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en_us.json
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{
"block.createbigcannons.bag_of_grapeshot": "Bag of Grapeshot",
"block.createbigcannons.bag_of_grapeshot.tooltip": "BAG OF GRAPESHOT",
"block.createbigcannons.bag_of_grapeshot.tooltip.behaviour1": "Releases grapeshot. _Disintegrates upon firing._",
"block.createbigcannons.bag_of_grapeshot.tooltip.condition1": "On Firing",
"block.createbigcannons.bag_of_grapeshot.tooltip.summary": "Contains _grapeshot_, which can damage soft blocks such as _wood_.",
"block.createbigcannons.bronze_cannon_barrel": "Bronze Cannon Barrel",
"block.createbigcannons.bronze_cannon_chamber": "Bronze Cannon Chamber",
"block.createbigcannons.bronze_cannon_end": "Bronze Cannon End",
"block.createbigcannons.bronze_sliding_breech": "Bronze Sliding Breech",
"block.createbigcannons.cannon.tooltip.materialProperties": "Cannon Properties",
"block.createbigcannons.cannon.tooltip.onFailure": "On Failure",
"block.createbigcannons.cannon.tooltip.onFailure.fragment": "The cannon _fragments_ on failure.",
"block.createbigcannons.cannon.tooltip.onFailure.rupture": "The cannon _ruptures_ on failure.",
"block.createbigcannons.cannon.tooltip.squibRatio": "Squib Ratio",
"block.createbigcannons.cannon.tooltip.squibRatio.goggles": "_%s barrel(s) travelled_ to _%s Powder Charge(s)_",
"block.createbigcannons.cannon.tooltip.strength": "Strength",
"block.createbigcannons.cannon.tooltip.strength.goggles": "_%s Powder Charge(s)_",
"block.createbigcannons.cannon.tooltip.weakCannonEnd": "Weak Cannon End",
"block.createbigcannons.cannon.tooltip.weakCannonEnd.desc": "Cannons built with this as the closing can only safely handle up to _%s Powder Charge(s)_.",
"block.createbigcannons.cannon.tooltip.weightImpact": "Weight Impact",
"block.createbigcannons.cannon.tooltip.weightImpact.goggles": "_%sx RPM_",
"block.createbigcannons.cannon_loader": "Cannon Loader",
"block.createbigcannons.cannon_mount": "Cannon Mount",
"block.createbigcannons.cast_iron_cannon_barrel": "Cast Iron Cannon Barrel",
"block.createbigcannons.cast_iron_cannon_chamber": "Cast Iron Cannon Chamber",
"block.createbigcannons.cast_iron_cannon_end": "Cast Iron Cannon End",
"block.createbigcannons.cast_iron_sliding_breech": "Cast Iron Sliding Breech",
"block.createbigcannons.he_shell": "High Explosive (HE) Shell",
"block.createbigcannons.he_shell.tooltip": "HIGH EXPLOSIVE (HE) SHELL",
"block.createbigcannons.he_shell.tooltip.behaviour1": "Explodes with a bit more power than _TNT_.",
"block.createbigcannons.he_shell.tooltip.condition1": "On Detonation",
"block.createbigcannons.he_shell.tooltip.summary": "Delivers _explosive_ force to the battlefield.",
"block.createbigcannons.log_cannon_chamber": "Log Cannon Chamber",
"block.createbigcannons.log_cannon_end": "Log Cannon End",
"block.createbigcannons.nether_gunmetal_cannon_barrel": "Nethersteel Cannon Barrel",
"block.createbigcannons.nether_gunmetal_cannon_chamber": "Nethersteel Cannon Chamber",
"block.createbigcannons.nether_gunmetal_screw_breech": "Nethersteel Screw Breech",
"block.createbigcannons.powder_charge": "Powder Charge",
"block.createbigcannons.ram_head": "Ram Head",
"block.createbigcannons.shrapnel_shell": "Shrapnel Shell",
"block.createbigcannons.shrapnel_shell.tooltip": "SHRAPNEL SHELL",
"block.createbigcannons.shrapnel_shell.tooltip.behaviour1": "Releases _shrapnel_ in its direction. The shrapnel _spreads out over a wide area._",
"block.createbigcannons.shrapnel_shell.tooltip.condition1": "On Detonation",
"block.createbigcannons.shrapnel_shell.tooltip.summary": "Peppers the battlefield with _shrapnel bullets_ when detonated.",
"block.createbigcannons.solid_shot": "Solid Shot",
"block.createbigcannons.solid_shot.tooltip": "SOLID SHOT",
"block.createbigcannons.solid_shot.tooltip.summary": "_High penetrating force._ Best suited for _soft targets_ such as _wooden structures and thin walls_. _Cannot be fuzed and detonated._",
"block.createbigcannons.steel_cannon_barrel": "Steel Cannon Barrel",
"block.createbigcannons.steel_cannon_chamber": "Steel Cannon Chamber",
"block.createbigcannons.steel_screw_breech": "Steel Screw Breech",
"block.createbigcannons.steel_sliding_breech": "Steel Sliding Breech",
"block.createbigcannons.worm_head": "Worm Head",
"block.createbigcannons.wrought_iron_cannon_chamber": "Wrought Iron Cannon Chamber",
"block.createbigcannons.wrought_iron_cannon_end": "Wrought Iron Cannon End",
"block.createbigcannons.yaw_controller": "Yaw Controller",
"createbigcannons.gui.set_timed_fuze.time": "Fuze Time: %s s %s ticks",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.header": "Loading Big Cannons",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.text_1": "Cannon Loaders work like Mechanical Pistons, using Piston Extension Poles to extend their range.",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.text_2": "They must be outfitted with a head to be useful, such as a Ram Head or a Worm Head.",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.text_3": "Under normal circumstances, the Ram Head should be used.",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.text_4": "However, the Worm Head can be attached if the cannon needs to be unjammed.",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.text_5": "Before reloading a cannon, it must be disassembled.",
"createbigcannons.ponder.cannon_loader/loading_big_cannons.text_6": "When loading a cannon, the loader mechanism, munitions, and cannon must all be in line on the same axis.",
"createbigcannons.ponder.cannon_mount/assembly_and_use.header": "Assembly and Use",
"createbigcannons.ponder.cannon_mount/assembly_and_use.text_1": "Big cannons need to be placed on cannon mounts to be assembled.",
"createbigcannons.ponder.cannon_mount/assembly_and_use.text_2": "To assemble a cannon, power the hammer face with a redstone signal.",
"createbigcannons.ponder.cannon_mount/assembly_and_use.text_3": "Power the Cannon Mount to aim the cannon up and down.",
"createbigcannons.ponder.cannon_mount/assembly_and_use.text_4": "A Yaw Controller is needed to aim the cannon left and right.",
"createbigcannons.ponder.cannon_mount/firing_big_cannons.header": "Firing Big Cannons",
"createbigcannons.ponder.cannon_mount/firing_big_cannons.text_1": "After loading, assembling, and aiming the cannon, big cannons are ready to fire.",
"createbigcannons.ponder.cannon_mount/firing_big_cannons.text_2": "Power the lit cannon face on the cannon mount to fire the mounted cannon.",
"createbigcannons.ponder.cannon_mount/firing_big_cannons.text_3": "To disassemble the cannon to prepare it for the next shot, unpower the hammer face.",
"createbigcannons.ponder.cannon_mount/firing_big_cannons.text_4": "The cannon instantly snaps back to the position it was assembled at when disassembled.",
"createbigcannons.ponder.munitions/cannon_loads.header": "Cannon Loads",
"createbigcannons.ponder.munitions/cannon_loads.text_1": "When loading a cannon, care must be taken to ensure that cannon loads are safe and effective.",
"createbigcannons.ponder.munitions/cannon_loads.text_10": "...loading too many Powder Charges...",
"createbigcannons.ponder.munitions/cannon_loads.text_11": "...allowing a fired projectile to collide with another object in the barrel...",
"createbigcannons.ponder.munitions/cannon_loads.text_12": "...can cause catastrophic failure and pose a major threat to the surrounding environment.",
"createbigcannons.ponder.munitions/cannon_loads.text_2": "A cannon's material has two factors that can cause the cannon to fail; its squib ratio and its strength.",
"createbigcannons.ponder.munitions/cannon_loads.text_3": "The squib ratio determines the minimum length of barrel per Powder Charge a projectile can safely travel through before possibly getting stuck.",
"createbigcannons.ponder.munitions/cannon_loads.text_4": "For example, the squib ratio of cast iron is 1 barrel to 1 Powder Charge.",
"createbigcannons.ponder.munitions/cannon_loads.text_5": "The barrel that the loaded projectile is in is also counted towards the distance travelled.",
"createbigcannons.ponder.munitions/cannon_loads.text_6": "The strength of a cannon determines the maximum amount of Powder Charges that can be loaded, after which the cannon has a chance to burst when firing.",
"createbigcannons.ponder.munitions/cannon_loads.text_7": "For example, cast iron is strong enough to safely handle 2 Powder Charges.",
"createbigcannons.ponder.munitions/cannon_loads.text_8": "Unsafe loads in a cannon...",
"createbigcannons.ponder.munitions/cannon_loads.text_9": "...such as not loading enough Powder Charges...",
"createbigcannons.ponder.munitions/fuzing_munitions.header": "Fuzing Munitions",
"createbigcannons.ponder.munitions/fuzing_munitions.text_1": "Fuzes can be attached to certain projectiles to detonate them under certain conditions.",
"createbigcannons.ponder.munitions/fuzing_munitions.text_2": "Right-click the projectile head with an empty hand to remove any fuzes present.",
"createbigcannons.ponder.munitions/fuzing_munitions.text_3": "Fuzing projectiles can be automated with Deployers.",
"createbigcannons.ponder.tag.munitions": "Munitions",
"createbigcannons.ponder.tag.munitions.description": "Blocks that make up cannon loads, and what they can do",
"createbigcannons.ponder.tag.operating_cannons": "Operating Cannons",
"createbigcannons.ponder.tag.operating_cannons.description": "How to use big cannons safely and effectively",
"death.attack.createbigcannons.grapeshot": "%s was blown out by grapeshot",
"death.attack.createbigcannons.grapeshot.player": "%s was blown out by grapeshot",
"death.attack.createbigcannons.shrapnel": "%s was ripped up by shrapnel",
"death.attack.createbigcannons.shrapnel.player": "%s was ripped up by shrapnel",
"entity.createbigcannons.bag_of_grapeshot": "Bag Of Grapeshot",
"entity.createbigcannons.grapeshot": "Grapeshot",
"entity.createbigcannons.he_shell": "High Explosive (HE) Shell",
"entity.createbigcannons.pitch_contraption": "Pitch Contraption",
"entity.createbigcannons.shot": "Shot",
"entity.createbigcannons.shrapnel": "Shrapnel",
"entity.createbigcannons.shrapnel_shell": "Shrapnel Shell",
"exception.createbigcannons.cannon_mount.cannonBlockOutsideOfWorld": "Cannon assembly area at [%s, %s, %s] is out of bounds",
"exception.createbigcannons.cannon_mount.cannonLoaderInsideDuringAssembly": "Cannon block at [%s, %s, %s] contains a cannon loader part",
"exception.createbigcannons.cannon_mount.cannonTooLarge": "Cannon is longer than the maximum length of %s",
"exception.createbigcannons.cannon_mount.invalidCannon": "A cannon must have one and only one opening and one and only one closed end",
"item.createbigcannons.impact_fuze": "Impact Fuze",
"item.createbigcannons.impact_fuze.tooltip": "IMPACT FUZE",
"item.createbigcannons.impact_fuze.tooltip.behaviour1": "The fuze _may_ detonate on _projectile impact_.",
"item.createbigcannons.impact_fuze.tooltip.chance": "Impact Chance",
"item.createbigcannons.impact_fuze.tooltip.chance.value": "Upon impact this fuze has a _%s%%_ chance to detonate.",
"item.createbigcannons.impact_fuze.tooltip.condition1": "Detonation",
"item.createbigcannons.impact_fuze.tooltip.summary": "Detonates when the projectile _hits something_. Due to its _simplicity_, it does not always detonate on impact.",
"item.createbigcannons.timed_fuze": "Timed Fuze",
"item.createbigcannons.timed_fuze.tooltip": "TIMED FUZE",
"item.createbigcannons.timed_fuze.tooltip.behaviour1": "Opens the _Set Timed Fuze_ menu, where the fuze duration can be set.",
"item.createbigcannons.timed_fuze.tooltip.behaviour2": "The fuze detonates after the projectile has been in the world for the set time.",
"item.createbigcannons.timed_fuze.tooltip.condition1": "When R-Clicked",
"item.createbigcannons.timed_fuze.tooltip.condition2": "Detonation",
"item.createbigcannons.timed_fuze.tooltip.summary": "Detonates after a _set time_ from launch.",
"itemGroup.createbigcannons": "Create Big Cannons"
}