cart Assembler on a rail block",
  "create.block.deployer.damage_source_name": "a rogue Deployer",
  "create.bogey.style.invalid": "Unnamed style",
  "create.bogey.style.no_other_sizes": "No other sizes",
  "create.bogey.style.standard": "Standard",
  "create.bogey.style.updated_style": "Updated style",
  "create.bogey.style.updated_style_and_size": "Updated style and size",
  "create.boiler.heat": "Heat",
  "create.boiler.heat_dots": "...... ",
  "create.boiler.idle": "Idle",
  "create.boiler.lvl": "Lvl %1$s",
  "create.boiler.max_lvl": "Max",
  "create.boiler.passive": "Passive",
  "create.boiler.per_tick": "%1$s per Tick",
  "create.boiler.size": "Size",
  "create.boiler.size_dots": "....... ",
  "create.boiler.status": "Boiler Status:  %1$s",
  "create.boiler.status_short": "Boiler:  %1$s",
  "create.boiler.via_engines": "via %1$s engines",
  "create.boiler.via_one_engine": "via 1 engine",
  "create.boiler.water": "Water",
  "create.boiler.water_dots": "... ",
  "create.boiler.water_input_rate": "Water input rate",
  "create.clipboard.actions": "Clipboard Actions",
  "create.clipboard.copied_from": "Copying settings from %1$s",
  "create.clipboard.pasted_to": "Applied settings to %1$s",
  "create.clipboard.to_copy": "%1$s to Copy settings",
  "create.clipboard.to_paste": "%1$s to Paste settings",
  "create.command.debuginfo.saved_to_clipboard": "Debug information has been copied to your clipboard.",
  "create.command.debuginfo.sending": "Collecting debug information...",
  "create.command.killTPSCommand": "killtps",
  "create.command.killTPSCommand.argument.tickTime": "tickTime",
  "create.command.killTPSCommand.status.slowed_by.0": "[Create]: Server tick is currently slowed by %s ms :o",
  "create.command.killTPSCommand.status.slowed_by.1": "[Create]: Server tick is slowed by %s ms now >:)",
  "create.command.killTPSCommand.status.slowed_by.2": "[Create]: Server tick is back to regular speed :D",
  "create.command.killTPSCommand.status.usage.0": "[Create]: use /killtps stop to bring back server tick to regular speed",
  "create.command.killTPSCommand.status.usage.1": "[Create]: use /killtps start <tickTime> to artificially slow down the server tick",
  "create.contraption.controls.actor_toggle.off": "Off",
  "create.contraption.controls.actor_toggle.on": "On",
  "create.contraption.controls.all_actor_toggle": "All Actors: %1$s",
  "create.contraption.controls.approach_station": "Hold %1$s to approach %2$s",
  "create.contraption.controls.floor_unreachable": "Unreachable",
  "create.contraption.controls.specific_actor_toggle": "%1$s Actors: %2$s",
  "create.contraption.controls.start_controlling": "Now controlling: %1$s",
  "create.contraption.controls.stop_controlling": "Stopped controlling contraption",
  "create.contraption.door_control": "Onboard Door Control",
  "create.contraption.door_control.all": "Open All Doors",
  "create.contraption.door_control.all.short": "Open All",
  "create.contraption.door_control.east": "East Side Only",
  "create.contraption.door_control.east.short": "East",
  "create.contraption.door_control.none": "Keep Doors Closed",
  "create.contraption.door_control.none.short": "None",
  "create.contraption.door_control.north": "North Side Only",
  "create.contraption.door_control.north.short": "North",
  "create.contraption.door_control.player_facing": "You are facing: %1$s",
  "create.contraption.door_control.south": "South Side Only",
  "create.contraption.door_control.south.short": "South",
  "create.contraption.door_control.west": "West Side Only",
  "create.contraption.door_control.west.short": "West",
  "create.contraption.minecart_contraption_illegal_pickup": "A mystical force is binding this Cart Contraption to the world",
  "create.contraption.minecart_contraption_too_big": "This Cart Contraption seems too big to pick up",
  "create.contraptions.cart_movement_mode": "Cart Movement Mode",
  "create.contraptions.cart_movement_mode.rotate": "Always face toward motion",
  "create.contraptions.cart_movement_mode.rotate_paused": "Pause actors while rotating",
  "create.contraptions.cart_movement_mode.rotation_locked": "Lock rotation",
  "create.contraptions.chassis.distance": "Distance",
  "create.contraptions.chassis.radius": "Radius when Sticky",
  "create.contraptions.chassis.range": "Range of Sticky Sides",
  "create.contraptions.clockwork.clock_hands": "Clock Hand Arrangement",
  "create.contraptions.clockwork.hour_first": "Hour hand first",
  "create.contraptions.clockwork.hour_first_24": "24-Hour hand first",
  "create.contraptions.clockwork.minute_first": "Minute hand first",
  "create.contraptions.contoller.target": "Targeted Component",
  "create.contraptions.mechanical_roller.pave_material": "Paving Material",
  "create.contraptions.movement_mode": "Movement Mode",
  "create.contraptions.movement_mode.move_never_place": "Place only when Anchor Destroyed",
  "create.contraptions.movement_mode.move_place": "Always Place when Stopped",
  "create.contraptions.movement_mode.move_place_returned": "Place only in Starting Position",
  "create.contraptions.movement_mode.rotate_never_place": "Only Place when Anchor Destroyed",
  "create.contraptions.movement_mode.rotate_place": "Always Place when Stopped",
  "create.contraptions.movement_mode.rotate_place_returned": "Only Place near Initial Angle",
  "create.contraptions.moving_container": "Moving %1$s",
  "create.contraptions.roller_mode": "Roller Mode",
  "create.contraptions.roller_mode.straight_fill": "Straight Fill Below",
  "create.contraptions.roller_mode.tunnel_pave": "Clear Blocks and Pave",
  "create.contraptions.roller_mode.wide_fill": "Sloped Fill Below",
  "create.contraptions.windmill.rotation_direction": "Rotation Direction",
  "create.crafting_blueprint.crafting_slot": "Ingredient Slot",
  "create.crafting_blueprint.display_slot": "Display Slot",
  "create.crafting_blueprint.filter_items_viable": "Advanced filter items are viable",
  "create.crafting_blueprint.inferred": "Inferred from recipe",
  "create.crafting_blueprint.manually_assigned": "Manually assigned",
  "create.crafting_blueprint.optional": "Optional",
  "create.crafting_blueprint.secondary_display_slot": "Secondary Display Slot",
  "create.display_link.attached_side": "Block on attached side",
  "create.display_link.clear": "Cleared position selection",
  "create.display_link.display_on": "Write data to:",
  "create.display_link.display_on_multiline": "Start writing at:",
  "create.display_link.information_type": "Type of Information",
  "create.display_link.invalid": "Link has no valid target, try placing it again",
  "create.display_link.no_source": "Not a Display Source",
  "create.display_link.no_target": "Not a Display Target",
  "create.display_link.reading_from": "Read from:",
  "create.display_link.set": "Targeted position selected",
  "create.display_link.success": "Successfully bound to targeted position",
  "create.display_link.targeted_location": "Block in targeted location",
  "create.display_link.title": "Display Link",
  "create.display_link.too_far": "Targeted position is too far from here",
  "create.display_link.view_compatible": "Click to view all Compatible",
  "create.display_link.writing_to": "Send to:",
  "create.display_source.accumulate_items": "Accumulate Item Count",
  "create.display_source.boiler.for_boiler_status": "for Boiler Status",
  "create.display_source.boiler.not_enough_space": "Not enough space ",
  "create.display_source.boiler_status": "Boiler Status",
  "create.display_source.combine_item_names": "Combine Item Names",
  "create.display_source.computer_display_source": "From Computer",
  "create.display_source.count_items": "Amount of matching Items",
  "create.display_source.current_floor": "Elevator Location",
  "create.display_source.entity_name": "Entity Name",
  "create.display_source.fill_level": "Container Fill Level",
  "create.display_source.fill_level.display": "Display Format",
  "create.display_source.fill_level.percent": "Percent",
  "create.display_source.fill_level.progress_bar": "Progress Bar",
  "create.display_source.fluid_amount": "Amount of matching Fluids",
  "create.display_source.item_throughput": "Item Throughput",
  "create.display_source.item_throughput.interval": "Interval",
  "create.display_source.item_throughput.interval.hour": "per Hour",
  "create.display_source.item_throughput.interval.minute": "per Minute",
  "create.display_source.item_throughput.interval.second": "per Second",
  "create.display_source.kinetic_speed": "Rotation Speed (RPM)",
  "create.display_source.kinetic_speed.absolute": "Ignore Direction",
  "create.display_source.kinetic_speed.directional": "Include Direction",
  "create.display_source.kinetic_stress": "Network Stress",
  "create.display_source.kinetic_stress.current": "Stress in SU",
  "create.display_source.kinetic_stress.display": "Displayed Info",
  "create.display_source.kinetic_stress.max": "Total Capacity",
  "create.display_source.kinetic_stress.percent": "Percentage",
  "create.display_source.kinetic_stress.progress_bar": "Progress Bar",
  "create.display_source.kinetic_stress.remaining": "Remaining SU",
  "create.display_source.label": "Attached Label",
  "create.display_source.list_fluids": "List matching Fluids",
  "create.display_source.list_items": "List matching Items",
  "create.display_source.max_enchant_level": "Max Enchanting Cost",
  "create.display_source.nixie_tube": "Copy Nixie Tubes",
  "create.display_source.observed_train_name": "Detected Train Name",
  "create.display_source.player_deaths": "Player Deaths",
  "create.display_source.redstone_power": "Redstone Power",
  "create.display_source.redstone_power.display": "Display Format",
  "create.display_source.redstone_power.number": "Number",
  "create.display_source.redstone_power.progress_bar": "Progress Bar",
  "create.display_source.scoreboard": "Scoreboard",
  "create.display_source.scoreboard.objective": "Objective ID",
  "create.display_source.scoreboard.objective.deaths": "Player Deaths",
  "create.display_source.scoreboard.objective_not_found": "'%1$s' not found",
  "create.display_source.station_summary": "Train Station Summary",
  "create.display_source.station_summary.filter": "Station name filter",
  "create.display_source.station_summary.minutes": " min",
  "create.display_source.station_summary.now": "now",
  "create.display_source.station_summary.platform_column": "Platform column size",
  "create.display_source.station_summary.seconds": "%1$ss",
  "create.display_source.station_summary.train_name_column": "Train column size",
  "create.display_source.stop_watch": "Stopwatch",
  "create.display_source.time.12_hour": "12-hour",
  "create.display_source.time.24_hour": "24-hour",
  "create.display_source.time.format": "Time Format",
  "create.display_source.time_of_day": "Time of Day",
  "create.display_source.train_status": "Train Schedule Status",
  "create.display_source.value_list.display": "Value Display",
  "create.display_source.value_list.full_number": "Full Number",
  "create.display_source.value_list.million": "m",
  "create.display_source.value_list.shortened": "Shortened",
  "create.display_source.value_list.thousand": "k",
  "create.display_target.line": "Line %1$s",
  "create.display_target.page": "Page %1$s",
  "create.display_target.single_line": "Single Line",
  "create.elevator_contact.floor_description": "Floor Description",
  "create.elevator_contact.floor_identifier": "Floor Identifier",
  "create.elevator_contact.title": "Elevator Contact",
  "create.flap_display.cycles.alphabet": " ;A;B;C;D;E;F;G;H;I;J;K;L;M;N;O;P;Q;R;S;T;U;V;X;Y;Z",
  "create.flap_display.cycles.arrival_time": "   ; min;now;15s;30s;45s",
  "create.flap_display.cycles.fluid_units": "mB;B ",
  "create.flap_display.cycles.instant": " ; ",
  "create.flap_display.cycles.numeric": " ;0;1;2;3;4;5;6;7;8;9",
  "create.flap_display.cycles.pixel": "█;▓;▒",
  "create.flap_display.cycles.shortened_numbers": " ;K;M",
  "create.generic.angle": "Angle",
  "create.generic.clockwise": "Clockwise",
  "create.generic.counter_clockwise": "Counter-Clockwise",
  "create.generic.daytime.am": "am",
  "create.generic.daytime.hour": "Hour",
  "create.generic.daytime.minute": "Minute",
  "create.generic.daytime.pm": "pm",
  "create.generic.daytime.second": "Second",
  "create.generic.delay": "Delay",
  "create.generic.duration": "Duration",
  "create.generic.height": "Height",
  "create.generic.in_quotes": "\"%1$s\"",
  "create.generic.length": "Length",
  "create.generic.notes": "F#;F;E;D#;D;C#;C;B;A#;A;G#;G",
  "create.generic.pitch": "Pitch: %1$s",
  "create.generic.radius": "Radius",
  "create.generic.range": "Range",
  "create.generic.speed": "Speed",
  "create.generic.timeUnit": "Time Unit",
  "create.generic.unit.buckets": "B",
  "create.generic.unit.degrees": "°",
  "create.generic.unit.millibuckets": "mB",
  "create.generic.unit.minutes": "Minutes",
  "create.generic.unit.rpm": "RPM",
  "create.generic.unit.seconds": "Seconds",
  "create.generic.unit.stress": "su",
  "create.generic.unit.ticks": "Ticks",
  "create.generic.width": "Width",
  "create.gui.adjustable_crate.storageSpace": "Storage Space",
  "create.gui.adjustable_crate.title": "Adjustable Crate",
  "create.gui.assembly.exception": "This Contraption was unable to assemble:",
  "create.gui.assembly.exception.chunkNotLoaded": "The Block at [%1$s,%2$s,%3$s] was not in a loaded chunk",
  "create.gui.assembly.exception.column_conflict": "Another Elevator is already targeting this column of contacts",
  "create.gui.assembly.exception.noPistonPoles": "The Piston is missing some extension Poles",
  "create.gui.assembly.exception.no_contacts": "Elevators require a horizontal _Redstone_ _Contact_ attached to the structure",
  "create.gui.assembly.exception.not_enough_sails": "Attached structure does not include enough sail-like blocks: %1$s\nA minimum of %2$s are required",
  "create.gui.assembly.exception.structureTooLarge": "There are too many Blocks included in the contraption.\nThe configured maximum is: %1$s",
  "create.gui.assembly.exception.tooManyPistonPoles": "There are too many extension Poles attached to this Piston.\nThe configured maximum is: %1$s",
  "create.gui.assembly.exception.too_many_contacts": "Cannot attach more than one _Redstone_ _Contact_ to Elevators",
  "create.gui.assembly.exception.unmovableBlock": "Unmovable Block (%4$s) at [%1$s,%2$s,%3$s]",
  "create.gui.attached_computer.controlled": "This device is being controlled by a computer",
  "create.gui.attached_computer.hint": "To use device manually, disconnect all computers and modems",
  "create.gui.attribute_filter.add_attribute": "Add attribute to List",
  "create.gui.attribute_filter.add_inverted_attribute": "Add opposite attribute to List",
  "create.gui.attribute_filter.add_reference_item": "Add Reference Item",
  "create.gui.attribute_filter.allow_list_conjunctive": "Allow-List (All)",
  "create.gui.attribute_filter.allow_list_conjunctive.description": "Items pass only if they have ALL of the selected attributes.",
  "create.gui.attribute_filter.allow_list_disjunctive": "Allow-List (Any)",
  "create.gui.attribute_filter.allow_list_disjunctive.description": "Items pass if they have any of the selected attributes.",
  "create.gui.attribute_filter.deny_list": "Deny-List",
  "create.gui.attribute_filter.deny_list.description": "Items pass if they do NOT have any of the selected attributes.",
  "create.gui.attribute_filter.no_selected_attributes": "No attributes selected",
  "create.gui.attribute_filter.selected_attributes": "Selected attributes:",
  "create.gui.clipboard.erase_checked": "Erase checked items",
  "create.gui.config.overlay1": "Hi :)",
  "create.gui.config.overlay2": "This is a sample overlay",
  "create.gui.config.overlay3": "Click or drag with your mouse",
  "create.gui.config.overlay4": "to move this preview",
  "create.gui.config.overlay5": "Press ESC to exit this screen",
  "create.gui.config.overlay6": "and save the new position",
  "create.gui.config.overlay7": "Run /create overlay reset",
  "create.gui.config.overlay8": "to reset to the default position",
  "create.gui.contraptions.network_overstressed": "It appears that this contraption is _overstressed_. Add more sources or _slow_ _down_ the components with a high _stress_ _impact_.",
  "create.gui.contraptions.not_fast_enough": "It appears that this %1$s is _not_ rotating with _enough_ _speed_.",
  "create.gui.filter.allow_list": "Allow-List",
  "create.gui.filter.allow_list.description": "Items pass if they match any of the above. An empty Allow-List rejects everything.",
  "create.gui.filter.deny_list": "Deny-List",
  "create.gui.filter.deny_list.description": "Items pass if they do NOT match any of the above. An empty Deny-List accepts everything.",
  "create.gui.filter.ignore_data": "Ignore Data",
  "create.gui.filter.ignore_data.description": "Items match regardless of their attributes.",
  "create.gui.filter.respect_data": "Respect Data",
  "create.gui.filter.respect_data.description": "Items only match if their durability, enchantments, and other attributes match as well.",
  "create.gui.gauge.info_header": "Gauge Information:",
  "create.gui.goggles.at_current_speed": "at current speed",
  "create.gui.goggles.basin_contents": "Basin Contents:",
  "create.gui.goggles.fluid_container": "Fluid Container Info:",
  "create.gui.goggles.fluid_container.capacity": "Capacity: ",
  "create.gui.goggles.generator_stats": "Generator Stats:",
  "create.gui.goggles.kinetic_stats": "Kinetic Stats:",
  "create.gui.goggles.pole_length": "Pole Length:",
  "create.gui.schedule.add_condition": "Add Condition",
  "create.gui.schedule.add_entry": "Add Action",
  "create.gui.schedule.alternative_condition": "Alternative Condition",
  "create.gui.schedule.duplicate": "Duplicate",
  "create.gui.schedule.lmb_edit": "Left-Click to Edit",
  "create.gui.schedule.move_down": "Move down",
  "create.gui.schedule.move_up": "Move up",
  "create.gui.schedule.remove_entry": "Remove Action",
  "create.gui.schedule.rmb_remove": "Right-Click to Remove",
  "create.gui.schematicTable.availableSchematics": "Available Schematics",
  "create.gui.schematicTable.finished": "Upload Finished!",
  "create.gui.schematicTable.noSchematics": "No Schematics Saved",
  "create.gui.schematicTable.open_folder": "Open Folder",
  "create.gui.schematicTable.refresh": "Refresh Files",
  "create.gui.schematicTable.title": "Schematic Table",
  "create.gui.schematicTable.uploading": "Uploading...",
  "create.gui.schematicannon.gunpowderLevel": "Gunpowder at %1$s%%",
  "create.gui.schematicannon.listPrinter": "Checklist Printer",
  "create.gui.schematicannon.option.dontReplaceSolid": "Don't Replace Solid Blocks",
  "create.gui.schematicannon.option.dontReplaceSolid.description": "The cannon will never replace any Solid blocks in its working area, only non-Solid and Air.",
  "create.gui.schematicannon.option.replaceWithAny": "Replace Solid with Any",
  "create.gui.schematicannon.option.replaceWithAny.description": "The cannon will replace Solid blocks in its working area if the Schematic contains any Block at the Location.",
  "create.gui.schematicannon.option.replaceWithEmpty": "Replace Solid with Empty",
  "create.gui.schematicannon.option.replaceWithEmpty.description": "The cannon will clear out all blocks in its working area, including those replaced by Air.",
  "create.gui.schematicannon.option.replaceWithSolid": "Replace Solid with Solid",
  "create.gui.schematicannon.option.replaceWithSolid.description": "The cannon will only replace Solid blocks in its working area if the Schematic contains a solid Block at the Location.",
  "create.gui.schematicannon.option.skipBlockEntities": "Protect Block Entities",
  "create.gui.schematicannon.option.skipBlockEntities.description": "The cannon will avoid replacing data holding blocks such as Chests.",
  "create.gui.schematicannon.option.skipMissing": "Skip missing Blocks",
  "create.gui.schematicannon.option.skipMissing.description": "If the cannon cannot find a required Block for placement, it will continue at the next Location.",
  "create.gui.schematicannon.optionDisabled": "Currently Disabled",
  "create.gui.schematicannon.optionEnabled": "Currently Enabled",
  "create.gui.schematicannon.shotsRemaining": "Shots left: %1$s",
  "create.gui.schematicannon.shotsRemainingWithBackup": "With backup: %1$s",
  "create.gui.schematicannon.showOptions": "Show Printer Settings",
  "create.gui.schematicannon.slot.gunpowder": "Add gunpowder to fuel the cannon",
  "create.gui.schematicannon.slot.listPrinter": "Place a Clipboard or Book here to print a Checklist for your Schematic",
  "create.gui.schematicannon.slot.schematic": "Add your Schematic here. Make sure it is deployed at a specific location.",
  "create.gui.schematicannon.title": "Schematicannon",
  "create.gui.scrollInput.defaultTitle": "Choose an Option:",
  "create.gui.scrollInput.scrollToAdjustAmount": "Scroll to Adjust Amount",
  "create.gui.scrollInput.scrollToModify": "Scroll to Modify",
  "create.gui.scrollInput.scrollToSelect": "Scroll to Select",
  "create.gui.scrollInput.shiftScrollsFaster": "Shift to Scroll Faster",
  "create.gui.sequenced_gearshift.instruction": "Instruction",
  "create.gui.sequenced_gearshift.instruction.await": "Await",
  "create.gui.sequenced_gearshift.instruction.await.descriptive": "Await new Redstone Pulse",
  "create.gui.sequenced_gearshift.instruction.delay": "Delay",
  "create.gui.sequenced_gearshift.instruction.delay.descriptive": "Timed Delay",
  "create.gui.sequenced_gearshift.instruction.delay.duration": "Duration",
  "create.gui.sequenced_gearshift.instruction.end": "End",
  "create.gui.sequenced_gearshift.instruction.end.descriptive": "End",
  "create.gui.sequenced_gearshift.instruction.turn_angle": "Turn",
  "create.gui.sequenced_gearshift.instruction.turn_angle.angle": "Angle",
  "create.gui.sequenced_gearshift.instruction.turn_angle.descriptive": "Turn by angle",
  "create.gui.sequenced_gearshift.instruction.turn_distance": "Piston",
  "create.gui.sequenced_gearshift.instruction.turn_distance.descriptive": "Turn to move Piston/Pulley/Gantry",
  "create.gui.sequenced_gearshift.instruction.turn_distance.distance": "Distance",
  "create.gui.sequenced_gearshift.speed": "Speed, Direction",
  "create.gui.sequenced_gearshift.speed.back": "Input speed, Reversed",
  "create.gui.sequenced_gearshift.speed.back_fast": "Double speed, Reversed",
  "create.gui.sequenced_gearshift.speed.forward": "Input speed, Forwards",
  "create.gui.sequenced_gearshift.speed.forward_fast": "Double speed, Forwards",
  "create.gui.sequenced_gearshift.title": "Sequenced Gearshift",
  "create.gui.speedometer.title": "Rotation Speed",
  "create.gui.stressometer.capacity": "Remaining Capacity",
  "create.gui.stressometer.no_rotation": "No Rotation",
  "create.gui.stressometer.overstressed": "Overstressed",
  "create.gui.stressometer.title": "Network Stress",
  "create.gui.symmetryWand.mirrorType": "Mirror",
  "create.gui.symmetryWand.orientation": "Orientation",
  "create.gui.terrainzapper.brush": "Brush",
  "create.gui.terrainzapper.brush.cluster": "Cluster",
  "create.gui.terrainzapper.brush.cuboid": "Cuboid",
  "create.gui.terrainzapper.brush.cylinder": "Cylinder",
  "create.gui.terrainzapper.brush.sphere": "Sphere",
  "create.gui.terrainzapper.brush.surface": "Surface",
  "create.gui.terrainzapper.pattern.chance25": "25% Roll",
  "create.gui.terrainzapper.pattern.chance50": "50% Roll",
  "create.gui.terrainzapper.pattern.chance75": "75% Roll",
  "create.gui.terrainzapper.pattern.checkered": "Checkerboard",
  "create.gui.terrainzapper.pattern.inversecheckered": "Inverted Checkerboard",
  "create.gui.terrainzapper.pattern.solid": "Solid",
  "create.gui.terrainzapper.patternSection": "Pattern",
  "create.gui.terrainzapper.placement": "Placement",
  "create.gui.terrainzapper.placement.attached": "Attached",
  "create.gui.terrainzapper.placement.inserted": "Inserted",
  "create.gui.terrainzapper.placement.merged": "Merged",
  "create.gui.terrainzapper.searchDiagonal": "Follow Diagonals",
  "create.gui.terrainzapper.searchFuzzy": "Ignore Material Borders",
  "create.gui.terrainzapper.title": "Handheld Blockzapper",
  "create.gui.terrainzapper.tool": "Tool",
  "create.gui.terrainzapper.tool.clear": "Clear",
  "create.gui.terrainzapper.tool.fill": "Fill",
  "create.gui.terrainzapper.tool.flatten": "Flatten",
  "create.gui.terrainzapper.tool.overlay": "Overlay",
  "create.gui.terrainzapper.tool.place": "Place",
  "create.gui.terrainzapper.tool.replace": "Replace",
  "create.gui.threshold_switch.invert_signal": "Invert Signal",
  "create.gui.threshold_switch.move_to_lower_at": "Move to lower lane at %1$s%%",
  "create.gui.threshold_switch.move_to_upper_at": "Move to upper lane at %1$s%%",
  "create.gui.threshold_switch.title": "Threshold Switch",
  "create.gui.toolmenu.cycle": "[SCROLL] to Cycle",
  "create.gui.toolmenu.focusKey": "Hold [%1$s] to Focus",
  "create.gui.value_settings.hold_to_edit": "Click and hold to edit",
  "create.gui.value_settings.release_to_confirm": "Release %1$s to Confirm",
  "create.hint.derailed_train": "It appears this _Train_ is no longer sitting on a connected track piece. _Right-Click_ using a _wrench_ in order to relocate it to a nearby track.",
  "create.hint.derailed_train.title": "Derailed Train",
  "create.hint.empty_bearing": "_Right-click_ the bearing with an _empty_ _hand_ to _attach_ the structure you just built in front of it.",
  "create.hint.empty_bearing.title": "Update Bearing",
  "create.hint.full_deployer": "It appears this _Deployer_ contains _excess_ _items_ that need to be _extracted._ Use a _hopper,_ _funnel_ or other means to free it from its overflow.",
  "create.hint.full_deployer.title": "Deployer cannot activate",
  "create.hint.hose_pulley": "The targeted body of fluid is considered infinite.",
  "create.hint.hose_pulley.title": "Bottomless Supply",
  "create.hint.mechanical_arm_no_targets": "It appears this _Mechanical_ _Arm_ has not been assigned any _targets._ Select belts, depots, funnels and other blocks by _right-clicking_ them while _holding_ the _Mechanical_ _Arm_ in your _hand_.",
  "create.hint.mechanical_arm_no_targets.title": "No Targets",
  "create.item_attributes.added_by": "was added by %1$s",
  "create.item_attributes.added_by.inverted": "was not added by %1$s",
  "create.item_attributes.astralsorcery_amulet": "improves %1$s",
  "create.item_attributes.astralsorcery_amulet.inverted": "does not improve %1$s",
  "create.item_attributes.astralsorcery_constellation": "is attuned to %1$s",
  "create.item_attributes.astralsorcery_constellation.inverted": "is not attuned to %1$s",
  "create.item_attributes.astralsorcery_crystal": "has crystal attribute %1$s",
  "create.item_attributes.astralsorcery_crystal.inverted": "does not have crystal attribute %1$s",
  "create.item_attributes.astralsorcery_perk_gem": "has perk attribute %1$s",
  "create.item_attributes.astralsorcery_perk_gem.inverted": "does not have perk attribute %1$s",
  "create.item_attributes.badly_damaged": "is heavily damaged",
  "create.item_attributes.badly_damaged.inverted": "is not heavily damaged",
  "create.item_attributes.blastable": "can be Smelted in a Blast Furnace",
  "create.item_attributes.blastable.inverted": "cannot be Smelted in a Blast Furnace",
  "create.item_attributes.book_author": "was authored by %1$s",
  "create.item_attributes.book_author.inverted": "was not authored by %1$s",
  "create.item_attributes.book_copy_first": "is a first-generation copy",
  "create.item_attributes.book_copy_first.inverted": "is not a first-generation copy",
  "create.item_attributes.book_copy_original": "is an original",
  "create.item_attributes.book_copy_original.inverted": "is not an original",
  "create.item_attributes.book_copy_second": "is a second-generation copy",
  "create.item_attributes.book_copy_second.inverted": "is not a second-generation copy",
  "create.item_attributes.book_copy_tattered": "is a tattered mess",
  "create.item_attributes.book_copy_tattered.inverted": "is not a tattered mess",
  "create.item_attributes.color": "is dyed %1$s",
  "create.item_attributes.color.inverted": "is not dyed %1$s",
  "create.item_attributes.compostable": "can be composted",
  "create.item_attributes.compostable.inverted": "cannot be composted",
  "create.item_attributes.consumable": "can be eaten",
  "create.item_attributes.consumable.inverted": "cannot be eaten",
  "create.item_attributes.crushable": "can be Crushed",
  "create.item_attributes.crushable.inverted": "cannot be Crushed",
  "create.item_attributes.damaged": "is damaged",
  "create.item_attributes.damaged.inverted": "is not damaged",
  "create.item_attributes.enchanted": "is enchanted",
  "create.item_attributes.enchanted.inverted": "is unenchanted",
  "create.item_attributes.equipable": "can be equipped",
  "create.item_attributes.equipable.inverted": "cannot be equipped",
  "create.item_attributes.fluid_container": "can store fluids",
  "create.item_attributes.fluid_container.inverted": "cannot store fluids",
  "create.item_attributes.furnace_fuel": "is furnace fuel",
  "create.item_attributes.furnace_fuel.inverted": "is not furnace fuel",
  "create.item_attributes.has_enchant": "is enchanted with %1$s",
  "create.item_attributes.has_enchant.inverted": "is not enchanted with %1$s",
  "create.item_attributes.has_fluid": "contains %1$s",
  "create.item_attributes.has_fluid.inverted": "does not contain %1$s",
  "create.item_attributes.has_name": "has the custom name %1$s",
  "create.item_attributes.has_name.inverted": "does not have the custom name %1$s",
  "create.item_attributes.hauntable": "can be Haunted",
  "create.item_attributes.hauntable.inverted": "cannot be Haunted",
  "create.item_attributes.in_item_group": "is in group '%1$s'",
  "create.item_attributes.in_item_group.inverted": "is not in group '%1$s'",
  "create.item_attributes.in_tag": "is tagged %1$s",
  "create.item_attributes.in_tag.inverted": "is not tagged %1$s",
  "create.item_attributes.max_enchanted": "is enchanted at max level",
  "create.item_attributes.max_enchanted.inverted": "is not enchanted at max level",
  "create.item_attributes.not_stackable": "cannot stack",
  "create.item_attributes.not_stackable.inverted": "can be stacked",
  "create.item_attributes.placeable": "is placeable",
  "create.item_attributes.placeable.inverted": "is not placeable",
  "create.item_attributes.renamed": "has a custom name",
  "create.item_attributes.renamed.inverted": "does not have a custom name",
  "create.item_attributes.shulker_level": "is shulker %1$s",
  "create.item_attributes.shulker_level.empty": "empty",
  "create.item_attributes.shulker_level.full": "full",
  "create.item_attributes.shulker_level.inverted": "is shulker not %1$s",
  "create.item_attributes.shulker_level.partial": "partially filled",
  "create.item_attributes.smeltable": "can be Smelted",
  "create.item_attributes.smeltable.inverted": "cannot be Smelted",
  "create.item_attributes.smokable": "can be Smoked",
  "create.item_attributes.smokable.inverted": "cannot be Smoked",
  "create.item_attributes.washable": "can be Washed",
  "create.item_attributes.washable.inverted": "cannot be Washed",
  "create.keyinfo.ponder": "Ponder",
  "create.keyinfo.scrolldown": "Simulate Mousewheel Down (inworld)",
  "create.keyinfo.scrollup": "Simulate Mousewheel Up (inworld)",
  "create.keyinfo.toolbelt": "Access Nearby Toolboxes",
  "create.keyinfo.toolmenu": "Focus Schematic Overlay",
  "create.kinetics.creative_motor.rotation_speed": "Generated Speed in RPM",
  "create.kinetics.speed_controller.rotation_speed": "Targeted Speed in RPM",
  "create.kinetics.valve_handle.rotated_angle": "Rotation when used",
  "create.large_water_wheel.not_enough_space": "Clear Blocks for Placement",
  "create.linked_controller.bind_mode": "Bind mode active",
  "create.linked_controller.frequency_slot_1": "Keybind: %1$s, Freq. #1",
  "create.linked_controller.frequency_slot_2": "Keybind: %1$s, Freq. #2",
  "create.linked_controller.key_bound": "Frequency bound to %1$s",
  "create.linked_controller.press_keybind": "Press %1$s, %2$s, %3$s, %4$s, %5$s or %6$s, to bind this frequency to the respective key",
  "create.logistics.crafter.click_to_merge": "Click to merge Inventories",
  "create.logistics.crafter.click_to_separate": "Click to separate Inventories",
  "create.logistics.crafter.connected": "Connected Crafters",
  "create.logistics.creative_crate.supply": "Infinite Supply",
  "create.logistics.filter": "Filter",
  "create.logistics.filter.any_amount_short": "Any",
  "create.logistics.filter.click_to_replace": "Click with item to replace",
  "create.logistics.filter.click_to_set": "Click with item to set",
  "create.logistics.filter.exactly": "Exactly",
  "create.logistics.filter.extracted_amount": "Extracted Amount",
  "create.logistics.filter.hold_to_set_amount": "Click and hold for amount",
  "create.logistics.filter.invalid_item": "Cannot use this item here.",
  "create.logistics.filter.requires_item_in_inventory": "Requires %1$s item in Inventory",
  "create.logistics.filter.up_to": "Up to",
  "create.logistics.firstFrequency": "Frequency #1",
  "create.logistics.fluid_filter": "Fluid Filter",
  "create.logistics.recipe_filter": "Recipe Filter",
  "create.logistics.redstone_interval": "Redstone Interval",
  "create.logistics.secondFrequency": "Frequency #2",
  "create.logistics.train_observer.cargo_filter": "Cargo Filter",
  "create.logistics.when_multiple_outputs_available": "Distribution Method",
  "create.materialChecklist": "Material Checklist",
  "create.materialChecklist.blocksNotLoaded": "* Disclaimer *\n\nMaterial List may be inaccurate due to relevant chunks not being loaded.",
  "create.mechanical_arm.deposit_to": "Deposit items to %1$s",
  "create.mechanical_arm.extract_from": "Take items from %1$s",
  "create.mechanical_arm.points_outside_range": "%1$s selected interaction point(s) removed due to range limitations.",
  "create.mechanical_arm.selection_mode.forced_round_robin": "Forced Round Robin",
  "create.mechanical_arm.selection_mode.prefer_first": "Prefer First Target",
  "create.mechanical_arm.selection_mode.round_robin": "Round Robin",
  "create.mechanical_arm.summary": "Mechanical Arm has %1$s input(s) and %2$s output(s).",
  "create.menu.configure": "Configure...",
  "create.menu.only_ingame": "Available in the Pause Menu",
  "create.menu.ponder_index": "Ponder Index",
  "create.menu.report_bugs": "Report Issues",
  "create.menu.return": "Return to Menu",
  "create.menu.support": "Support Us",
  "create.minecart_coupling.no_loops": "Couplings cannot form a loop",
  "create.minecart_coupling.removed": "Removed all couplings from minecart",
  "create.minecart_coupling.too_far": "Minecarts are too far apart",
  "create.minecart_coupling.two_couplings_max": "Minecarts cannot have more than two couplings each",
  "create.minecart_coupling.unloaded": "Parts of your train seem to be in unloaded chunks",
  "create.orientation.alongX": "Along X",
  "create.orientation.alongZ": "Along Z",
  "create.orientation.diagonal": "Diagonal",
  "create.orientation.horizontal": "Horizontal",
  "create.orientation.orthogonal": "Orthogonal",
  "create.ponder.analog_lever.header": "Controlling signals using the Analog Lever",
  "create.ponder.analog_lever.text_1": "Analog Levers make for a compact and precise source of redstone power",
  "create.ponder.analog_lever.text_2": "Right-click to increase its analog power output",
  "create.ponder.analog_lever.text_3": "Right-click while Sneaking to decrease the power output again",
  "create.ponder.andesite_tunnel.header": "Using Andesite Tunnels",
  "create.ponder.andesite_tunnel.text_1": "Andesite Tunnels can be used to cover up your belts",
  "create.ponder.andesite_tunnel.text_2": "Whenever an Andesite Tunnel has connections to the sides...",
  "create.ponder.andesite_tunnel.text_3": "...they will split exactly one item off of any passing stacks",
  "create.ponder.andesite_tunnel.text_4": "The remainder will continue on its path",
  "create.ponder.associated": "Associated Entries",
  "create.ponder.auto_schedule.header": "Stations & Scheduling",
  "create.ponder.auto_schedule.text_1": "Schedules can be used to provide drivers with a destination",
  "create.ponder.auto_schedule.text_2": "Comparators will receive a signal whenever a Train is present",
  "create.ponder.auto_schedule.text_3": "Mind that a Station can only be approached from the indicated direction",
  "create.ponder.auto_schedule.text_4": "Stations can also be used to assign new Schedules automatically",
  "create.ponder.auto_schedule.text_5": "The Schedule placed on a station will automatically copy itself to present trains",
  "create.ponder.auto_schedule.text_6": "As opposed to manual scheduling, drivers will not take the item with them",
  "create.ponder.basin.header": "Processing Items in the Basin",
  "create.ponder.basin.text_1": "A Basin can hold Items and Fluids for Processing",
  "create.ponder.basin.text_2": "After a processing step, basins try to output below to the side of them",
  "create.ponder.basin.text_3": "When a valid component is present, the Basin will show an output faucet",
  "create.ponder.basin.text_4": "A number of options are applicable here",
  "create.ponder.basin.text_5": "Outputs will be caught by the inventory below",
  "create.ponder.basin.text_6": "Without output faucet, the Basin will retain items created in its processing",
  "create.ponder.basin.text_7": "This can be useful if outputs should be re-used as ingredients",
  "create.ponder.basin.text_8": "Desired outputs will then have to be extracted from the basin",
  "create.ponder.basin.text_9": "A Filter might be necessary to avoid pulling out un-processed items",
  "create.ponder.bearing_modes.header": "Movement Modes of the Mechanical Bearing",
  "create.ponder.bearing_modes.text_1": "When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle",
  "create.ponder.bearing_modes.text_2": "It can be configured never to revert to solid blocks, or only near the angle it started at",
  "create.ponder.belt_casing.header": "Encasing Belts",
  "create.ponder.belt_casing.text_1": "Brass or Andesite Casing can be used to decorate Mechanical Belts",
  "create.ponder.belt_casing.text_2": "A wrench can be used to remove the casing",
  "create.ponder.belt_connector.header": "Using Mechanical Belts",
  "create.ponder.belt_connector.text_1": "Right-Clicking two shafts with a belt item will connect them together",
  "create.ponder.belt_connector.text_2": "Accidental selections can be canceled with Right-Click while Sneaking",
  "create.ponder.belt_connector.text_3": "Additional Shafts can be added throughout the Belt",
  "create.ponder.belt_connector.text_4": "Shafts connected via Belts will rotate with Identical Speed and Direction",
  "create.ponder.belt_connector.text_5": "Added shafts can be removed using the wrench",
  "create.ponder.belt_connector.text_6": "Mechanical Belts can be dyed for aesthetic purposes",
  "create.ponder.belt_directions.header": "Valid Orientations for Mechanical Belts",
  "create.ponder.belt_directions.text_1": "Belts cannot connect in arbitrary directions",
  "create.ponder.belt_directions.text_2": "1. They can connect horizontally",
  "create.ponder.belt_directions.text_3": "2. They can connect diagonally",
  "create.ponder.belt_directions.text_4": "3. They can connect vertically",
  "create.ponder.belt_directions.text_5": "4. And they can connect vertical shafts horizontally",
  "create.ponder.belt_directions.text_6": "These are all possible directions. Belts can span any Length between 2 and 20 blocks",
  "create.ponder.belt_transport.header": "Using Mechanical Belts for Logistics",
  "create.ponder.belt_transport.text_1": "Moving belts will transport Items and other Entities",
  "create.ponder.belt_transport.text_2": "Right-Click with an empty hand to take items off a belt",
  "create.ponder.blaze_burner.header": "Feeding Blaze Burners",
  "create.ponder.blaze_burner.text_1": "Blaze Burners can provide Heat to Items processed in a Basin",
  "create.ponder.blaze_burner.text_2": "For this, the Blaze has to be fed with flammable items",
  "create.ponder.blaze_burner.text_3": "With a Blaze Cake, the Burner can reach an even stronger level of heat",
  "create.ponder.blaze_burner.text_4": "The feeding process can be automated using Deployers or Mechanical Arms",
  "create.ponder.brass_funnel.header": "The Brass Funnel",
  "create.ponder.brass_funnel.text_1": "Andesite Funnels can only ever extract single items.",
  "create.ponder.brass_funnel.text_2": "Brass Funnels can extract up to a full stack.",
  "create.ponder.brass_funnel.text_3": "The value panel allows for precise control over the extracted stack size.",
  "create.ponder.brass_funnel.text_4": "Using items on the filter slot will restrict the funnel to only transfer matching stacks.",
  "create.ponder.brass_tunnel.header": "Using Brass Tunnels",
  "create.ponder.brass_tunnel.text_1": "Brass Tunnels can be used to cover up your belts",
  "create.ponder.brass_tunnel.text_2": "Brass Tunnels have filter slots on each open side",
  "create.ponder.brass_tunnel.text_3": "Filters on inbound connections simply block non-matching items",
  "create.ponder.brass_tunnel.text_4": "Filters on outbound connections can be used to sort items by type",
  "create.ponder.brass_tunnel.text_5": "Whenever a passing item has multiple valid exits, the distribution mode will decide how to handle it",
  "create.ponder.brass_tunnel.text_6": "Brass Tunnels on parallel belts will form a group",
  "create.ponder.brass_tunnel.text_7": "Incoming Items will now be distributed across all connected exits",
  "create.ponder.brass_tunnel.text_8": "For this, items can also be inserted into the Tunnel block directly",
  "create.ponder.brass_tunnel_modes.header": "Distribution Modes of the Brass Tunnel",
  "create.ponder.brass_tunnel_modes.text_1": "The distribution behaviour of Brass Tunnels can be configured",
  "create.ponder.brass_tunnel_modes.text_10": "'Synchronize Inputs' is a unique setting for Brass Tunnels",
  "create.ponder.brass_tunnel_modes.text_11": "Items are only allowed past if every tunnel in the group has one waiting",
  "create.ponder.brass_tunnel_modes.text_12": "This ensures that all affected belts supply items at the same rate",
  "create.ponder.brass_tunnel_modes.text_2": "'Split' will attempt to distribute the stack evenly between available outputs",
  "create.ponder.brass_tunnel_modes.text_3": "If an output is unable to take more items, it will be skipped",
  "create.ponder.brass_tunnel_modes.text_4": "'Forced Split' will never skip outputs, and instead wait until they are free",
  "create.ponder.brass_tunnel_modes.text_5": "'Round Robin' keeps stacks whole, and cycles through outputs iteratively",
  "create.ponder.brass_tunnel_modes.text_6": "Once Again, if an output is unable to take more items, it will be skipped",
  "create.ponder.brass_tunnel_modes.text_7": "'Forced Round Robin' never skips outputs",
  "create.ponder.brass_tunnel_modes.text_8": "'Prefer Nearest' prioritizes the outputs closest to the items' input location",
  "create.ponder.brass_tunnel_modes.text_9": "'Randomize' will distribute whole stacks to randomly picked outputs",
  "create.ponder.cart_assembler.header": "Moving Structures using Cart Assemblers",
  "create.ponder.cart_assembler.text_1": "Powered Cart Assemblers mount attached structures to passing Minecarts",
  "create.ponder.cart_assembler.text_2": "Without a redstone signal, it disassembles passing cart contraptions back into blocks",
  "create.ponder.cart_assembler.text_3": "Using a Wrench on the Minecart will let you carry the Contraption elsewhere",
  "create.ponder.cart_assembler_dual.header": "Assembling Carriage Contraptions",
  "create.ponder.cart_assembler_dual.text_1": "Whenever two Cart Assembers share an attached structure...",
  "create.ponder.cart_assembler_dual.text_2": "Powering either of them will create a Carriage Contraption",
  "create.ponder.cart_assembler_dual.text_3": "The carts will behave like those connected via Minecart Coupling",
  "create.ponder.cart_assembler_modes.header": "Orientation Settings for Minecart Contraptions",
  "create.ponder.cart_assembler_modes.text_1": "Cart Contraptions will rotate to face towards their carts' motion",
  "create.ponder.cart_assembler_modes.text_2": "This Arrow indicates which side of the Structure will be considered the front",
  "create.ponder.cart_assembler_modes.text_3": "If the Assembler is set to Lock Rotation, the contraptions' orientation will never change",
  "create.ponder.cart_assembler_rails.header": "Other types of Minecarts and Rails",
  "create.ponder.cart_assembler_rails.text_1": "Cart Assemblers on Regular Tracks will not affect the passing carts' motion",
  "create.ponder.cart_assembler_rails.text_2": "When on Powered or Controller Rail, the carts will be held in place until it's Powered",
  "create.ponder.cart_assembler_rails.text_3": "Other types of Minecarts can be used as the anchor",
  "create.ponder.cart_assembler_rails.text_4": "Furnace Carts will keep themselves powered, pulling fuel from any attached inventories",
  "create.ponder.categories": "Available Categories in Create",
  "create.ponder.chain_drive.header": "Relaying rotational force with Chain Drives",
  "create.ponder.chain_drive.text_1": "Chain Drives relay rotation to each other in a row",
  "create.ponder.chain_drive.text_2": "All shafts connected like this will rotate in the same direction",
  "create.ponder.chain_drive.text_3": "Any part of the row can be rotated by 90 degrees",
  "create.ponder.chain_gearshift.header": "Controlling rotational speed with Chain Gearshifts",
  "create.ponder.chain_gearshift.text_1": "Unpowered Chain Gearshifts behave exactly like Chain Drives",
  "create.ponder.chain_gearshift.text_2": "When Powered, the speed transmitted to other Chain Drives in the row is doubled",
  "create.ponder.chain_gearshift.text_3": "Whenever the Powered Gearshift is not at the source, its speed will be halved instead",
  "create.ponder.chain_gearshift.text_4": "In both cases, Chain Drives in the row always run at 2x the speed of the Powered Gearshift",
  "create.ponder.chain_gearshift.text_5": "Using analog signals, the ratio can be adjusted more precisely between 1 and 2",
  "create.ponder.chain_gearshift.text_6": "12 RPM",
  "create.ponder.chute.header": "Transporting Items downward via Chutes",
  "create.ponder.chute.text_1": "Chutes can transport items vertically from and to inventories",
  "create.ponder.chute.text_2": "Using the Wrench, a window can be created",
  "create.ponder.chute.text_3": "Using Industrial Iron Blocks, chutes can be encased",
  "create.ponder.chute.text_4": "Placing chutes targeting the side faces of another will make it diagonal",
  "create.ponder.chute_upward.header": "Transporting Items upward via Chutes",
  "create.ponder.chute_upward.text_1": "Using Encased Fans at the top or bottom, a Chute can move items upward",
  "create.ponder.chute_upward.text_2": "Inspecting chutes with Engineers' Goggles reveals information about the movement direction",
  "create.ponder.chute_upward.text_3": "On the 'blocked' end, items will have to be inserted/taken from the sides",
  "create.ponder.clockwork_bearing.header": "Animating Structures using Clockwork Bearings",
  "create.ponder.clockwork_bearing.text_1": "Clockwork Bearings attach to blocks in front of them",
  "create.ponder.clockwork_bearing.text_2": "Upon receiving Rotational Force, the structure will be rotated according to the hour of the day",
  "create.ponder.clockwork_bearing.text_3": "3:00",
  "create.ponder.clockwork_bearing.text_4": "4:00",
  "create.ponder.clockwork_bearing.text_5": "Right-Click the bearing to start or stop animating the structure",
  "create.ponder.clockwork_bearing.text_6": "In front of the Hour Hand, a second structure can be added",
  "create.ponder.clockwork_bearing.text_7": "Ensure that the two Structures are not glued to each other",
  "create.ponder.clockwork_bearing.text_8": "The Second Structure will now rotate as the Minute Hand",
  "create.ponder.close": "Close",
  "create.ponder.clutch.header": "Controlling rotational force using a Clutch",
  "create.ponder.clutch.text_1": "Clutches will relay rotation in a straight line",
  "create.ponder.clutch.text_2": "When powered by Redstone, it breaks the connection",
  "create.ponder.cog_speedup.header": "Gearshifting with Cogs",
  "create.ponder.cog_speedup.text_1": "Large and Small cogs can be connected diagonally",
  "create.ponder.cog_speedup.text_2": "Shifting from large to small cogs, the conveyed speed will be doubled",
  "create.ponder.cog_speedup.text_3": "Shifting the opposite way, the conveyed speed will be halved",
  "create.ponder.cogwheel.header": "Relaying rotational force using Cogwheels",
  "create.ponder.cogwheel.text_1": "Cogwheels will relay rotation to other adjacent cogwheels",
  "create.ponder.cogwheel.text_2": "Neighbouring shafts connected like this will rotate in opposite directions",
  "create.ponder.cogwheel_casing.header": "Encasing Cogwheels",
  "create.ponder.cogwheel_casing.text_1": "Brass or Andesite Casing can be used to decorate Cogwheels",
  "create.ponder.cogwheel_casing.text_2": "Components added after encasing will not connect to the shaft outputs",
  "create.ponder.cogwheel_casing.text_3": "The Wrench can be used to toggle connections",
  "create.ponder.contraption_controls.header": "Using Contraption Controls",
  "create.ponder.contraption_controls.text_1": "Actors on moving contraptions are always active by default",
  "create.ponder.contraption_controls.text_2": "Contraption Controls can be used to toggle them on the fly",
  "create.ponder.contraption_controls.text_3": "They can be attached anywhere on the contraption",
  "create.ponder.contraption_controls.text_4": "While disassembled, the filter can be changed to target specific types of actors",
  "create.ponder.contraption_controls.text_5": "If it is redstone-activated during assembly...",
  "create.ponder.contraption_controls.text_6": "...targeted actors will be turned off from the start",
  "create.ponder.creative_fluid_tank.header": "Creative Fluid Tanks",
  "create.ponder.creative_fluid_tank.text_1": "Creative Fluid Tanks can be used to provide a bottomless supply of fluid",
  "create.ponder.creative_fluid_tank.text_2": "Right-Click with a fluid containing item to configure it",
  "create.ponder.creative_fluid_tank.text_3": "Pipe Networks can now endlessly draw the assigned fluid from the tank",
  "create.ponder.creative_fluid_tank.text_4": "Any Fluids pushed back into a Creative Fluid Tank will be voided",
  "create.ponder.creative_motor.header": "Generating Rotational Force using Creative Motors",
  "create.ponder.creative_motor.text_1": "Creative motors are a compact and configurable source of Rotational Force",
  "create.ponder.creative_motor.text_2": "The generated speed can be configured on its input panels",
  "create.ponder.creative_motor_mojang.header": "Mojang's Enigma",
  "create.ponder.crushing_wheels.header": "Processing Items with Crushing Wheels",
  "create.ponder.crushing_wheels.text_1": "A pair of Crushing Wheels can grind items very effectively",
  "create.ponder.crushing_wheels.text_2": "Their Rotational Input has to make them spin into each other",
  "create.ponder.crushing_wheels.text_3": "Items thrown or inserted into the top will get processed",
  "create.ponder.crushing_wheels.text_4": "Items can be inserted and picked up through automated means as well",
  "create.ponder.deployer.header": "Using the Deployer",
  "create.ponder.deployer.text_1": "Given Rotational Force, a Deployer can imitate player interactions",
  "create.ponder.deployer.text_10": "Right-click the front to give it an Item to use",
  "create.ponder.deployer.text_11": "Items can also be inserted automatically",
  "create.ponder.deployer.text_12": "Deployers carry a filter slot",
  "create.ponder.deployer.text_13": "When a filter is set, it activates only while holding a matching item",
  "create.ponder.deployer.text_14": "Only items matching the filter can now be inserted...",
  "create.ponder.deployer.text_15": "...and only non-matching items will be extracted",
  "create.ponder.deployer.text_2": "It will always interact with the position 2 blocks in front of itself",
  "create.ponder.deployer.text_3": "Blocks directly in front will not obstruct it",
  "create.ponder.deployer.text_4": "Deployers can:",
  "create.ponder.deployer.text_5": "Place Blocks,",
  "create.ponder.deployer.text_6": "Use Items,",
  "create.ponder.deployer.text_7": "Activate Blocks,",
  "create.ponder.deployer.text_8": "Harvest blocks",
  "create.ponder.deployer.text_9": "and Attack Mobs",
  "create.ponder.deployer_contraption.header": "Using Deployers on Contraptions",
  "create.ponder.deployer_contraption.text_1": "Whenever Deployers are moved as part of an animated Contraption...",
  "create.ponder.deployer_contraption.text_2": "They activate at each visited location, using items from inventories anywhere on the contraption",
  "create.ponder.deployer_contraption.text_3": "The Filter slot can be used to specify which items to pull",
  "create.ponder.deployer_modes.header": "Modes of the Deployer",
  "create.ponder.deployer_modes.text_1": "By default, a Deployer imitates a Right-click interaction",
  "create.ponder.deployer_modes.text_2": "Using a Wrench, it can be set to imitate a Left-click instead",
  "create.ponder.deployer_processing.header": "Processing Items using Deployers",
  "create.ponder.deployer_processing.text_1": "With a fitting held item, Deployers can process items provided beneath them",
  "create.ponder.deployer_processing.text_2": "The Input items can be dropped or placed on a Depot under the Deployer",
  "create.ponder.deployer_processing.text_3": "When items are provided on a belt...",
  "create.ponder.deployer_processing.text_4": "The Deployer will hold and process them automatically",
  "create.ponder.deployer_redstone.header": "Controlling Deployers with Redstone",
  "create.ponder.deployer_redstone.text_1": "When powered by Redstone, Deployers will not activate",
  "create.ponder.deployer_redstone.text_2": "Before stopping, the Deployer will finish any started cycles",
  "create.ponder.deployer_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle",
  "create.ponder.depot.header": "Using Depots",
  "create.ponder.depot.text_1": "Depots can serve as 'stationary' belt elements",
  "create.ponder.depot.text_2": "Right-Click to manually place or remove Items from it",
  "create.ponder.depot.text_3": "Just like Mechanical Belts, it can provide items to processing",
  "create.ponder.depot.text_4": "...as well as provide Items to Mechanical Arms",
  "create.ponder.display_board.header": "Using Display Boards",
  "create.ponder.display_board.text_1": "Display Boards are a scalable alternative to the sign",
  "create.ponder.display_board.text_2": "They require Rotational Force to operate",
  "create.ponder.display_board.text_3": "Static text can be applied using written Clipboards",
  "create.ponder.display_board.text_4": "And dynamic text through the use of Display Links",
  "create.ponder.display_board.text_5": "Dyes can be applied to individual lines of the board",
  "create.ponder.display_board.text_6": "Lines can be reset by clicking them with an empty hand",
  "create.ponder.display_link.header": "Setting up Display Links",
  "create.ponder.display_link.text_1": "Display Links can be used to visualise dynamic information",
  "create.ponder.display_link.text_2": "First, right-click the target display...",
  "create.ponder.display_link.text_3": "...then attach it to the block to read from",
  "create.ponder.display_link.text_4": "Open the Interface to select and configure what is sent",
  "create.ponder.display_link.text_5": "The display will now receive information from the link",
  "create.ponder.display_link.text_6": "Not every block can act as a source",
  "create.ponder.display_link.text_7": "Each compatible block provides unique information",
  "create.ponder.display_link.text_8": "The Display Link can work with several different displays",
  "create.ponder.display_link_redstone.header": "Redstone Control",
  "create.ponder.display_link_redstone.text_1": "When powered by Redstone, Display Links stop sending updates",
  "create.ponder.display_link_redstone.text_2": "Once unpowered, the Timer is reset and new info is sent immediately",
  "create.ponder.display_link_redstone.text_3": "Signals emitted from the source do not affect the Link",
  "create.ponder.elevator_pulley.header": "Using the Elevator Pulley",
  "create.ponder.elevator_pulley.text_1": "Elevator Pulleys can move structures vertically between marked locations",
  "create.ponder.elevator_pulley.text_10": "Any redstone contact sharing this column will be converted",
  "create.ponder.elevator_pulley.text_11": "Supply a redstone pulse to call the elevator to the contact",
  "create.ponder.elevator_pulley.text_12": "The movement speed depends on the rotation input on the pulley",
  "create.ponder.elevator_pulley.text_13": "Scroll and click on the controls block to choose a floor while on-board",
  "create.ponder.elevator_pulley.text_14": "Right-Clicking the assembled pulley will turn the cabin back into blocks",
  "create.ponder.elevator_pulley.text_15": "Sliding doors attached to the cabin will open and close automatically",
  "create.ponder.elevator_pulley.text_16": "Elevator Contacts emit a signal while the cabin is on their floor",
  "create.ponder.elevator_pulley.text_17": "This can be useful to trigger doors or special effects upon arrival",
  "create.ponder.elevator_pulley.text_18": "Display Links on any of the contacts can show the current floor of the elevator",
  "create.ponder.elevator_pulley.text_2": "Start by constructing a cabin",
  "create.ponder.elevator_pulley.text_3": "Place a pair of Redstone Contacts facing each other...",
  "create.ponder.elevator_pulley.text_4": "...and glue one of them to your moving structure",
  "create.ponder.elevator_pulley.text_5": "Contraption Controls can be attached to make floor selection easier",
  "create.ponder.elevator_pulley.text_6": "Ensure that the pulley is supplied with Rotational Power",
  "create.ponder.elevator_pulley.text_7": "Right-Clicking the pulley assembles the elevator",
  "create.ponder.elevator_pulley.text_8": "The stationary contact now turns into an Elevator Contact",
  "create.ponder.elevator_pulley.text_9": "Elevator Contacts represent a 'floor' and can be configured",
  "create.ponder.elevator_pulley_multi_rope.header": "Synchronised Pulley Movement",
  "create.ponder.elevator_pulley_multi_rope.text_1": "Whenever a pulley assembles a contraption...",
  "create.ponder.elevator_pulley_multi_rope.text_2": "...other pulleys on the same layer will connect to the structure",
  "create.ponder.elevator_pulley_multi_rope.text_3": "They do not require to be powered, the effect is purely cosmetic",
  "create.ponder.empty_blaze_burner.header": "Using Empty Blaze Burners",
  "create.ponder.empty_blaze_burner.text_1": "Right-click a Blaze with the empty burner to capture it",
  "create.ponder.empty_blaze_burner.text_2": "Alternatively, Blazes can be collected from their Spawners directly",
  "create.ponder.empty_blaze_burner.text_3": "You now have an ideal heat source for various machines",
  "create.ponder.empty_blaze_burner.text_4": "For Aesthetic purposes, Empty Blaze Burners can also be lit using Flint and Steel",
  "create.ponder.empty_blaze_burner.text_5": "The flame can be transformed using a soul-infused item",
  "create.ponder.empty_blaze_burner.text_6": "However, without a blaze they are not suitable for industrial heating",
  "create.ponder.encased_fluid_pipe.header": "Encasing Fluid Pipes",
  "create.ponder.encased_fluid_pipe.text_1": "Copper Casing can be used to decorate Fluid Pipes",
  "create.ponder.encased_fluid_pipe.text_2": "Aside from being concealed, Encased Pipes are locked into their connectivity state",
  "create.ponder.encased_fluid_pipe.text_3": "It will no longer react to any neighbouring blocks being added or removed",
  "create.ponder.exit": "Exit",
  "create.ponder.fan_direction.header": "Air flow of Encased Fans",
  "create.ponder.fan_direction.text_1": "Encased Fans use Rotational Force to create an Air Current",
  "create.ponder.fan_direction.text_2": "Strength and Direction of Flow depends on the Rotational Input",
  "create.ponder.fan_processing.header": "Processing Items using Encased Fans",
  "create.ponder.fan_processing.text_1": "When passing through lava, the Air Flow becomes Heated",
  "create.ponder.fan_processing.text_2": "Items caught in the area will be smelted",
  "create.ponder.fan_processing.text_3": "Food items thrown here would be incinerated",
  "create.ponder.fan_processing.text_4": "Instead, a setup for Smoking using Fire should be used for them",
  "create.ponder.fan_processing.text_5": "Air Flows passing through water create a Washing Setup",
  "create.ponder.fan_processing.text_6": "Some interesting new processing can be done with it",
  "create.ponder.fan_processing.text_7": "The Speed of the Fan does NOT affect the processing speed, only its range",
  "create.ponder.fan_processing.text_8": "Fan Processing can also be applied to Items on Depots and Belts",
  "create.ponder.fluid_pipe_flow.header": "Moving Fluids using Copper Pipes",
  "create.ponder.fluid_pipe_flow.text_1": "Fluid Pipes can connect two or more fluid sources and targets",
  "create.ponder.fluid_pipe_flow.text_2": "Using a wrench, a straight pipe segment can be given a window",
  "create.ponder.fluid_pipe_flow.text_3": "Windowed pipes will not connect to any other adjacent pipe segments",
  "create.ponder.fluid_pipe_flow.text_4": "Powered by Mechanical Pumps, the Pipes can transport Fluids",
  "create.ponder.fluid_pipe_flow.text_5": "No fluid is being extracted at first",
  "create.ponder.fluid_pipe_flow.text_6": "Once the flow connects them, the endpoints gradually transfer their contents",
  "create.ponder.fluid_pipe_flow.text_7": "Thus, the Pipe blocks themselves never 'physically' contain any fluid",
  "create.ponder.fluid_pipe_interaction.header": "Draining and Filling fluid containers",
  "create.ponder.fluid_pipe_interaction.text_1": "Endpoints of a pipe network can interact with a variety of blocks",
  "create.ponder.fluid_pipe_interaction.text_2": "Any block with fluid storage capabilities can be filled or drained",
  "create.ponder.fluid_pipe_interaction.text_3": "Source blocks right in front of an open end can be picked up...",
  "create.ponder.fluid_pipe_interaction.text_4": "...while spilling into empty spaces can create fluid sources",
  "create.ponder.fluid_pipe_interaction.text_5": "Pipes can also extract fluids from a handful of other blocks directly",
  "create.ponder.fluid_tank_sizes.header": "Dimensions of a Fluid tank",
  "create.ponder.fluid_tank_sizes.text_1": "Fluid Tanks can be combined to increase the total capacity",
  "create.ponder.fluid_tank_sizes.text_2": "Their base square can be up to 3 blocks wide...",
  "create.ponder.fluid_tank_sizes.text_3": "...and grow in height by more than 30 additional layers",
  "create.ponder.fluid_tank_sizes.text_4": "Using a Wrench, a tanks' window can be toggled",
  "create.ponder.fluid_tank_storage.header": "Storing Fluids in Fluid Tanks",
  "create.ponder.fluid_tank_storage.text_1": "Fluid Tanks can be used to store large amounts of fluid",
  "create.ponder.fluid_tank_storage.text_2": "Pipe networks can push and pull fluids from any side",
  "create.ponder.fluid_tank_storage.text_3": "The contained fluid can be measured by a Comparator",
  "create.ponder.fluid_tank_storage.text_4": "However, in Survival Mode Fluids cannot be added or taken manually",
  "create.ponder.fluid_tank_storage.text_5": "You can use Basins, Item Drains and Spouts to drain or fill fluid containing items",
  "create.ponder.funnel_compat.header": "Funnel compatibility",
  "create.ponder.funnel_compat.text_1": "Funnels should also interact nicely with a handful of other components.",
  "create.ponder.funnel_compat.text_2": "Vertical Saws",
  "create.ponder.funnel_compat.text_3": "Depots",
  "create.ponder.funnel_compat.text_4": "Item Drains",
  "create.ponder.funnel_direction.header": "Direction of Transfer",
  "create.ponder.funnel_direction.text_1": "Placed normally, it pulls items from the inventory.",
  "create.ponder.funnel_direction.text_2": "Placed while sneaking, it puts items into the inventory.",
  "create.ponder.funnel_direction.text_3": "Using a wrench, the funnel can be flipped after placement.",
  "create.ponder.funnel_direction.text_4": "Same rules will apply for most orientations.",
  "create.ponder.funnel_direction.text_5": "Funnels on belts will extract/insert depending on its movement direction.",
  "create.ponder.funnel_intro.header": "Using funnels",
  "create.ponder.funnel_intro.text_1": "Funnels are ideal for transferring items from and to inventories.",
  "create.ponder.funnel_redstone.header": "Redstone control",
  "create.ponder.funnel_redstone.text_1": "Redstone power will prevent any funnel from acting",
  "create.ponder.funnel_transfer.header": "Direct transfer",
  "create.ponder.funnel_transfer.text_1": "Funnels cannot ever transfer between closed inventories directly.",
  "create.ponder.funnel_transfer.text_2": "Chutes or Smart chutes might be more suitable for such purposes.",
  "create.ponder.funnel_transfer.text_3": "Same applies for horizontal movement. A mechanical belt should help here.",
  "create.ponder.gantry_carriage.header": "Using Gantry Carriages",
  "create.ponder.gantry_carriage.text_1": "Gantry Carriages can mount to and slide along a Gantry Shaft.",
  "create.ponder.gantry_carriage.text_2": "Gantry setups can move attached Blocks.",
  "create.ponder.gantry_cascaded.header": "Cascaded Gantries",
  "create.ponder.gantry_cascaded.text_1": "Gantry shafts attach to a carriage without the need of super glue",
  "create.ponder.gantry_cascaded.text_2": "Same applies for carriages on moved Gantry Shafts",
  "create.ponder.gantry_cascaded.text_3": "Thus, a gantry system can be cascaded to cover multiple axes of movement",
  "create.ponder.gantry_direction.header": "Gantry Movement Direction",
  "create.ponder.gantry_direction.text_1": "Gantry Shafts can have opposite orientations",
  "create.ponder.gantry_direction.text_2": "The movement direction of carriages depend on their shafts' orientation",
  "create.ponder.gantry_direction.text_3": "...as well as the rotation direction of the shaft",
  "create.ponder.gantry_direction.text_4": "Same rules apply for the propagated rotation",
  "create.ponder.gantry_redstone.header": "Gantry Power Propagation",
  "create.ponder.gantry_redstone.text_1": "Redstone-powered gantry shafts stop moving their carriages",
  "create.ponder.gantry_redstone.text_2": "Instead, its rotational force is relayed to the carriages' output shaft",
  "create.ponder.gantry_shaft.header": "Using Gantry Shafts",
  "create.ponder.gantry_shaft.text_1": "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.",
  "create.ponder.gantry_shaft.text_2": "Gantry setups can move attached Blocks.",
  "create.ponder.gearbox.header": "Relaying rotational force using Gearboxes",
  "create.ponder.gearbox.text_1": "Jumping between axes of rotation can get bulky quickly",
  "create.ponder.gearbox.text_2": "A gearbox is the more compact equivalent of this setup",
  "create.ponder.gearbox.text_3": "Shafts around corners rotate in mirrored directions",
  "create.ponder.gearbox.text_4": "Straight connections will be reversed",
  "create.ponder.gearshift.header": "Controlling rotational force using a Gearshift",
  "create.ponder.gearshift.text_1": "Gearshifts will relay rotation in a straight line",
  "create.ponder.gearshift.text_2": "When powered by Redstone, it reverses the transmission",
  "create.ponder.hand_crank.header": "Generating Rotational Force using Hand Cranks",
  "create.ponder.hand_crank.text_1": "Hand Cranks can be used by players to apply rotational force manually",
  "create.ponder.hand_crank.text_2": "Hold Right-Click to rotate it Counter-Clockwise",
  "create.ponder.hand_crank.text_3": "Sneak and Hold Right-Click to rotate it Clockwise",
  "create.ponder.hold_to_ponder": "Hold [%1$s] to Ponder",
  "create.ponder.hose_pulley.header": "Source Filling and Draining using Hose Pulleys",
  "create.ponder.hose_pulley.text_1": "Hose Pulleys can be used to fill or drain large bodies of Fluid",
  "create.ponder.hose_pulley.text_2": "With the Kinetic Input, the height of the pulleys' hose can be controlled",
  "create.ponder.hose_pulley.text_3": "The Pulley retracts while the input rotation is inverted",
  "create.ponder.hose_pulley.text_4": "On the opposite side, pipes can be connected",
  "create.ponder.hose_pulley.text_5": "Attached pipe networks can either provide fluid to the hose...",
  "create.ponder.hose_pulley.text_6": "...or pull from it, draining the pool instead",
  "create.ponder.hose_pulley.text_7": "Fill and Drain speed of the pulley depends entirely on the fluid networks' throughput",
  "create.ponder.hose_pulley_infinite.header": "Passively Filling and Draining large bodies of Fluid",
  "create.ponder.hose_pulley_infinite.text_1": "When deploying the Hose Pulley into a large enough ocean...",
  "create.ponder.hose_pulley_infinite.text_2": "It will provide/dispose fluids without affecting the source",
  "create.ponder.hose_pulley_infinite.text_3": "Pipe networks can limitlessly take fluids from/to such pulleys",
  "create.ponder.hose_pulley_level.header": "Fill and Drain level of Hose Pulleys",
  "create.ponder.hose_pulley_level.text_1": "While fully retracted, the Hose Pulley cannot operate",
  "create.ponder.hose_pulley_level.text_2": "Draining runs from top to bottom",
  "create.ponder.hose_pulley_level.text_3": "The surface level will end up just below where the hose ends",
  "create.ponder.hose_pulley_level.text_4": "Filling runs from bottom to top",
  "create.ponder.hose_pulley_level.text_5": "The filled pool will not grow beyond the layer above the hose end",
  "create.ponder.identify": "Identify",
  "create.ponder.identify_mode": "Identify mode active.\nUnpause with [%1$s]",
  "create.ponder.index_description": "Click one of the icons to learn about its associated Items and Blocks",
  "create.ponder.index_title": "Ponder Index",
  "create.ponder.item_drain.header": "Emptying Fluid Containers using Item Drains",
  "create.ponder.item_drain.text_1": "Item Drains can extract fluids from items",
  "create.ponder.item_drain.text_2": "Right-click it to pour fluids from your held item into it",
  "create.ponder.item_drain.text_3": "When items are inserted from the side...",
  "create.ponder.item_drain.text_4": "...they roll across, emptying out their contained fluid",
  "create.ponder.item_drain.text_5": "Pipe Networks can now pull the fluid from the drains' internal buffer",
  "create.ponder.item_vault_sizes.header": "Dimensions of an Item Vault",
  "create.ponder.item_vault_sizes.text_1": "Item Vaults can be combined to increase the total capacity",
  "create.ponder.item_vault_sizes.text_2": "Their base square can be up to 3 blocks wide...",
  "create.ponder.item_vault_sizes.text_3": "...and grow in length up to 3x their diameter",
  "create.ponder.item_vault_storage.header": "Storing Items in Vaults",
  "create.ponder.item_vault_storage.text_1": "Item Vaults can be used to store large amounts of items",
  "create.ponder.item_vault_storage.text_2": "However, contents cannot be added or taken manually",
  "create.ponder.item_vault_storage.text_3": "Any components for item transfer can both insert...",
  "create.ponder.item_vault_storage.text_4": "...and take contents from this container",
  "create.ponder.large_cogwheel.header": "Relaying rotational force using Large Cogwheels",
  "create.ponder.large_cogwheel.text_1": "Large cogwheels can connect to each other at right angles",
  "create.ponder.large_cogwheel.text_2": "It will help relaying conveyed speed to other axes of rotation",
  "create.ponder.large_water_wheel.header": "Generating Rotational Force using Large Water Wheels",
  "create.ponder.large_water_wheel.text_1": "Large Water Wheels draw force from adjacent Water Currents",
  "create.ponder.large_water_wheel.text_2": "Covering additional sides will not improve its kinetic output further",
  "create.ponder.large_water_wheel.text_3": "These rotate only at half the speed of regular water wheels...",
  "create.ponder.large_water_wheel.text_4": "...but provide a substantially higher stress capacity",
  "create.ponder.large_water_wheel.text_5": "Use wood planks on the wheel to change its appearance",
  "create.ponder.linear_chassis_attachment.header": "Attaching blocks using Linear Chassis",
  "create.ponder.linear_chassis_attachment.text_1": "The open faces of a Linear Chassis can be made Sticky",
  "create.ponder.linear_chassis_attachment.text_2": "Click again to make the opposite side sticky",
  "create.ponder.linear_chassis_attachment.text_3": "Sneak and Right-Click with an empty hand to remove the slime",
  "create.ponder.linear_chassis_attachment.text_4": "Stickied faces of the Linear Chassis will attach a line of blocks in front of it",
  "create.ponder.linear_chassis_attachment.text_5": "Using a Wrench, a precise Range can be specified for this chassis",
  "create.ponder.linear_chassis_attachment.text_6": "Holding CTRL adjusts the range of all connected Chassis Blocks",
  "create.ponder.linear_chassis_attachment.text_7": "Attaching blocks to any other side requires the use of Super Glue",
  "create.ponder.linear_chassis_attachment.text_8": "Using these mechanics, structures of any shape can move as a Contraption",
  "create.ponder.linear_chassis_group.header": "Moving Linear Chassis in groups",
  "create.ponder.linear_chassis_group.text_1": "Linear Chassis connect to identical Chassis blocks next to them",
  "create.ponder.linear_chassis_group.text_2": "When one is moved by a Contraption, the others are dragged with it",
  "create.ponder.linear_chassis_group.text_3": "Chassis of a different type or facing another direction will not attach",
  "create.ponder.mechanical_arm.header": "Setting up Mechanical Arms",
  "create.ponder.mechanical_arm.text_1": "Mechanical Arms have to be assigned their in- and outputs before they are placed",
  "create.ponder.mechanical_arm.text_2": "Right-Click inventories while holding the Arm to assign them as Targets",
  "create.ponder.mechanical_arm.text_3": "Right-Click again to toggle between Input (Blue) and Output (Yellow)",
  "create.ponder.mechanical_arm.text_4": "Left-Click components to remove their Selection",
  "create.ponder.mechanical_arm.text_5": "Once placed, the Mechanical Arm will target the blocks selected previously",
  "create.ponder.mechanical_arm.text_6": "They can have any amount of in- and outputs within their range",
  "create.ponder.mechanical_arm.text_7": "However, not every type of Inventory can be interacted with directly",
  "create.ponder.mechanical_arm.text_8": "Funnels and Depots can help to Bridge that gap",
  "create.ponder.mechanical_arm_filtering.header": "Filtering Outputs of the Mechanical Arm",
  "create.ponder.mechanical_arm_filtering.text_1": "Inputs",
  "create.ponder.mechanical_arm_filtering.text_2": "Outputs",
  "create.ponder.mechanical_arm_filtering.text_3": "Sometimes it is desirable to restrict targets of the Arm by matching a filter",
  "create.ponder.mechanical_arm_filtering.text_4": "Mechanical Arms by themselves do not provide any options for filtering",
  "create.ponder.mechanical_arm_filtering.text_5": "Brass Funnels as Targets do however communicate their own filter to the Arm",
  "create.ponder.mechanical_arm_filtering.text_6": "The Arm is smart enough not to pick up items it couldn't distribute",
  "create.ponder.mechanical_arm_modes.header": "Distribution modes of the Mechanical Arm",
  "create.ponder.mechanical_arm_modes.text_1": "Input",
  "create.ponder.mechanical_arm_modes.text_2": "Outputs",
  "create.ponder.mechanical_arm_modes.text_3": "Whenever an Arm has to choose between multiple valid outputs...",
  "create.ponder.mechanical_arm_modes.text_4": "...it will act according to its setting",
  "create.ponder.mechanical_arm_modes.text_5": "The value panel will allow you to configure it",
  "create.ponder.mechanical_arm_modes.text_6": "Round Robin mode simply cycles through all outputs that are available",
  "create.ponder.mechanical_arm_modes.text_7": "If an output is unable to take more items, it will be skipped",
  "create.ponder.mechanical_arm_modes.text_8": "Forced Round Robin mode will never skip outputs, and instead wait until they are free",
  "create.ponder.mechanical_arm_modes.text_9": "Prefer First prioritizes the outputs selected earliest when configuring this Arm",
  "create.ponder.mechanical_arm_redstone.header": "Controlling Mechanical Arms with Redstone",
  "create.ponder.mechanical_arm_redstone.text_1": "When powered by Redstone, Mechanical Arms will not activate",
  "create.ponder.mechanical_arm_redstone.text_2": "Before stopping, it will finish any started cycles",
  "create.ponder.mechanical_arm_redstone.text_3": "Thus, a negative pulse can be used to trigger exactly one activation cycle",
  "create.ponder.mechanical_bearing.header": "Moving Structures using the Mechanical Bearing",
  "create.ponder.mechanical_bearing.text_1": "Mechanical Bearings attach to the block in front of them",
  "create.ponder.mechanical_bearing.text_2": "Upon receiving Rotational Force, it will assemble it into a Rotating Contraption",
  "create.ponder.mechanical_crafter.header": "Setting up Mechanical Crafters",
  "create.ponder.mechanical_crafter.text_1": "An array of Mechanical Crafters can be used to automate any Crafting Recipe",
  "create.ponder.mechanical_crafter.text_2": "Using a Wrench, the Crafters' paths can be arranged",
  "create.ponder.mechanical_crafter.text_3": "For a valid setup, all paths have to converge into one exit at any side",
  "create.ponder.mechanical_crafter.text_4": "The outputs will be placed into the inventory at the exit",
  "create.ponder.mechanical_crafter.text_5": "Mechanical Crafters require Rotational Force to operate",
  "create.ponder.mechanical_crafter.text_6": "Right-Click the front to insert Items manually",
  "create.ponder.mechanical_crafter.text_7": "Once every slot of a path contains an Item, the crafting process will begin",
  "create.ponder.mechanical_crafter.text_8": "For recipes not fully occupying the crafter setup, the start can be forced using a Redstone Pulse",
  "create.ponder.mechanical_crafter_connect.header": "Connecting Inventories of Crafters",
  "create.ponder.mechanical_crafter_connect.text_1": "Items can be inserted to Crafters automatically",
  "create.ponder.mechanical_crafter_connect.text_2": "Using the Wrench at their backs, Mechanical Crafter inputs can be combined",
  "create.ponder.mechanical_crafter_connect.text_3": "All connected Crafters can now be accessed by the same input location",
  "create.ponder.mechanical_crafter_covers.header": "Covering slots of Mechanical Crafters",
  "create.ponder.mechanical_crafter_covers.text_1": "Some recipes will require additional Crafters to bridge gaps in the path",
  "create.ponder.mechanical_crafter_covers.text_2": "Using Slot Covers, Crafters can be set to act as an Empty Slot in the arrangement",
  "create.ponder.mechanical_crafter_covers.text_3": "Shared Inputs created with the Wrench at the back can also reach across covered Crafters",
  "create.ponder.mechanical_drill.header": "Breaking Blocks with the Mechanical Drill",
  "create.ponder.mechanical_drill.text_1": "When given Rotational Force, a Mechanical Drill will break blocks directly in front of it",
  "create.ponder.mechanical_drill.text_2": "Its mining speed depends on the Rotational Input",
  "create.ponder.mechanical_drill_contraption.header": "Using Mechanical Drills on Contraptions",
  "create.ponder.mechanical_drill_contraption.text_1": "Whenever Drills are moved as part of an animated Contraption...",
  "create.ponder.mechanical_drill_contraption.text_2": "...they will break blocks the contraption runs them into",
  "create.ponder.mechanical_harvester.header": "Using Mechanical Harvesters on Contraptions",
  "create.ponder.mechanical_harvester.text_1": "Whenever Harvesters are moved as part of an animated Contraption...",
  "create.ponder.mechanical_harvester.text_2": "They will harvest and reset any mature crops on their way",
  "create.ponder.mechanical_mixer.header": "Processing Items with the Mechanical Mixer",
  "create.ponder.mechanical_mixer.text_1": "With a Mixer and Basin, some Crafting Recipes can be automated",
  "create.ponder.mechanical_mixer.text_2": "Available recipes include any Shapeless Crafting Recipe, plus a couple extra ones",
  "create.ponder.mechanical_mixer.text_3": "Some of those recipes may require the heat of a Blaze Burner",
  "create.ponder.mechanical_mixer.text_4": "The filter slot can be used in case two recipes are conflicting.",
  "create.ponder.mechanical_piston.header": "Moving Structures using Mechanical Pistons",
  "create.ponder.mechanical_piston.text_1": "Mechanical Pistons can move blocks in front of them",
  "create.ponder.mechanical_piston.text_2": "Speed and direction of movement depend on the Rotational Input",
  "create.ponder.mechanical_piston.text_3": "Sticky Mechanical Pistons can pull the attached blocks back",
  "create.ponder.mechanical_piston_modes.header": "Movement Modes of the Mechanical Piston",
  "create.ponder.mechanical_piston_modes.text_1": "Whenever Pistons stop moving, the moved structure reverts to blocks",
  "create.ponder.mechanical_piston_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at",
  "create.ponder.mechanical_plough.header": "Using Mechanical Ploughs on Contraptions",
  "create.ponder.mechanical_plough.text_1": "Whenever Ploughs are moved as part of an animated Contraption...",
  "create.ponder.mechanical_plough.text_2": "...they will break blocks without a solid collision hitbox",
  "create.ponder.mechanical_plough.text_3": "Additionally, ploughs can create farmland",
  "create.ponder.mechanical_plough.text_4": "...they can also launch entities without hurting them",
  "create.ponder.mechanical_press.header": "Processing Items with the Mechanical Press",
  "create.ponder.mechanical_press.text_1": "The Mechanical Press can process items provided beneath it",
  "create.ponder.mechanical_press.text_2": "The Input items can be dropped or placed on a Depot under the Press",
  "create.ponder.mechanical_press.text_3": "When items are provided on a belt...",
  "create.ponder.mechanical_press.text_4": "The Press will hold and process them automatically",
  "create.ponder.mechanical_press_compacting.header": "Compacting items with the Mechanical Press",
  "create.ponder.mechanical_press_compacting.text_1": "Pressing items held in a Basin will cause them to be Compacted",
  "create.ponder.mechanical_press_compacting.text_2": "Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones",
  "create.ponder.mechanical_press_compacting.text_3": "Some of those recipes may require the heat of a Blaze Burner",
  "create.ponder.mechanical_press_compacting.text_4": "The filter slot can be used in case two recipes are conflicting.",
  "create.ponder.mechanical_pump_flow.header": "Fluid Transportation using Mechanical Pumps",
  "create.ponder.mechanical_pump_flow.text_1": "Mechanical Pumps govern the flow of their attached pipe networks",
  "create.ponder.mechanical_pump_flow.text_2": "Their arrow indicates the direction of flow",
  "create.ponder.mechanical_pump_flow.text_3": "The network behind is now pulling fluids...",
  "create.ponder.mechanical_pump_flow.text_4": "...while the network in front is transferring it outward",
  "create.ponder.mechanical_pump_flow.text_5": "The pumps direction is unaffected by the input rotation",
  "create.ponder.mechanical_pump_flow.text_6": "Instead, a Wrench can be used to reverse the direction",
  "create.ponder.mechanical_pump_speed.header": "Throughput of Mechanical Pumps",
  "create.ponder.mechanical_pump_speed.text_1": "Regardless of speed, Mechanical Pumps affect pipes connected up to 16 blocks away",
  "create.ponder.mechanical_pump_speed.text_2": "Speeding up the input rotation changes the speed of flow propagation...",
  "create.ponder.mechanical_pump_speed.text_3": "...and the speed at which fluids are transferred",
  "create.ponder.mechanical_pump_speed.text_4": "Pumps can combine their throughputs within shared pipe networks",
  "create.ponder.mechanical_pump_speed.text_5": "Ensure that all of them are facing in the same direction",
  "create.ponder.mechanical_roller_fill.header": "Filling terrain with the Roller",
  "create.ponder.mechanical_roller_fill.text_1": "While disassembled, rollers can be set to other modes",
  "create.ponder.mechanical_roller_fill.text_2": "The 'fill' modes can help to bridge gaps between pavement and terrain",
  "create.ponder.mechanical_roller_fill.text_3": "On 'straight fill', they will place simple columns down to the surface",
  "create.ponder.mechanical_roller_fill.text_4": "On 'sloped fill', layers placed further down will increase in size",
  "create.ponder.mechanical_roller_fill.text_5": "As opposed to 'clear & pave', neither of these modes will cause the rollers to break existing blocks",
  "create.ponder.mechanical_roller_pave.header": "Clearing and Paving with the Roller",
  "create.ponder.mechanical_roller_pave.text_1": "Mechanical rollers help to clean up terrain around tracks or paths",
  "create.ponder.mechanical_roller_pave.text_2": "In its default mode, without a material set, it will simply clear blocks like a Drill",
  "create.ponder.mechanical_roller_pave.text_3": "While disassembled, a suitable paving material can be specified",
  "create.ponder.mechanical_roller_pave.text_4": "Materials can be supplied via chests or barrels attached to the structure",
  "create.ponder.mechanical_roller_pave.text_5": "In addition to breaking blocks, it will now replace the layer beneath them",
  "create.ponder.mechanical_roller_pave.text_6": "Note that any block destroyed by a roller has a chance not to yield drops",
  "create.ponder.mechanical_roller_pave.text_7": "Rollers are especially useful on Trains, but can also be used on most other types of moving contraptions",
  "create.ponder.mechanical_saw_breaker.header": "Cutting Trees with the Mechanical Saw",
  "create.ponder.mechanical_saw_breaker.text_1": "When given Rotational Force, a Mechanical Saw will cut trees directly in front of it",
  "create.ponder.mechanical_saw_breaker.text_2": "In order to cut the tree fully, the Saw has to break the last block connecting it to the ground",
  "create.ponder.mechanical_saw_contraption.header": "Using Mechanical Saws on Contraptions",
  "create.ponder.mechanical_saw_contraption.text_1": "Whenever Saws are moved as part of an animated Contraption...",
  "create.ponder.mechanical_saw_contraption.text_2": "...they will cut any trees the contraption runs them into",
  "create.ponder.mechanical_saw_processing.header": "Processing Items on the Mechanical Saw",
  "create.ponder.mechanical_saw_processing.text_1": "Upward facing Mechanical Saws can process a variety of items",
  "create.ponder.mechanical_saw_processing.text_2": "The processed item always moves against the rotational input to the saw",
  "create.ponder.mechanical_saw_processing.text_3": "Saws can work in-line with Mechanical Belts",
  "create.ponder.mechanical_saw_processing.text_4": "When an ingredient has multiple possible outcomes, the filter slot can specify it",
  "create.ponder.mechanical_saw_processing.text_5": "Without filter, the Saw would cycle through all outcomes instead",
  "create.ponder.millstone.header": "Processing Items in the Millstone",
  "create.ponder.millstone.text_1": "Millstones process items by grinding them",
  "create.ponder.millstone.text_2": "They can be powered from the side using cogwheels",
  "create.ponder.millstone.text_3": "Throw or Insert items at the top",
  "create.ponder.millstone.text_4": "After some time, the result can be obtained via Right-click",
  "create.ponder.millstone.text_5": "The outputs can also be extracted by automation",
  "create.ponder.next": "Next Scene",
  "create.ponder.next_up": "Up Next:",
  "create.ponder.nixie_tube.header": "Using Nixie Tubes",
  "create.ponder.nixie_tube.text_1": "When powered by Redstone, Nixie Tubes will display the signal strength",
  "create.ponder.nixie_tube.text_2": "Using written Clipboards, custom text can be displayed",
  "create.ponder.nixie_tube.text_3": "Right-Click with Dye to change their display colour",
  "create.ponder.piston_pole.header": "Piston Extension Poles",
  "create.ponder.piston_pole.text_1": "Without attached Poles, a Mechanical Piston cannot move",
  "create.ponder.piston_pole.text_2": "The Length of pole added at its back determines the Extension Range",
  "create.ponder.pondering": "Pondering about...",
  "create.ponder.portable_fluid_interface.header": "Contraption Fluid Exchange",
  "create.ponder.portable_fluid_interface.text_1": "Fluid Tanks on moving contraptions cannot be accessed by any pipes",
  "create.ponder.portable_fluid_interface.text_2": "This component can interact with fluid tanks without the need to stop the contraption",
  "create.ponder.portable_fluid_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween",
  "create.ponder.portable_fluid_interface.text_4": "Whenever they pass by each other, they will engage in a connection",
  "create.ponder.portable_fluid_interface.text_5": "While engaged, the stationary interface will represent ALL Tanks on the contraption",
  "create.ponder.portable_fluid_interface.text_6": "Fluid can now be inserted...",
  "create.ponder.portable_fluid_interface.text_7": "...or extracted from the contraption",
  "create.ponder.portable_fluid_interface.text_8": "After no contents have been exchanged for a while, the contraption will continue on its way",
  "create.ponder.portable_storage_interface.header": "Contraption Storage Exchange",
  "create.ponder.portable_storage_interface.text_1": "Moving inventories can be tricky to access with automation.",
  "create.ponder.portable_storage_interface.text_2": "This component can interact with storage without the need to stop the contraption.",
  "create.ponder.portable_storage_interface.text_3": "Place a second one with a gap of 1 or 2 blocks inbetween",
  "create.ponder.portable_storage_interface.text_4": "Whenever they pass by each other, they will engage in a connection",
  "create.ponder.portable_storage_interface.text_5": "While engaged, the stationary interface will represent ALL inventories on the contraption",
  "create.ponder.portable_storage_interface.text_6": "Items can now be inserted...",
  "create.ponder.portable_storage_interface.text_7": "...or extracted from the contraption",
  "create.ponder.portable_storage_interface.text_8": "After no items have been exchanged for a while, the contraption will continue on its way",
  "create.ponder.portable_storage_interface_redstone.header": "Redstone Control",
  "create.ponder.portable_storage_interface_redstone.text_1": "Redstone power will prevent the stationary interface from engaging",
  "create.ponder.powered_latch.header": "Controlling signals using the Powered Latch",
  "create.ponder.powered_latch.text_1": "Powered Latches are redstone controllable Levers",
  "create.ponder.powered_latch.text_2": "Signals at the back switch it on",
  "create.ponder.powered_latch.text_3": "Signals from the side switch it back off",
  "create.ponder.powered_latch.text_4": "Powered latches can also be toggled manually",
  "create.ponder.powered_toggle_latch.header": "Controlling signals using the Powered Toggle Latch",
  "create.ponder.powered_toggle_latch.text_1": "Powered Toggle Latches are redstone controllable Levers",
  "create.ponder.powered_toggle_latch.text_2": "Signals at the back will toggle its state",
  "create.ponder.powered_toggle_latch.text_3": "...on and back off",
  "create.ponder.powered_toggle_latch.text_4": "Powered toggle latches can also be toggled manually",
  "create.ponder.previous": "Previous Scene",
  "create.ponder.pulse_extender.header": "Controlling signals using Pulse Extenders",
  "create.ponder.pulse_extender.text_1": "Pulse Extenders can lengthen a signal passing through",
  "create.ponder.pulse_extender.text_2": "They activate after a short delay...",
  "create.ponder.pulse_extender.text_3": "...and cool down for the configured duration",
  "create.ponder.pulse_extender.text_4": "Using the value panel, the discharge time can be configured",
  "create.ponder.pulse_extender.text_5": "The configured duration can range up to an hour",
  "create.ponder.pulse_repeater.header": "Controlling signals using Pulse Repeaters",
  "create.ponder.pulse_repeater.text_1": "Pulse Repeaters emit a short pulse after a delay",
  "create.ponder.pulse_repeater.text_2": "Using the value panel, the charge time can be configured",
  "create.ponder.pulse_repeater.text_3": "Configured delays can range up to an hour",
  "create.ponder.radial_chassis.header": "Attaching blocks using Radial Chassis",
  "create.ponder.radial_chassis.text_1": "Radial Chassis connect to identical Chassis blocks in a row",
  "create.ponder.radial_chassis.text_2": "When one is moved by a Contraption, the others are dragged with it",
  "create.ponder.radial_chassis.text_3": "The side faces of a Radial Chassis can be made Sticky",
  "create.ponder.radial_chassis.text_4": "Click again to make all other sides sticky",
  "create.ponder.radial_chassis.text_5": "Sneak and Right-Click with an empty hand to remove the slime",
  "create.ponder.radial_chassis.text_6": "Whenever a Block is next to a sticky face...",
  "create.ponder.radial_chassis.text_7": "...it will attach all reachable blocks within a radius on that layer",
  "create.ponder.radial_chassis.text_8": "Using a Wrench, a precise Radius can be specified for this chassis",
  "create.ponder.radial_chassis.text_9": "Blocks not reachable by any sticky face will not attach",
  "create.ponder.redstone_contact.header": "Redstone Contacts",
  "create.ponder.redstone_contact.text_1": "Redstone Contacts facing each other will emit a redstone signal",
  "create.ponder.redstone_contact.text_2": "This still applies when one of them is part of a moving Contraption",
  "create.ponder.redstone_link.header": "Using Redstone Links",
  "create.ponder.redstone_link.text_1": "Redstone Links can transmit redstone signals wirelessly",
  "create.ponder.redstone_link.text_2": "Right-click while Sneaking to toggle receive mode",
  "create.ponder.redstone_link.text_3": "A simple Right-click with a Wrench can do the same",
  "create.ponder.redstone_link.text_4": "Receivers emit the redstone power of transmitters within 256 blocks",
  "create.ponder.redstone_link.text_5": "Placing items in the two slots can specify a Frequency",
  "create.ponder.redstone_link.text_6": "Only the links with matching Frequencies will communicate",
  "create.ponder.replay": "Replay",
  "create.ponder.rope_pulley.header": "Moving Structures using Rope Pulleys",
  "create.ponder.rope_pulley.text_1": "Rope Pulleys can move blocks vertically when given Rotational Force",
  "create.ponder.rope_pulley.text_2": "Direction and Speed of movement depend on the Rotational Input",
  "create.ponder.rope_pulley_attachment.header": "Moving Pulleys as part of a Contraption",
  "create.ponder.rope_pulley_attachment.text_1": "Whenever Pulleys are themselves being moved by a Contraption...",
  "create.ponder.rope_pulley_attachment.text_2": "...its attached structure will be dragged with it",
  "create.ponder.rope_pulley_attachment.text_3": "Mind that pulleys are only movable while stopped",
  "create.ponder.rope_pulley_modes.header": "Movement Modes of the Rope Pulley",
  "create.ponder.rope_pulley_modes.text_1": "Whenever Pulleys stop moving, the moved structure reverts to blocks",
  "create.ponder.rope_pulley_modes.text_2": "It can be configured never to revert to solid blocks, or only at the location it started at",
  "create.ponder.rope_pulley_multi_rope.header": "Synchronised Pulley Movement",
  "create.ponder.rope_pulley_multi_rope.text_1": "Whenever a pulley assembles a contraption...",
  "create.ponder.rope_pulley_multi_rope.text_2": "...other pulleys on the same layer will connect to the structure",
  "create.ponder.rope_pulley_multi_rope.text_3": "They do not require to be powered, the effect is purely cosmetic",
  "create.ponder.rose_quartz_lamp.header": "Rose Quartz Lamps",
  "create.ponder.rose_quartz_lamp.text_1": "Rose Quartz Lamps activate on a Redstone signal",
  "create.ponder.rose_quartz_lamp.text_2": "They will continue to emit redstone power afterwards",
  "create.ponder.rose_quartz_lamp.text_3": "When multiple lamps are arranged in a group...",
  "create.ponder.rose_quartz_lamp.text_4": "...activating a Lamp will focus the signal to it, deactivating all others",
  "create.ponder.rose_quartz_lamp.text_5": "Comparators output based on the distance to a powered lamp",
  "create.ponder.rose_quartz_lamp.text_6": "The Lamps can also be toggled manually using a Wrench",
  "create.ponder.rotation_speed_controller.header": "Using the Rotational Speed Controller",
  "create.ponder.rotation_speed_controller.text_1": "Rot. Speed Controllers relay rotation from their axis to a Large Cogwheel above them",
  "create.ponder.rotation_speed_controller.text_2": "Using the value panel on its side, the conveyed speed can be configured",
  "create.ponder.sail.header": "Assembling Windmills using Sails",
  "create.ponder.sail.text_1": "Sails are handy blocks to create Windmills with",
  "create.ponder.sail.text_2": "They will attach to blocks and each other without the need of Super Glue or Chassis Blocks",
  "create.ponder.sail.text_3": "Right-Click with Dye to paint them",
  "create.ponder.sail.text_4": "Right-Click with Shears to turn them back into frames",
  "create.ponder.sail_frame.header": "Assembling Windmills using Sail Frames",
  "create.ponder.sail_frame.text_1": "Sail Frames are handy blocks to create Windmills with",
  "create.ponder.sail_frame.text_2": "They will attach to blocks and each other without the need of Super Glue or Chassis Blocks",
  "create.ponder.sequenced_gearshift.header": "Controlling Rotational Speed using Sequenced Gearshifts",
  "create.ponder.sequenced_gearshift.text_1": "Seq. Gearshifts relay rotation by following a timed list of instructions",
  "create.ponder.sequenced_gearshift.text_2": "Right-click it to open the Configuration UI",
  "create.ponder.sequenced_gearshift.text_3": "Upon receiving a Redstone Signal, it will start running its configured sequence",
  "create.ponder.sequenced_gearshift.text_4": "Once finished, it waits for the next Redstone Signal and starts over",
  "create.ponder.sequenced_gearshift.text_5": "A redstone comparator can be used to read the current progress",
  "create.ponder.shaft.header": "Relaying rotational force using Shafts",
  "create.ponder.shaft.text_1": "Shafts will relay rotation in a straight line.",
  "create.ponder.shaft_casing.header": "Encasing Shafts",
  "create.ponder.shaft_casing.text_1": "Brass or Andesite Casing can be used to decorate Shafts",
  "create.ponder.shared.behaviour_modify_value_panel": "This behaviour can be modified using the value panel",
  "create.ponder.shared.ctrl_and": "Ctrl +",
  "create.ponder.shared.movement_anchors": "With the help of Super Glue, larger structures can be moved",
  "create.ponder.shared.rpm16": "16 RPM",
  "create.ponder.shared.rpm16_source": "Source: 16 RPM",
  "create.ponder.shared.rpm32": "32 RPM",
  "create.ponder.shared.rpm8": "8 RPM",
  "create.ponder.shared.sneak_and": "Sneak +",
  "create.ponder.shared.storage_on_contraption": "Inventories attached to the Contraption will pick up their drops automatically",
  "create.ponder.slow_text": "Comfy Reading",
  "create.ponder.smart_chute.header": "Filtering Items using Smart Chutes",
  "create.ponder.smart_chute.text_1": "Smart Chutes are vertical chutes with additional control",
  "create.ponder.smart_chute.text_2": "Items in the filter slot specify what to extract or transfer",
  "create.ponder.smart_chute.text_3": "Use the value panel to specify the extracted stack size",
  "create.ponder.smart_chute.text_4": "Redstone power will prevent Smart Chutes from acting.",
  "create.ponder.smart_observer.header": "Advanced detection with Smart Observers",
  "create.ponder.smart_observer.text_1": "Smart Observers can be used to detect a variety of events",
  "create.ponder.smart_observer.text_2": "It can detect items or fluids inside of generic containers",
  "create.ponder.smart_observer.text_3": "The filter slot can be used to look for specific contents only",
  "create.ponder.smart_observer.text_4": "It also activates when the block itself matches the filter",
  "create.ponder.smart_observer.text_5": "Additionally, smart observers can monitor belts, chutes and pipes",
  "create.ponder.smart_observer.text_6": "...and will emit a pulse, if an item enters or exits a funnel",
  "create.ponder.smart_pipe.header": "Controlling Fluid flow using Smart Pipes",
  "create.ponder.smart_pipe.text_1": "Smart pipes can help control flows by fluid type",
  "create.ponder.smart_pipe.text_2": "When placed directly at the source, they can specify the type of fluid to extract",
  "create.ponder.smart_pipe.text_3": "Simply Right-Click their filter slot with any item containing the desired fluid",
  "create.ponder.smart_pipe.text_4": "When placed further down a pipe network, smart pipes will only let matching fluids continue",
  "create.ponder.speedometer.header": "Monitoring Kinetic information using the Speedometer",
  "create.ponder.speedometer.text_1": "The Speedometer displays the current Speed of attached components",
  "create.ponder.speedometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
  "create.ponder.speedometer.text_3": "Comparators can emit analog Restone Signals relative to the Speedometer's measurements",
  "create.ponder.spout_filling.header": "Filling Items using a Spout",
  "create.ponder.spout_filling.text_1": "The Spout can fill fluid holding items provided beneath it",
  "create.ponder.spout_filling.text_2": "The content of a Spout cannot be accessed manually",
  "create.ponder.spout_filling.text_3": "Instead, Pipes can be used to supply it with fluids",
  "create.ponder.spout_filling.text_4": "The Input items can be placed on a Depot under the Spout",
  "create.ponder.spout_filling.text_5": "When items are provided on a belt...",
  "create.ponder.spout_filling.text_6": "The Spout will hold and process them automatically",
  "create.ponder.stabilized_bearings.header": "Stabilized Contraptions",
  "create.ponder.stabilized_bearings.text_1": "Whenever Mechanical Bearings are themselves part of a moving Structure..",
  "create.ponder.stabilized_bearings.text_2": "..they will attempt to keep themselves upright",
  "create.ponder.stabilized_bearings.text_3": "Once again, the bearing will attach to the block in front of it",
  "create.ponder.stabilized_bearings.text_4": "As a result, the entire sub-Contraption will stay upright",
  "create.ponder.steam_engine.header": "Setting up Steam Engines",
  "create.ponder.steam_engine.text_1": "Steam Engines can be placed on a Fluid Tank",
  "create.ponder.steam_engine.text_10": "Lvl 4",
  "create.ponder.steam_engine.text_11": "4 Engines",
  "create.ponder.steam_engine.text_12": "Lvl 8",
  "create.ponder.steam_engine.text_13": "8 Engines",
  "create.ponder.steam_engine.text_2": "Clicking the engine with a Shaft creates the Kinetic Output",
  "create.ponder.steam_engine.text_3": "With sufficient Heat, Water and Boiler space...",
  "create.ponder.steam_engine.text_4": "...they will generate Rotational Force",
  "create.ponder.steam_engine.text_5": "The minimal setup requires 4 Fluid Tanks",
  "create.ponder.steam_engine.text_6": "With the help of Blaze Burners, the power output can be increased",
  "create.ponder.steam_engine.text_7": "Higher power levels require more Water, Size and Heat",
  "create.ponder.steam_engine.text_8": "The boiler's current power level can be inspected with Engineer's Goggles",
  "create.ponder.steam_engine.text_9": "With each added power level, an additional Engine can output at full capacity",
  "create.ponder.steam_whistle.header": "Setting up Steam Whistles",
  "create.ponder.steam_whistle.text_1": "Steam Whistles can be placed on a Fluid Tank",
  "create.ponder.steam_whistle.text_2": "If the tank receives sufficient heat...",
  "create.ponder.steam_whistle.text_3": "...the Whistle will play a note when activated",
  "create.ponder.steam_whistle.text_4": "Use a Whistle item on the block to lower its pitch",
  "create.ponder.steam_whistle.text_5": "Cycle between three different octaves using a Wrench",
  "create.ponder.steam_whistle.text_6": "Engineer's Goggles can help to find out the current pitch of a Whistle",
  "create.ponder.sticker.header": "Attaching blocks using the Sticker",
  "create.ponder.sticker.text_1": "Stickers are ideal for Redstone-controlled block attachment",
  "create.ponder.sticker.text_2": "Upon receiving a signal, it will toggle its state",
  "create.ponder.sticker.text_3": "If it is now moved in a contraption, the block will move with it",
  "create.ponder.sticker.text_4": "Toggled once again, the block is no longer attached",
  "create.ponder.stressometer.header": "Monitoring Kinetic information using the Stressometer",
  "create.ponder.stressometer.text_1": "The Stressometer displays the current Stress Capacity of the attached kinetic network",
  "create.ponder.stressometer.text_2": "When wearing Engineers' Goggles, the player can get more detailed information from the Gauge",
  "create.ponder.stressometer.text_3": "Comparators can emit analog Restone Signals relative to the Stressometer's measurements",
  "create.ponder.subject": "Subject of this scene",
  "create.ponder.super_glue.header": "Attaching blocks using Super Glue",
  "create.ponder.super_glue.text_1": "Super Glue groups blocks together into moving contraptions",
  "create.ponder.super_glue.text_2": "Clicking two endpoints creates a new 'glued' area",
  "create.ponder.super_glue.text_3": "To remove a box, punch it with the glue item in hand",
  "create.ponder.super_glue.text_4": "Adjacent blocks sharing an area will pull each other along",
  "create.ponder.super_glue.text_5": "Overlapping glue volumes will move together",
  "create.ponder.super_glue.text_6": "Blocks hanging on others usually do not require glue",
  "create.ponder.tag.arm_targets": "Targets for Mechanical Arms",
  "create.ponder.tag.arm_targets.description": "Components which can be selected as inputs or outputs to the Mechanical Arm",
  "create.ponder.tag.contraption_actor": "Contraption Actors",
  "create.ponder.tag.contraption_actor.description": "Components which expose special behaviour when attached to a moving contraption",
  "create.ponder.tag.contraption_assembly": "Block Attachment Utility",
  "create.ponder.tag.contraption_assembly.description": "Tools and Components used to assemble structures moved as an animated Contraption",
  "create.ponder.tag.creative": "Creative Mode",
  "create.ponder.tag.creative.description": "Components not usually available for Survival Mode",
  "create.ponder.tag.decoration": "Aesthetics",
  "create.ponder.tag.decoration.description": "Components used mostly for decorative purposes",
  "create.ponder.tag.display_sources": "Sources for Display Links",
  "create.ponder.tag.display_sources.description": "Components or Blocks which offer some data that can be read with a Display Link",
  "create.ponder.tag.display_targets": "Targets for Display Links",
  "create.ponder.tag.display_targets.description": "Components or Blocks which can process and display the data received from a Display Link",
  "create.ponder.tag.fluids": "Fluid Manipulators",
  "create.ponder.tag.fluids.description": "Components which help relaying and making use of Fluids",
  "create.ponder.tag.kinetic_appliances": "Kinetic Appliances",
  "create.ponder.tag.kinetic_appliances.description": "Components which make use of Rotational Force",
  "create.ponder.tag.kinetic_relays": "Kinetic Blocks",
  "create.ponder.tag.kinetic_relays.description": "Components which help relaying Rotational Force elsewhere",
  "create.ponder.tag.kinetic_sources": "Kinetic Sources",
  "create.ponder.tag.kinetic_sources.description": "Components which generate Rotational Force",
  "create.ponder.tag.logistics": "Item Transportation",
  "create.ponder.tag.logistics.description": "Components which help moving items around",
  "create.ponder.tag.movement_anchor": "Movement Anchors",
  "create.ponder.tag.movement_anchor.description": "Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways",
  "create.ponder.tag.recently_updated": "Recent Changes",
  "create.ponder.tag.recently_updated.description": "Components that have been added or changed significantly in the latest versions of Create",
  "create.ponder.tag.redstone": "Logic Components",
  "create.ponder.tag.redstone.description": "Components which help with redstone engineering",
  "create.ponder.tag.train_related": "Railway Equipment",
  "create.ponder.tag.train_related.description": "Components used in the construction or management of Train Contraptions",
  "create.ponder.tag.windmill_sails": "Sails for Windmill Bearings",
  "create.ponder.tag.windmill_sails.description": "Blocks that count towards the strength of a Windmill Contraption when assembled. Each of these have equal efficiency in doing so.",
  "create.ponder.think_back": "Think Back",
  "create.ponder.threshold_switch.header": "Monitoring with the Threshold Switch",
  "create.ponder.threshold_switch.text_1": "Threshold Switches monitor the fill level of containers",
  "create.ponder.threshold_switch.text_2": "When the inventory content exceeds the upper threshold...",
  "create.ponder.threshold_switch.text_3": "...the switch will change its redstone output",
  "create.ponder.threshold_switch.text_4": "The signal stays until the lower threshold is reached",
  "create.ponder.threshold_switch.text_5": "The redstone output can now be used to control item supply, keeping the buffer filled",
  "create.ponder.threshold_switch.text_6": "The specific thresholds can be changed in the UI",
  "create.ponder.threshold_switch.text_7": "A filter can help to only count specific contents toward the total",
  "create.ponder.threshold_switch.text_8": "Fluid buffers can be monitored in a similar fashion",
  "create.ponder.threshold_switch.text_9": "...as well as, curiously, the length of an extended rope pulley",
  "create.ponder.track_chunks.header": "Traversing unloaded Chunks",
  "create.ponder.track_chunks.text_1": "Tracks stay functional outside of loaded chunks",
  "create.ponder.track_chunks.text_2": "Trains will travel through inactive sections of the world without issue",
  "create.ponder.track_chunks.text_3": "They will still stop at stations or red signals",
  "create.ponder.track_chunks.text_4": "However, Drills and other on-board machines will not operate",
  "create.ponder.track_chunks.text_5": "Once near a Player, the train will re-appear",
  "create.ponder.track_observer.header": "Detecting Trains",
  "create.ponder.track_observer.text_1": "Select a Train Track then place the Observer nearby",
  "create.ponder.track_observer.text_2": "The Observer will detect any Trains passing over the marker",
  "create.ponder.track_observer.text_3": "Observers can be filtered to activate for matching cargo",
  "create.ponder.track_placement.header": "Placing Train Tracks",
  "create.ponder.track_placement.text_1": "A new type of rail designed for Train Contraptions",
  "create.ponder.track_placement.text_2": "To place rows of track in bulk, click on an existing track",
  "create.ponder.track_placement.text_3": "Then place or select a second track",
  "create.ponder.track_placement.text_4": "Tracks can also be placed as turns or slopes",
  "create.ponder.track_placement.text_5": "When connecting, tracks will try to make each turn equally sized",
  "create.ponder.track_placement.text_6": "Holding the sprint key while connecting...",
  "create.ponder.track_placement.text_7": "...will create the longest fitting bend instead",
  "create.ponder.track_placement.text_8": "Materials in the off-hand will be paved under tracks automatically",
  "create.ponder.track_portal.header": "Tracks and the Nether",
  "create.ponder.track_portal.text_1": "Tracks placed up against a nether portal...",
  "create.ponder.track_portal.text_2": "...will attempt to create a paired track on the other side",
  "create.ponder.track_portal.text_3": "Trains on this track are now able to travel across dimensions",
  "create.ponder.train_assembly.header": "Assembling Trains",
  "create.ponder.train_assembly.text_1": "Select a Train Track then place the Station nearby",
  "create.ponder.train_assembly.text_10": "Every Train requires Train Controls on board",
  "create.ponder.train_assembly.text_11": "An optional second one allows departure from Stations in both directions",
  "create.ponder.train_assembly.text_12": "Open the Station UI and confirm the Assembly process",
  "create.ponder.train_assembly.text_13": "Trains can be disassembled back into blocks at stations only",
  "create.ponder.train_assembly.text_14": "When used on a station, maps will add a labeled marker at the location",
  "create.ponder.train_assembly.text_15": "Assembled Trains can be relocated to nearby Tracks using the Wrench",
  "create.ponder.train_assembly.text_2": "Stations are the Waypoints of your Track Network",
  "create.ponder.train_assembly.text_3": "To create a new Train, open the UI and switch to Assembly Mode",
  "create.ponder.train_assembly.text_4": "During Assembly no scheduled trains will approach this station",
  "create.ponder.train_assembly.text_5": "Create new bogeys by using Train Casing on Tracks",
  "create.ponder.train_assembly.text_6": "Click the track again to cycle between bogey designs",
  "create.ponder.train_assembly.text_7": "Attach blocks with the help of Super Glue",
  "create.ponder.train_assembly.text_8": "Assembled Trains will move faster if they can find fuel in assembled chests or barrels",
  "create.ponder.train_assembly.text_9": "Fuel stored in Vaults will not be consumed by the train",
  "create.ponder.train_controls.header": "Controlling Trains",
  "create.ponder.train_controls.text_1": "Train Controls are required on every train contraption",
  "create.ponder.train_controls.text_2": "Once assembled, right-click the block to start driving",
  "create.ponder.train_controls.text_3": "Accelerate and steer the Train using movement keybinds",
  "create.ponder.train_controls.text_4": "If desired, the top speed can be fine-tuned using the mouse wheel",
  "create.ponder.train_controls.text_5": "Hold space to approach a nearby Station",
  "create.ponder.train_controls.text_6": "Trains can only be disassembled back into blocks at Stations",
  "create.ponder.train_controls.text_7": "Assembled Whistles can be activated with the sprint key",
  "create.ponder.train_controls.text_8": "Sneak or click again to stop controlling the Train",
  "create.ponder.train_schedule.header": "Using Train Schedules",
  "create.ponder.train_schedule.text_1": "Schedules allow Trains to be controlled by other Drivers",
  "create.ponder.train_schedule.text_2": "Right-click with the item in hand to open its Interface",
  "create.ponder.train_schedule.text_3": "Once programmed, the Schedule can be handed off to a Train Driver",
  "create.ponder.train_schedule.text_4": "Any mob or blaze burner sitting in front of Train Controls is an eligible conductor",
  "create.ponder.train_schedule.text_5": "Creatures on a lead can be given their seat more conveniently",
  "create.ponder.train_schedule.text_6": "Schedules can be retrieved from Drivers at any moment",
  "create.ponder.train_signal_placement.header": "Placing Train Signals",
  "create.ponder.train_signal_placement.text_1": "Select a Train Track then place the Signal nearby",
  "create.ponder.train_signal_placement.text_2": "Signals control the flow of Trains not driven by players",
  "create.ponder.train_signal_placement.text_3": "Scheduled Trains will never cross signals in the opposite direction",
  "create.ponder.train_signal_placement.text_4": "...unless a second signal is added facing the opposite way.",
  "create.ponder.train_signal_placement.text_5": "Nixie tubes can be attached to make a signal's lights more visible",
  "create.ponder.train_signal_redstone.header": "Signals & Redstone",
  "create.ponder.train_signal_redstone.text_1": "Signals can be forced red by a redstone signal",
  "create.ponder.train_signal_redstone.text_2": "Conversely, red signals emit a comparator output",
  "create.ponder.train_signal_signaling.header": "Collision Prevention with Signals",
  "create.ponder.train_signal_signaling.text_1": "Train Signals divide a track into segments",
  "create.ponder.train_signal_signaling.text_2": "If a Segment is occupied, no other Trains will be allowed entry",
  "create.ponder.train_signal_signaling.text_3": "Thus, each Segment will contain only one Train at a time",
  "create.ponder.train_signal_signaling.text_4": "A second Signal mode is available via the Wrench",
  "create.ponder.train_signal_signaling.text_5": "Segments of a brass signal usually lead into standard signals",
  "create.ponder.train_signal_signaling.text_6": "This special Signal can stop trains under a second condition",
  "create.ponder.train_signal_signaling.text_7": "It will stop Trains, which, upon entering...",
  "create.ponder.train_signal_signaling.text_8": "...would not be able to leave the Segment immediately",
  "create.ponder.train_signal_signaling.text_9": "This helps keeping queued Trains out of a busy Segment",
  "create.ponder.valve_handle.header": "Precise rotation using Valve Handles",
  "create.ponder.valve_handle.text_1": "Valve handles can be used to rotate components by a precise angle",
  "create.ponder.valve_handle.text_2": "The angle can be configured on the input panel",
  "create.ponder.valve_handle.text_3": "Right-Click to activate one rotation",
  "create.ponder.valve_handle.text_4": "Sneak-Right-Click to activate it in the opposite direction",
  "create.ponder.valve_handle.text_5": "Mind that Bearings have to be specifically told not to disassemble",
  "create.ponder.valve_handle.text_6": "Valve handles can be dyed for aesthetic purposes",
  "create.ponder.valve_pipe.header": "Controlling Fluid flow using Valves",
  "create.ponder.valve_pipe.text_1": "Valve pipes help control fluids propagating through pipe networks",
  "create.ponder.valve_pipe.text_2": "Their shaft input controls whether fluid is currently allowed through",
  "create.ponder.valve_pipe.text_3": "Given Rotational Force in the opening direction, the valve will open up",
  "create.ponder.valve_pipe.text_4": "It can be closed again by reversing the input rotation",
  "create.ponder.water_wheel.header": "Generating Rotational Force using Water Wheels",
  "create.ponder.water_wheel.text_1": "Water Wheels draw force from adjacent Water Currents",
  "create.ponder.water_wheel.text_2": "Covering additional sides will not improve its kinetic output further",
  "create.ponder.water_wheel.text_3": "Use wood planks on the wheel to change its appearance",
  "create.ponder.weighted_ejector.header": "Using Weighted Ejectors",
  "create.ponder.weighted_ejector.text_1": "Sneak and Right-Click holding an Ejector to select its target location",
  "create.ponder.weighted_ejector.text_10": "It is now limited to this stack size, and only activates when its held stack reaches this amount",
  "create.ponder.weighted_ejector.text_11": "Mobs and Players will always trigger an Ejector when stepping on it",
  "create.ponder.weighted_ejector.text_2": "The placed ejector will now launch objects to the marked location",
  "create.ponder.weighted_ejector.text_3": "A valid target can be at any height or distance within range",
  "create.ponder.weighted_ejector.text_4": "They cannot however be off to a side",
  "create.ponder.weighted_ejector.text_5": "If no valid Target was selected, it will simply target the block directly in front",
  "create.ponder.weighted_ejector.text_6": "Supply Rotational Force in order to charge it up",
  "create.ponder.weighted_ejector.text_7": "Items placed on the ejector cause it to trigger",
  "create.ponder.weighted_ejector.text_8": "If Inventories are targeted, the ejector will wait until there is space",
  "create.ponder.weighted_ejector.text_9": "Using the value panel, a required Stack Size can be configured",
  "create.ponder.weighted_ejector_redstone.header": "Controlling Weighted Ejectors with Redstone",
  "create.ponder.weighted_ejector_redstone.text_1": "When powered by Redstone, Ejectors will not activate",
  "create.ponder.weighted_ejector_redstone.text_2": "Observers can detect when Ejectors activate",
  "create.ponder.weighted_ejector_tunnel.header": "Splitting item stacks using Weighted Ejectors",
  "create.ponder.weighted_ejector_tunnel.text_1": "Combined with Brass Tunnels, Ejectors can split item stacks by specific amounts",
  "create.ponder.weighted_ejector_tunnel.text_2": "First, configure the Brass Tunnel to 'Prefer Nearest', in order to prioritize its side output",
  "create.ponder.weighted_ejector_tunnel.text_3": "The Stack Size set on the Ejector now determines the amount to be split off",
  "create.ponder.weighted_ejector_tunnel.text_4": "While a new stack of the configured size exits the side output...",
  "create.ponder.weighted_ejector_tunnel.text_5": "...the remainder will continue on its path",
  "create.ponder.welcome": "Welcome to Ponder",
  "create.ponder.windmill_source.header": "Generating Rotational Force using Windmill Bearings",
  "create.ponder.windmill_source.text_1": "Windmill Bearings attach to the block in front of them",
  "create.ponder.windmill_source.text_2": "Create a movable structure with the help of Super Glue",
  "create.ponder.windmill_source.text_3": "If enough Sail-like blocks are included, this can act as a Windmill",
  "create.ponder.windmill_source.text_4": "Activated with Right-Click, the Windmill Bearing will start providing Rotational Force",
  "create.ponder.windmill_source.text_5": "The Amount of Sail Blocks determine its Rotation Speed",
  "create.ponder.windmill_source.text_6": "Use the value panel to configure its rotation direction",
  "create.ponder.windmill_source.text_7": "Right-click the Bearing anytime to stop and edit the Structure again",
  "create.ponder.windmill_structure.header": "Windmill Contraptions",
  "create.ponder.windmill_structure.text_1": "Any Structure can count as a valid Windmill, as long as it contains at least 8 sail-like Blocks.",
  "create.portal_track.blocked": "Target location blocked (%1$s,%2$s,%3$s)",
  "create.portal_track.failed": "Cannot place portal track:",
  "create.portal_track.missing": "Target portal not generated yet",
  "create.potato_cannon.ammo.attack_damage": "%1$s Attack Damage",
  "create.potato_cannon.ammo.knockback": "%1$s Knockback",
  "create.potato_cannon.ammo.reload_ticks": "%1$s Reload Ticks",
  "create.recipe.assembly.cutting": "Cut with Saw",
  "create.recipe.assembly.deploying_item": "Deploy %1$s",
  "create.recipe.assembly.junk": "Random salvage",
  "create.recipe.assembly.next": "Next: %1$s",
  "create.recipe.assembly.pressing": "Process in Press",
  "create.recipe.assembly.progress": "Progress: %1$s/%2$s",
  "create.recipe.assembly.repeat": "Repeat Sequence %1$s Times",
  "create.recipe.assembly.spout_filling_fluid": "Spout %1$s",
  "create.recipe.assembly.step": "Step %1$s:",
  "create.recipe.automatic_brewing": "Automated Brewing",
  "create.recipe.automatic_packing": "Automated Packing",
  "create.recipe.automatic_shaped": "Automated Shaped Crafting",
  "create.recipe.automatic_shapeless": "Automated Shapeless Crafting",
  "create.recipe.block_cutting": "Block Cutting",
  "create.recipe.crushing": "Crushing",
  "create.recipe.deploying": "Deploying",
  "create.recipe.deploying.not_consumed": "Not Consumed",
  "create.recipe.draining": "Item Draining",
  "create.recipe.fan_blasting": "Bulk Blasting",
  "create.recipe.fan_blasting.fan": "Fan behind Lava",
  "create.recipe.fan_haunting": "Bulk Haunting",
  "create.recipe.fan_haunting.fan": "Fan behind Soul Fire",
  "create.recipe.fan_smoking": "Bulk Smoking",
  "create.recipe.fan_smoking.fan": "Fan behind Fire",
  "create.recipe.fan_washing": "Bulk Washing",
  "create.recipe.fan_washing.fan": "Fan behind Flowing Water",
  "create.recipe.heat_requirement.heated": "Heated",
  "create.recipe.heat_requirement.none": "No Heating Required",
  "create.recipe.heat_requirement.superheated": "Super-Heated",
  "create.recipe.item_application": "Manual Item Application",
  "create.recipe.item_application.any_axe": "Any Axe",
  "create.recipe.mechanical_crafting": "Mechanical Crafting",
  "create.recipe.milling": "Milling",
  "create.recipe.mixing": "Mixing",
  "create.recipe.mystery_conversion": "Mysterious Conversion",
  "create.recipe.packing": "Compacting",
  "create.recipe.pressing": "Pressing",
  "create.recipe.processing.chance": "%1$s%% Chance",
  "create.recipe.sandpaper_polishing": "Sandpaper Polishing",
  "create.recipe.sawing": "Sawing",
  "create.recipe.sequenced_assembly": "Recipe Sequence",
  "create.recipe.spout_filling": "Filling by Spout",
  "create.recipe.wood_cutting": "Wood Cutting",
  "create.schedule.applied_to_train": "Train is now following this Schedule",
  "create.schedule.auto_removed_from_train": "Auto-Schedule discarded",
  "create.schedule.condition.delay": "Scheduled Delay",
  "create.schedule.condition.delay.status": "Departs in %1$s",
  "create.schedule.condition.delay_short": "Wait: %1$s",
  "create.schedule.condition.editor": "Condition Editor",
  "create.schedule.condition.fluid_threshold": "Fluid Cargo Condition",
  "create.schedule.condition.for_x_time": "for %1$s",
  "create.schedule.condition.idle": "Cargo Inactivity",
  "create.schedule.condition.idle.status": "Cargo Idle for %1$s",
  "create.schedule.condition.idle_short": "Cargo Idle: %1$s",
  "create.schedule.condition.item_threshold": "Item Cargo Condition",
  "create.schedule.condition.player_count": "Players Seated",
  "create.schedule.condition.player_count.condition": "Conditional",
  "create.schedule.condition.player_count.exactly": "Exactly",
  "create.schedule.condition.player_count.or_above": "Or above",
  "create.schedule.condition.player_count.players": "Players",
  "create.schedule.condition.player_count.seated": "%1$s seated",
  "create.schedule.condition.player_count.status": "Passengers: %1$s/%2$s",
  "create.schedule.condition.player_count.summary": "%1$s Player",
  "create.schedule.condition.player_count.summary_plural": "%1$s Players",
  "create.schedule.condition.powered": "Station Powered",
  "create.schedule.condition.powered.status": "Waiting for redstone",
  "create.schedule.condition.redstone_link": "Redstone Link",
  "create.schedule.condition.redstone_link.frequency_powered": "Frequency powered:",
  "create.schedule.condition.redstone_link.frequency_state": "Frequency state:",
  "create.schedule.condition.redstone_link.frequency_unpowered": "Frequency not powered:",
  "create.schedule.condition.redstone_link.powered": "Powered",
  "create.schedule.condition.redstone_link.status": "Waiting for redstone link",
  "create.schedule.condition.redstone_link.unpowered": "Not powered",
  "create.schedule.condition.redstone_link_off": "Link Off",
  "create.schedule.condition.redstone_link_on": "Link On",
  "create.schedule.condition.threshold.anything": "Anything",
  "create.schedule.condition.threshold.buckets": "Buckets",
  "create.schedule.condition.threshold.equal": "exactly",
  "create.schedule.condition.threshold.greater": "more than",
  "create.schedule.condition.threshold.item_measure": "Item Measure",
  "create.schedule.condition.threshold.items": "Items",
  "create.schedule.condition.threshold.less": "less than",
  "create.schedule.condition.threshold.matching_content": "Matching Content",
  "create.schedule.condition.threshold.place_item": "Reference Item",
  "create.schedule.condition.threshold.place_item_2": "Filters can be used",
  "create.schedule.condition.threshold.place_item_3": "Leave empty to match any",
  "create.schedule.condition.threshold.stacks": "Stacks",
  "create.schedule.condition.threshold.status": "Cargo: %1$s/%2$s %3$s",
  "create.schedule.condition.threshold.train_holds": "Train holds %1$s",
  "create.schedule.condition.threshold.x_units_of_item": "%1$s %2$s of %3$s",
  "create.schedule.condition.time_of_day": "Time of Day",
  "create.schedule.condition.time_of_day.digital_format": "%1$s:%3$s %4$s",
  "create.schedule.condition.time_of_day.rotation": "Rotation",
  "create.schedule.condition.time_of_day.rotation.every_0_15": "Every 0:15",
  "create.schedule.condition.time_of_day.rotation.every_0_30": "Every 0:30",
  "create.schedule.condition.time_of_day.rotation.every_0_45": "Every 0:45",
  "create.schedule.condition.time_of_day.rotation.every_1": "Every 1:00",
  "create.schedule.condition.time_of_day.rotation.every_12": "Every 12:00",
  "create.schedule.condition.time_of_day.rotation.every_2": "Every 2:00",
  "create.schedule.condition.time_of_day.rotation.every_24": "Every Day",
  "create.schedule.condition.time_of_day.rotation.every_3": "Every 3:00",
  "create.schedule.condition.time_of_day.rotation.every_4": "Every 4:00",
  "create.schedule.condition.time_of_day.rotation.every_6": "Every 6:00",
  "create.schedule.condition.time_of_day.scheduled": "Scheduled Time: %1$s",
  "create.schedule.condition.time_of_day.status": "Departs at ",
  "create.schedule.condition.unloaded": "Chunk Unloaded",
  "create.schedule.condition.unloaded.status": "Waiting for chunk unload",
  "create.schedule.condition_type": "Continue if/after:",
  "create.schedule.continued": "Schedule resumed",
  "create.schedule.instruction.destination": "Travel to Station",
  "create.schedule.instruction.destination.summary": "Next Stop:",
  "create.schedule.instruction.editor": "Instruction Editor",
  "create.schedule.instruction.filter_edit_box": "Station Name",
  "create.schedule.instruction.filter_edit_box_1": "Use * as a text wildcard",
  "create.schedule.instruction.filter_edit_box_2": "Example: 'My Station, Platform *'",
  "create.schedule.instruction.filter_edit_box_3": "Train picks nearest unoccupied match",
  "create.schedule.instruction.name_edit_box": "Schedule Title",
  "create.schedule.instruction.name_edit_box_1": "Affects text shown on displays",
  "create.schedule.instruction.name_edit_box_2": "Defaults to next destination's name",
  "create.schedule.instruction.rename": "Update Schedule Title",
  "create.schedule.instruction.rename.summary": "New Title:",
  "create.schedule.instruction.throttle": "Limit Max Speed",
  "create.schedule.instruction.throttle.summary": "Change Max Speed to %1$s",
  "create.schedule.instruction.throttle_edit_box": "Throttle",
  "create.schedule.instruction.throttle_edit_box_1": "Affects the top speed of the Train",
  "create.schedule.instruction_type": "Next Action:",
  "create.schedule.loop": "Loop Forever",
  "create.schedule.loop1": "Schedule starts over",
  "create.schedule.loop2": "when completed",
  "create.schedule.no_stops": "This Schedule does not have any Stops yet",
  "create.schedule.non_controlling_seat": "Conductor needs to sit in front of a Controls block",
  "create.schedule.remove_with_empty_hand": "Remove current Schedule with an Empty Hand",
  "create.schedule.removed_from_train": "Schedule retrieved from Train",
  "create.schedule.reset": "Reset Progress",
  "create.schedule.skip": "Skip current Stop",
  "create.schematic.error": "Schematic failed to Load - Check Game Logs",
  "create.schematic.invalid": "[!] Invalid Item - Use the Schematic Table instead",
  "create.schematic.mirror": "Mirror",
  "create.schematic.mirror.frontBack": "Front-Back",
  "create.schematic.mirror.leftRight": "Left-Right",
  "create.schematic.mirror.none": "None",
  "create.schematic.position": "Position",
  "create.schematic.rotation": "Rotation",
  "create.schematic.rotation.cw180": "Clockwise 180",
  "create.schematic.rotation.cw270": "Clockwise 270",
  "create.schematic.rotation.cw90": "Clockwise 90",
  "create.schematic.rotation.none": "None",
  "create.schematic.tool.deploy": "Position",
  "create.schematic.tool.deploy.description.0": "Moves the structure to a location.",
  "create.schematic.tool.deploy.description.1": "Right-Click on the ground to place.",
  "create.schematic.tool.deploy.description.2": "Hold [Ctrl] to select at a fixed distance.",
  "create.schematic.tool.deploy.description.3": "[Ctrl]-Scroll to change the distance.",
  "create.schematic.tool.flip": "Mirror",
  "create.schematic.tool.flip.description.0": "Flips the Schematic along the face you select.",
  "create.schematic.tool.flip.description.1": "Point at the Schematic and [CTRL]-Scroll to flip it.",
  "create.schematic.tool.flip.description.2": "",
  "create.schematic.tool.flip.description.3": "",
  "create.schematic.tool.move": "Move XZ",
  "create.schematic.tool.move.description.0": "Shifts the Schematic Horizontally.",
  "create.schematic.tool.move.description.1": "Point at the Schematic and [CTRL]-Scroll to push it.",
  "create.schematic.tool.move.description.2": "",
  "create.schematic.tool.move.description.3": "",
  "create.schematic.tool.move_y": "Move Y",
  "create.schematic.tool.move_y.description.0": "Shifts the Schematic Vertically.",
  "create.schematic.tool.move_y.description.1": "[CTRL]-Scroll to move it up/down.",
  "create.schematic.tool.move_y.description.2": "",
  "create.schematic.tool.move_y.description.3": "",
  "create.schematic.tool.print": "Print",
  "create.schematic.tool.print.description.0": "Instantly places the structure in the world.",
  "create.schematic.tool.print.description.1": "[Right-Click] to confirm placement at the current location.",
  "create.schematic.tool.print.description.2": "This tool is for Creative Mode only.",
  "create.schematic.tool.print.description.3": "",
  "create.schematic.tool.rotate": "Rotate",
  "create.schematic.tool.rotate.description.0": "Rotates the Schematic around its center.",
  "create.schematic.tool.rotate.description.1": "[CTRL]-Scroll to rotate by 90 Degrees.",
  "create.schematic.tool.rotate.description.2": "",
  "create.schematic.tool.rotate.description.3": "",
  "create.schematicAndQuill.abort": "Removed selection.",
  "create.schematicAndQuill.convert": "Save and Upload Immediately",
  "create.schematicAndQuill.dimensions": "Schematic Size: %1$sx%2$sx%3$s",
  "create.schematicAndQuill.failed": "Failed to save schematic, check logs for details",
  "create.schematicAndQuill.fallbackName": "My Schematic",
  "create.schematicAndQuill.firstPos": "First position set.",
  "create.schematicAndQuill.instant_failed": "Schematic instant-upload failed, check logs for details",
  "create.schematicAndQuill.noTarget": "Hold [Ctrl] to select Air blocks.",
  "create.schematicAndQuill.saved": "Saved as %1$s",
  "create.schematicAndQuill.secondPos": "Second position set.",
  "create.schematicAndQuill.title": "Schematic Name:",
  "create.schematicannon.status.clearing": "Clearing Blocks",
  "create.schematicannon.status.finished": "Finished",
  "create.schematicannon.status.idle": "Idle",
  "create.schematicannon.status.missingBlock": "Missing Item:",
  "create.schematicannon.status.noGunpowder": "Out of Gunpowder",
  "create.schematicannon.status.paused": "Paused",
  "create.schematicannon.status.placing": "Placing",
  "create.schematicannon.status.ready": "Ready",
  "create.schematicannon.status.running": "Running",
  "create.schematicannon.status.schematicErrored": "Incompatible Blocks",
  "create.schematicannon.status.schematicErroredCheckLogs": "Check Server Logs",
  "create.schematicannon.status.schematicExpired": "Schematic File Expired",
  "create.schematicannon.status.schematicInvalid": "Schematic Invalid",
  "create.schematicannon.status.schematicNotPlaced": "Schematic not Positioned",
  "create.schematicannon.status.searching": "Searching",
  "create.schematicannon.status.skipping": "Skipping",
  "create.schematicannon.status.stopped": "Stopped",
  "create.schematicannon.status.targetNotLoaded": "Target is not loaded",
  "create.schematicannon.status.targetOutsideRange": "Target too far away",
  "create.schematics.maxAllowedSize": "The maximum allowed schematic file size is:",
  "create.schematics.synchronizing": "Syncing...",
  "create.schematics.uploadTooLarge": "Your schematic exceeds limitations specified by the server.",
  "create.station.assemble_train": "Assemble Train",
  "create.station.assembly_title": "Train Assembly",
  "create.station.cancel": "Cancel Assembly",
  "create.station.carriage_number": "Carriage %1$s:",
  "create.station.close": "Close Window",
  "create.station.create_train": "Create new Train",
  "create.station.disassemble_train": "Disassemble Train",
  "create.station.failed": "Assembly Failed",
  "create.station.how_to": "Use Train Casing on highlighted Tracks to create bogeys.",
  "create.station.how_to_1": "Remove bogeys by breaking the block on top.",
  "create.station.how_to_2": "Build carriages attached to one or two bogeys each.",
  "create.station.icon_type": "Icon Type",
  "create.station.idle": "Station is Idle",
  "create.station.more_bogeys": "%1$s Bogeys",
  "create.station.no_assembly_curve": "Cannot build trains",
  "create.station.no_assembly_curve_1": "on curved tracks",
  "create.station.no_assembly_diagonal": "Cannot build trains",
  "create.station.no_assembly_diagonal_1": "on diagonal tracks",
  "create.station.no_bogeys": "No Bogeys",
  "create.station.one_bogey": "1 Bogey",
  "create.station.remove_auto_schedule": "Discard Auto-Schedule",
  "create.station.remove_schedule": "Retrieve Schedule",
  "create.station.retry": "Resolve this and retry",
  "create.station.train_not_aligned": "Cannot disassemble,",
  "create.station.train_not_aligned_1": "not all carriages aligned",
  "create.subtitle.blaze_munch": "Blaze Burner munches",
  "create.subtitle.cogs": "Cogwheels rumble",
  "create.subtitle.confirm": "Affirmative ding",
  "create.subtitle.contraption_assemble": "Contraption moves",
  "create.subtitle.contraption_disassemble": "Contraption stops",
  "create.subtitle.controller_click": "Controller clicks",
  "create.subtitle.controller_put": "Controller thumps",
  "create.subtitle.controller_take": "Lectern empties",
  "create.subtitle.copper_armor_equip": "Diving equipment clinks",
  "create.subtitle.crafter_click": "Crafter clicks",
  "create.subtitle.crafter_craft": "Crafter crafts",
  "create.subtitle.cranking": "Hand Crank turns",
  "create.subtitle.crushing_1": "Crushing noises",
  "create.subtitle.deny": "Declining boop",
  "create.subtitle.depot_plop": "Item lands",
  "create.subtitle.depot_slide": "Item slides",
  "create.subtitle.funnel_flap": "Funnel flaps",
  "create.subtitle.fwoomp": "Potato Launcher fwoomps",
  "create.subtitle.haunted_bell_convert": "Haunted Bell awakens",
  "create.subtitle.haunted_bell_use": "Haunted Bell tolls",
  "create.subtitle.mechanical_press_activation": "Mechanical Press clangs",
  "create.subtitle.mechanical_press_activation_belt": "Mechanical Press bonks",
  "create.subtitle.mixing": "Mixing noises",
  "create.subtitle.peculiar_bell_use": "Peculiar Bell tolls",
  "create.subtitle.potato_hit": "Vegetable impacts",
  "create.subtitle.sanding_long": "Sanding noises",
  "create.subtitle.sanding_short": "Sanding noises",
  "create.subtitle.saw_activate_stone": "Mechanical Saw activates",
  "create.subtitle.saw_activate_wood": "Mechanical Saw activates",
  "create.subtitle.schematicannon_finish": "Schematicannon dings",
  "create.subtitle.schematicannon_launch_block": "Schematicannon fires",
  "create.subtitle.scroll_value": "Scroll-input clicks",
  "create.subtitle.slime_added": "Slime squishes",
  "create.subtitle.spout": "Spout spurts",
  "create.subtitle.steam": "Steam noises",
  "create.subtitle.train": "Bogey wheels rumble",
  "create.subtitle.train3": "Bogey wheels rumble muffled",
  "create.subtitle.whistle": "Whistling",
  "create.subtitle.whistle_high": "High whistling",
  "create.subtitle.whistle_low": "Low whistling",
  "create.subtitle.whistle_train": "Whistling",
  "create.subtitle.whistle_train_low": "Low whistling",
  "create.subtitle.whistle_train_manual": "Train honks",
  "create.subtitle.whistle_train_manual_low": "Train honks",
  "create.subtitle.worldshaper_place": "Worldshaper zaps",
  "create.subtitle.wrench_remove": "Component breaks",
  "create.subtitle.wrench_rotate": "Wrench used",
  "create.super_glue.abort": "Selection discarded",
  "create.super_glue.cannot_reach": "Selected blocks must be connected",
  "create.super_glue.click_to_confirm": "Click again to confirm",
  "create.super_glue.click_to_discard": "Sneak-click to discard selection",
  "create.super_glue.first_pos": "First position selected",
  "create.super_glue.not_enough": "Not enough glue in inventory",
  "create.super_glue.success": "Applying Glue...",
  "create.super_glue.too_far": "Selected area is too big",
  "create.symmetry.mirror.doublePlane": "Rectangular",
  "create.symmetry.mirror.plane": "Mirror Once",
  "create.symmetry.mirror.triplePlane": "Octagonal",
  "create.terrainzapper.leftClickToSet": "Left-Click a Block to set Material",
  "create.terrainzapper.shiftRightClickToSet": "Shift-Right-Click to Select a Shape",
  "create.terrainzapper.usingBlock": "Using: %1$s",
  "create.toolbox.depositAll": "Return items to nearby Toolboxes",
  "create.toolbox.depositBox": "Return items to Toolbox",
  "create.toolbox.detach": "Stop tracking and keep item",
  "create.toolbox.outOfRange": "Toolbox of held item not in Range",
  "create.toolbox.unequip": "Unequip: %1$s",
  "create.tooltip.analogStrength": "Analog Strength: %1$s/15",
  "create.tooltip.brass_tunnel.contains": "Currently distributing:",
  "create.tooltip.brass_tunnel.contains_entry": "> %1$s x%2$s",
  "create.tooltip.brass_tunnel.retrieve": "Right-Click to retrieve",
  "create.tooltip.capacityProvided": "Kinetic Stress Capacity:",
  "create.tooltip.capacityProvided.high": "Large",
  "create.tooltip.capacityProvided.low": "Small",
  "create.tooltip.capacityProvided.medium": "Medium",
  "create.tooltip.chute.contains": "Contains: %1$s x%2$s",
  "create.tooltip.chute.fans_pull_down": "Fans pull from Below",
  "create.tooltip.chute.fans_pull_up": "Fans pull from Above",
  "create.tooltip.chute.fans_push_down": "Fans push from Above",
  "create.tooltip.chute.fans_push_up": "Fans push from Below",
  "create.tooltip.chute.header": "Chute Information",
  "create.tooltip.chute.items_move_down": "Items move Downward",
  "create.tooltip.chute.items_move_up": "Items move Upward",
  "create.tooltip.chute.no_fans_attached": "No attached fans",
  "create.tooltip.deployer.contains": "Item: %1$s x%2$s",
  "create.tooltip.deployer.header": "Deployer Information",
  "create.tooltip.deployer.punching": "Mode: Attack",
  "create.tooltip.deployer.using": "Mode: Use",
  "create.tooltip.generationSpeed": "Generates at %1$s %2$s",
  "create.tooltip.holdForControls": "Hold [%1$s] for Controls",
  "create.tooltip.holdForDescription": "Hold [%1$s] for Summary",
  "create.tooltip.keyCtrl": "Ctrl",
  "create.tooltip.keyShift": "Shift",
  "create.tooltip.speedRequirement": "Speed Requirement:",
  "create.tooltip.speedRequirement.fast": "Fast",
  "create.tooltip.speedRequirement.medium": "Moderate",
  "create.tooltip.speedRequirement.none": "None",
  "create.tooltip.speedRequirement.slow": "Slow",
  "create.tooltip.stressImpact": "Kinetic Stress Impact:",
  "create.tooltip.stressImpact.high": "High",
  "create.tooltip.stressImpact.low": "Low",
  "create.tooltip.stressImpact.medium": "Moderate",
  "create.tooltip.stressImpact.overstressed": "Overstressed",
  "create.tooltip.up_to": "Up to %1$s",
  "create.track.ascending_s_curve": "Cannot create sloped S-Bends",
  "create.track.hold_for_smooth_curve": "Hold %1$s for maximized turn",
  "create.track.junction_start": "Cannot start connection from a Junction",
  "create.track.leave_slope_ascending": "Cannot leave this slope while ascending",
  "create.track.leave_slope_descending": "Cannot leave this slope while descending",
  "create.track.not_enough_pavement": "Not holding enough pavement blocks",
  "create.track.not_enough_tracks": "Not holding enough tracks",
  "create.track.opposing_slopes": "Cannot connect opposing slopes",
  "create.track.original_missing": "Original block removed, Sneak-click to reset",
  "create.track.perpendicular": "Cannot connect perpendicularly",
  "create.track.second_point": "Place track or select a second point",
  "create.track.selection_cleared": "Selection Cleared",
  "create.track.slope_turn": "Cannot enter or leave slope on a turn",
  "create.track.too_far": "Too far away",
  "create.track.too_sharp": "Turn too sharp",
  "create.track.too_steep": "Slope too steep",
  "create.track.turn_90": "Can only turn up to 90 Degrees",
  "create.track.turn_start": "Cannot start connection from a Turn",
  "create.track.valid_connection": "Can Connect ✔",
  "create.track_signal.cannot_change_mode": "Unable to switch mode of this Signal",
  "create.track_signal.mode_change.cross_signal": "-> Allow passage if section fully traversable",
  "create.track_signal.mode_change.entry_signal": "-> Allow passage if section unoccupied",
  "create.track_target.clear": "Cleared track selection",
  "create.track_target.invalid": "Cannot target this track here",
  "create.track_target.missing": "Right-click the targeted train track first",
  "create.track_target.no_junctions": "Targeted track cannot be an intersection",
  "create.track_target.occupied": "Targeted track is occupied",
  "create.track_target.set": "Targeted track selected",
  "create.track_target.success": "Successfully bound to targeted track",
  "create.track_target.too_far": "Targeted track is too far from here",
  "create.train.arrived_at": "Arrived at %1$s",
  "create.train.cannot_relocate_moving": "Cannot relocate a moving Train",
  "create.train.departing_from": "Departing from %1$s",
  "create.train.relocate": "Click a Track to Relocate %1$s to. Sneak-Click to abort",
  "create.train.relocate.abort": "Relocation aborted",
  "create.train.relocate.invalid": "Cannot relocate Train to here",
  "create.train.relocate.success": "Relocation successful",
  "create.train.relocate.too_far": "Cannot relocate Train this far away",
  "create.train.relocate.valid": "Can relocate to here, Click to Confirm",
  "create.train.status": "<i> Information about Train: %1$s",
  "create.train.status.back_on_track": "Train is back on Track",
  "create.train.status.collision": "Collision with other Train",
  "create.train.status.coupling_stress": "Forced stop due to Stress on Couplings",
  "create.train.status.double_portal": "A Carriage cannot enter a portal whilst leaving another",
  "create.train.status.end_of_track": "A Carriage has reached the end of its Track",
  "create.train.status.found_driver": "A new driver has been found",
  "create.train.status.missing_driver": "Driver has gone missing",
  "create.train.status.navigation_success": "Navigation succeeded",
  "create.train.status.no_match": "No station on graph matches '%1$s'",
  "create.train.status.no_path": "No suitable path to the next Scheduled destination could be found",
  "create.train.status.opposite_driver": "Path requires a driver facing the opposite direction",
  "create.train.status.paused_for_manual": "Schedule paused for manual controls",
  "create.train.status.track_missing": "Tracks are missing beneath the Train",
  "create.train.unnamed": "Unnamed Train",
  "create.train_assembly.bogey_created": "Bogey created. Click again to cycle type",
  "create.train_assembly.bogeys_too_close": "Bogeys %1$s and %2$s are too close to each other",
  "create.train_assembly.frontmost_bogey_at_station": "Frontmost Bogey must be at Station Marker",
  "create.train_assembly.no_bogeys": "No Bogeys Found",
  "create.train_assembly.no_controls": "Attach at least one forward-facing Train Controls block (Are you missing Super Glue?)",
  "create.train_assembly.not_connected_in_order": "Bogeys are not connected in order",
  "create.train_assembly.nothing_attached": "No structure attached to Bogey %1$s",
  "create.train_assembly.requires_casing": "Use Railway Casing to create bogeys on tracks",
  "create.train_assembly.sideways_controls": "Train Controls cannot face sideways",
  "create.train_assembly.single_bogey_carriage": "This Bogey type cannot support a carriage on its own",
  "create.train_assembly.too_many_bogeys": "Too many Bogeys attached: %1$s",
  "create.tunnel.selection_mode.forced_round_robin": "Forced Round Robin",
  "create.tunnel.selection_mode.forced_split": "Forced Split",
  "create.tunnel.selection_mode.prefer_nearest": "Prefer Nearest",
  "create.tunnel.selection_mode.randomize": "Randomize",
  "create.tunnel.selection_mode.round_robin": "Round Robin",
  "create.tunnel.selection_mode.split": "Split",
  "create.tunnel.selection_mode.synchronize": "Synchronize Inputs",
  "create.weighted_ejector.no_target": "Ejecting to Adjacent block (No Target was Selected)",
  "create.weighted_ejector.stack_size": "Ejected Stack Size",
  "create.weighted_ejector.target_not_valid": "Ejecting to Adjacent block (Target was not Valid)",
  "create.weighted_ejector.target_set": "Target Selected",
  "create.weighted_ejector.targeting": "Ejecting to [%1$s,%2$s,%3$s]",
  "death.attack.create.crush": "%1$s was processed by Crushing Wheels",
  "death.attack.create.crush.player": "%1$s was thrown into Crushing Wheels by %2$s",
  "death.attack.create.cuckoo_clock_explosion": "%1$s was blown up by tampered cuckoo clock",
  "death.attack.create.cuckoo_clock_explosion.player": "%1$s was blown up by tampered cuckoo clock",
  "death.attack.create.fan_fire": "%1$s got smoked by an Encased Fan",
  "death.attack.create.fan_fire.player": "%1$s was thrown into a smoker by %2$s",
  "death.attack.create.fan_lava": "%1$s was incinerated by an Encased Fan",
  "death.attack.create.fan_lava.player": "%1$s was thrown into a smelter by %2$s",
  "death.attack.create.mechanical_drill": "%1$s was impaled by a Mechanical Drill",
  "death.attack.create.mechanical_drill.player": "%1$s was thrown in front of a Drill by %2$s",
  "death.attack.create.mechanical_roller": "%1$s was flattened by a Mechanical Roller",
  "death.attack.create.mechanical_roller.player": "%1$s was thrown in front of a Mechanical Roller by %2$s",
  "death.attack.create.mechanical_saw": "%1$s got cut in half by a Mechanical Saw",
  "death.attack.create.mechanical_saw.player": "%1$s was thrown into a Saw by %2$s",
  "death.attack.create.potato_cannon": "%1$s was shot by %2$s's Potato Cannon",
  "death.attack.create.potato_cannon.item": "%1$s was shot by %2$s using %3$s",
  "death.attack.create.run_over": "%1$s was run over by %2$s",
  "enchantment.create.capacity": "Capacity",
  "enchantment.create.capacity.desc": "Increases Backtank air capacity.",
  "enchantment.create.potato_recovery": "Potato Recovery",
  "enchantment.create.potato_recovery.desc": "Potato Cannon projectiles have a chance to be reused.",
  "entity.create.carriage_contraption": "Carriage Contraption",
  "entity.create.contraption": "Contraption",
  "entity.create.crafting_blueprint": "Crafting Blueprint",
  "entity.create.gantry_contraption": "Gantry Contraption",
  "entity.create.potato_projectile": "Potato Projectile",
  "entity.create.seat": "Seat",
  "entity.create.stationary_contraption": "Stationary Contraption",
  "entity.create.super_glue": "Super Glue",
  "fluid.create.chocolate": "Chocolate",
  "fluid.create.honey": "Honey",
  "fluid.create.potion": "Potion",
  "fluid.create.tea": "Builder's Tea",
  "item.create.andesite_alloy": "Andesite Alloy",
  "item.create.attribute_filter": "Attribute Filter",
  "item.create.attribute_filter.tooltip.behaviour1": "Opens the _configuration interface_.",
  "item.create.attribute_filter.tooltip.condition1": "When R-Clicked",
  "item.create.attribute_filter.tooltip.summary": "_Matches items_ against a set of _attributes_ or _categories_. Can be used in _Filter Slots_ of Create's Components",
  "item.create.bar_of_chocolate": "Bar of Chocolate",
  "item.create.belt_connector": "Mechanical Belt",
  "item.create.blaze_cake": "Blaze Cake",
  "item.create.blaze_cake.tooltip.summary": "A Delicious treat for your hard-working _Blaze Burners_. Gets them all fired up!",
  "item.create.blaze_cake_base": "Blaze Cake Base",
  "item.create.brass_hand": "Brass Hand",
  "item.create.brass_ingot": "Brass Ingot",
  "item.create.brass_nugget": "Brass Nugget",
  "item.create.brass_sheet": "Brass Sheet",
  "item.create.builders_tea": "Builder's Tea",
  "item.create.builders_tea.tooltip.summary": "The perfect drink to get the day started- _Motivating_ and _Saturating._",
  "item.create.chest_minecart_contraption": "Chest Minecart Contraption",
  "item.create.chocolate_bucket": "Chocolate Bucket",
  "item.create.chocolate_glazed_berries": "Chocolate Glazed Berries",
  "item.create.chromatic_compound": "Chromatic Compound",
  "item.create.cinder_flour": "Cinder Flour",
  "item.create.copper_backtank": "Copper Backtank",
  "item.create.copper_backtank.tooltip.behaviour1": "Provides _Pressurized_ _Air_ to Equipment that requires it.",
  "item.create.copper_backtank.tooltip.behaviour2": "_Collects_ _Pressurized_ _Air_ at a rate depending on the Rotational Speed.",
  "item.create.copper_backtank.tooltip.condition1": "When Worn",
  "item.create.copper_backtank.tooltip.condition2": "When placed, Powered by Kinetics",
  "item.create.copper_backtank.tooltip.summary": "A _Wearable_ _Tank_ for carrying Pressurized Air.",
  "item.create.copper_backtank_placeable": "Copper Backtank Placeable",
  "item.create.copper_diving_boots": "Copper Diving Boots",
  "item.create.copper_diving_boots.tooltip.behaviour1": "Wielder _descends_ more _quickly_ in liquids. Grants the ability to _walk_ and _jump_ underwater. Wielder also is no longer affected by _Mechanical_ _Belts_.",
  "item.create.copper_diving_boots.tooltip.condition1": "When Worn",
  "item.create.copper_diving_boots.tooltip.summary": "A pair of _heavy_ _boots_, allowing for better traversal of the Ocean floor.",
  "item.create.copper_diving_helmet": "Copper Diving Helmet",
  "item.create.copper_diving_helmet.tooltip.behaviour1": "Provides the _Water Breathing_ effect, slowly draining _Air Pressure_ from the Backtank.",
  "item.create.copper_diving_helmet.tooltip.condition1": "When Worn",
  "item.create.copper_diving_helmet.tooltip.summary": "Together with a _Backtank_, allows the wielder to _breathe_ _underwater_ for an extended amount of time.",
  "item.create.copper_nugget": "Copper Nugget",
  "item.create.copper_sheet": "Copper Sheet",
  "item.create.crafter_slot_cover": "Crafter Slot Cover",
  "item.create.crafting_blueprint": "Crafting Blueprint",
  "item.create.crafting_blueprint.behaviour1": "Opens a _Crafting_ _menu_ allowing you to _configure_ a _recipe_ and items to display.",
  "item.create.crafting_blueprint.behaviour2": "_Applies_ the _configured_ _recipe_ with matching Ingredients found in your _Inventory_. _Sneak_ to craft up to a _Stack_ of items.",
  "item.create.crafting_blueprint.condition1": "R-Click empty Slot",
  "item.create.crafting_blueprint.condition2": "R-Click configured Slot",
  "item.create.crafting_blueprint.tooltip.summary": "_Placed_ on a wall, it can be used to _specify_ _ingredient_ _arrangements_ for easier manual crafting. Each slot represents a Recipe.",
  "item.create.creative_blaze_cake": "Creative Blaze Cake",
  "item.create.creative_blaze_cake.tooltip.behaviour1": "_Cycles_ a Blaze Burner's heat level.",
  "item.create.creative_blaze_cake.tooltip.condition1": "When Used",
  "item.create.creative_blaze_cake.tooltip.summary": "A very special treat for your _Blaze Burners_. After eating this cake, Blaze Burners will _never run out of fuel_.",
  "item.create.crushed_raw_aluminum": "Crushed Raw Aluminum",
  "item.create.crushed_raw_copper": "Crushed Raw Copper",
  "item.create.crushed_raw_gold": "Crushed Raw Gold",
  "item.create.crushed_raw_iron": "Crushed Raw Iron",
  "item.create.crushed_raw_lead": "Crushed Raw Lead",
  "item.create.crushed_raw_nickel": "Crushed Raw Nickel",
  "item.create.crushed_raw_osmium": "Crushed Raw Osmium",
  "item.create.crushed_raw_platinum": "Crushed Raw Platinum",
  "item.create.crushed_raw_quicksilver": "Crushed Raw Quicksilver",
  "item.create.crushed_raw_silver": "Crushed Raw Silver",
  "item.create.crushed_raw_tin": "Crushed Raw Tin",
  "item.create.crushed_raw_uranium": "Crushed Raw Uranium",
  "item.create.crushed_raw_zinc": "Crushed Raw Zinc",
  "item.create.dough": "Dough",
  "item.create.electron_tube": "Electron Tube",
  "item.create.empty_blaze_burner": "Empty Blaze Burner",
  "item.create.empty_schematic": "Empty Schematic",
  "item.create.empty_schematic.tooltip.summary": "Used as a recipe ingredient and for writing at the _Schematic Table_.",
  "item.create.experience_nugget": "Nugget of Experience",
  "item.create.experience_nugget.tooltip.behaviour1": "_Redeems_ _Experience_ points contained within.",
  "item.create.experience_nugget.tooltip.condition1": "When Used",
  "item.create.experience_nugget.tooltip.summary": "A speck of _inspiration_ from your fantastic inventions.",
  "item.create.extendo_grip": "Extendo Grip",
  "item.create.extendo_grip.tooltip.behaviour1": "Increases _reach distance_ of items used in the _Main-Hand_.",
  "item.create.extendo_grip.tooltip.behaviour2": "_No_ _Durability_ will be used. Instead, _Air_ _pressure_ is drained from the Tank",
  "item.create.extendo_grip.tooltip.condition1": "When in Off-Hand",
  "item.create.extendo_grip.tooltip.condition2": "While wearing Backtank",
  "item.create.extendo_grip.tooltip.summary": "Greatly _increases reach distance_ of the wielder. Can be powered with _Air_ _Pressure_ from a _Backtank_",
  "item.create.filter": "List Filter",
  "item.create.filter.tooltip.behaviour1": "Opens the _configuration interface_.",
  "item.create.filter.tooltip.condition1": "When R-Clicked",
  "item.create.filter.tooltip.summary": "_Matches items_ against a collection of _items_ or _other filters_. Can be used in _Filter Slots_ of Create's Components",
  "item.create.furnace_minecart_contraption": "Furnace Minecart Contraption",
  "item.create.goggles": "Engineer's Goggles",
  "item.create.goggles.tooltip.behaviour1": "_Kinetic components_ show added _Stress Impact_ or _Capacity_. _Stressometers_ show statistics of their _attached kinetic network_. Some other blocks reveal information such as item and fluid content.",
  "item.create.goggles.tooltip.condition1": "When looking at blocks",
  "item.create.goggles.tooltip.summary": "Augments your HUD with _miscellaneous information_ about placed components.",
  "item.create.golden_sheet": "Golden Sheet",
  "item.create.handheld_worldshaper": "Creative Worldshaper",
  "item.create.handheld_worldshaper.tooltip.behaviour1": "_Targeted block_ will become the _material_ placed by the shaper.",
  "item.create.handheld_worldshaper.tooltip.behaviour2": "Applies currently selected _Brush_ and _Tool_ at the targeted location.",
  "item.create.handheld_worldshaper.tooltip.behaviour3": "Opens the _Configuration Interface_",
  "item.create.handheld_worldshaper.tooltip.condition1": "L-Click at Block",
  "item.create.handheld_worldshaper.tooltip.condition2": "R-Click at Block",
  "item.create.handheld_worldshaper.tooltip.condition3": "R-Click while Sneaking",
  "item.create.handheld_worldshaper.tooltip.summary": "_Creative mode_ tool for large-scale _landscaping_ from a distance.",
  "item.create.honey_bucket": "Honey Bucket",
  "item.create.honeyed_apple": "Honeyed Apple",
  "item.create.incomplete_precision_mechanism": "Incomplete Precision Mechanism",
  "item.create.incomplete_track": "Incomplete Track",
  "item.create.iron_sheet": "Iron Sheet",
  "item.create.linked_controller": "Linked Controller",
  "item.create.linked_controller.tooltip.behaviour1": "_Toggles_ the controller. _Movement_ _controls_ are taken over while its active.",
  "item.create.linked_controller.tooltip.behaviour2": "Opens the manual _Configuration Interface_.",
  "item.create.linked_controller.tooltip.behaviour3": "Enables _Bind Mode_, press one of the _six controls_ to bind it to the _Links' Frequency_.",
  "item.create.linked_controller.tooltip.behaviour4": "Places the Controller into the Lectern for easy activation. (R-Click while Sneaking to retrieve it)",
  "item.create.linked_controller.tooltip.condition1": "R-Click",
  "item.create.linked_controller.tooltip.condition2": "R-Click while Sneaking",
  "item.create.linked_controller.tooltip.condition3": "R-Click on Redstone Link Receiver",
  "item.create.linked_controller.tooltip.condition4": "R-Click on Lectern",
  "item.create.linked_controller.tooltip.summary": "Grants _handheld_ _control_ over _Redstone Link_ frequencies assigned to its _six_ _buttons_.",
  "item.create.minecart_contraption": "Minecart Contraption",
  "item.create.minecart_coupling": "Minecart Coupling",
  "item.create.minecart_coupling.tooltip.summary": "_Chains_ together individual _Minecarts_, causing them to move as a group.",
  "item.create.netherite_backtank": "Netherite Backtank",
  "item.create.netherite_backtank.tooltip.behaviour1": "Provides _Pressurized_ _Air_ to Equipment that requires it.",
  "item.create.netherite_backtank.tooltip.behaviour2": "_Collects_ _Pressurized_ _Air_ at a rate depending on the Rotational Speed.",
  "item.create.netherite_backtank.tooltip.condition1": "When Worn",
  "item.create.netherite_backtank.tooltip.condition2": "When placed, Powered by Kinetics",
  "item.create.netherite_backtank.tooltip.summary": "A _Wearable_ _Tank_ for carrying Pressurized Air.",
  "item.create.netherite_backtank_placeable": "Netherite Backtank Placeable",
  "item.create.netherite_diving_boots": "Netherite Diving Boots",
  "item.create.netherite_diving_boots.tooltip.behaviour1": "Wielder _descends_ more _quickly_ in liquids. Grants the ability to _walk_ and _jump_ underwater. Wielder also is no longer affected by _Mechanical_ _Belts_.",
  "item.create.netherite_diving_boots.tooltip.condition1": "When Worn",
  "item.create.netherite_diving_boots.tooltip.summary": "A pair of _heavy_ _boots_, allowing for better traversal of the Ocean floor, including Oceans made of Lava.",
  "item.create.netherite_diving_helmet": "Netherite Diving Helmet",
  "item.create.netherite_diving_helmet.tooltip.behaviour1": "Provides immunity to _Fire_ and _Lava_, slowly draining _Air Pressure_ from the Backtank. Also grants _improved vision_ in Lava",
  "item.create.netherite_diving_helmet.tooltip.condition1": "When Worn (Full set)",
  "item.create.netherite_diving_helmet.tooltip.summary": "Together with a _Netherite Backtank_, this can protect you from _extreme heat_. To be effective, _Legs and Feet_ have to be covered in _Netherite_, too.",
  "item.create.polished_rose_quartz": "Polished Rose Quartz",
  "item.create.potato_cannon": "Potato Cannon",
  "item.create.potato_cannon.tooltip.behaviour1": "_Shoots_ a suitable item from your _Inventory_.",
  "item.create.potato_cannon.tooltip.behaviour2": "_No_ _Durability_ will be used. Instead, _Air_ _pressure_ is drained from the Tank",
  "item.create.potato_cannon.tooltip.condition1": "When R-Clicked",
  "item.create.potato_cannon.tooltip.condition2": "While wearing Backtank",
  "item.create.potato_cannon.tooltip.summary": "Launches your home-grown vegetables at Enemies. Can be powered with _Air_ _Pressure_ from a _Backtank_",
  "item.create.powdered_obsidian": "Powdered Obsidian",
  "item.create.precision_mechanism": "Precision Mechanism",
  "item.create.propeller": "Propeller",
  "item.create.raw_zinc": "Raw Zinc",
  "item.create.red_sand_paper": "Red Sand Paper",
  "item.create.refined_radiance": "Refined Radiance",
  "item.create.rose_quartz": "Rose Quartz",
  "item.create.sand_paper": "Sand Paper",
  "item.create.sand_paper.tooltip.behaviour1": " ",
  "item.create.sand_paper.tooltip.condition1": " ",
  "item.create.sand_paper.tooltip.summary": "Used to strip logs in a crafting grid",
  "item.create.schedule": "Train Schedule",
  "item.create.schematic": "Schematic",
  "item.create.schematic.tooltip.behaviour1": "Can be positioned using the Tools on Screen.",
  "item.create.schematic.tooltip.behaviour2": "Opens an _Interface_ for entering exact _Coordinates_.",
  "item.create.schematic.tooltip.condition1": "When Held",
  "item.create.schematic.tooltip.condition2": "R-Click while Sneaking",
  "item.create.schematic.tooltip.summary": "Holds a structure to be positioned and placed into the world. Position the Hologram as desired and use a _Schematicannon_ to build it.",
  "item.create.schematic_and_quill": "Schematic And Quill",
  "item.create.schematic_and_quill.tooltip.behaviour1": "Select two _corner points_ using _R-Click_. Hold _Ctrl_ and Scroll to select locations mid-air.",
  "item.create.schematic_and_quill.tooltip.behaviour2": "_Ctrl-Scroll_ on the faces to adjust the size, then R-Click again to Save.",
  "item.create.schematic_and_quill.tooltip.condition1": "Creating a selection",
  "item.create.schematic_and_quill.tooltip.condition2": "Adjusting and Saving",
  "item.create.schematic_and_quill.tooltip.summary": "Used for _saving a Structure_ in your world to a _.nbt file_.",
  "item.create.shadow_steel": "Shadow Steel",
  "item.create.sturdy_sheet": "Sturdy Sheet",
  "item.create.super_glue": "Super Glue",
  "item.create.sweet_roll": "Sweet Roll",
  "item.create.tree_fertilizer": "Tree Fertilizer",
  "item.create.tree_fertilizer.tooltip.behaviour1": "Creates a tree _regardless_ of its _spacing conditions_",
  "item.create.tree_fertilizer.tooltip.condition1": "When used on a Sapling",
  "item.create.tree_fertilizer.tooltip.summary": "A powerful combination of minerals useful for _growing saplings_ in tight spaces.",
  "item.create.unprocessed_obsidian_sheet": "Unprocessed Obsidian Sheet",
  "item.create.vertical_gearbox": "Vertical Gearbox",
  "item.create.wand_of_symmetry": "Wand Of Symmetry",
  "item.create.wand_of_symmetry.tooltip.behaviour1": "_Creates_ or _Moves_ its Mirror. _Sneak_ while using to open the _Configuration Interface_",
  "item.create.wand_of_symmetry.tooltip.behaviour2": "_Removes_ the active Mirror",
  "item.create.wand_of_symmetry.tooltip.condition1": "When used on a Surface",
  "item.create.wand_of_symmetry.tooltip.condition2": "When used with no target",
  "item.create.wand_of_symmetry.tooltip.summary": "_Mirrors Block placement_ while present in any _Hotbar Slot_.",
  "item.create.wheat_flour": "Wheat Flour",
  "item.create.whisk": "Whisk",
  "item.create.wrench": "Wrench",
  "item.create.wrench.tooltip.behaviour1": "_Rotates components_ around the clicked face. _Sneak_ while interacting to _dismantle_ components.",
  "item.create.wrench.tooltip.behaviour2": "_Relocates_ assembled minecart- and train-based contraptions.",
  "item.create.wrench.tooltip.condition1": "When used on Blocks",
  "item.create.wrench.tooltip.condition2": "When used on Contraptions",
  "item.create.wrench.tooltip.summary": "Multi-purpose tool for working with your kinetic contraptions.",
  "item.create.zinc_ingot": "Zinc Ingot",
  "item.create.zinc_nugget": "Zinc Nugget",
  "itemGroup.create.base": "Create",
  "itemGroup.create.palettes": "Create's Building Blocks"
}