diff --git a/projects/1.16/assets/integrated-additions/integratedadditions/lang/en_us.json b/projects/1.16/assets/integrated-additions/integratedadditions/lang/en_us.json new file mode 100644 index 000000000000..49e6c3f50428 --- /dev/null +++ b/projects/1.16/assets/integrated-additions/integratedadditions/lang/en_us.json @@ -0,0 +1,40 @@ +{ + "itemGroup.integratedadditions": "Integrated Additions", + "key.category.integratedadditions": "Integrated Additions", + "key.integratedadditions.clear": "Clear Relation", + "key.integratedadditions.set": "Set Variable card", + "key.integratedadditions.copy": "Copy Variable card", + "key.integratedadditions.modify": "Modify Variable card", + "key.integratedadditions.show": "Show variable card relation", + "item.integratedadditions.tooltip.clear.info": "%1$s for clear relation", + "item.integratedadditions.tooltip.set.info": "%1$s for set variable(%2$s is needed)", + "item.integratedadditions.tooltip.copy.info": "%1$s for copy variable", + "item.integratedadditions.tooltip.modify.info": "%1$s for modify variable(%2$s is needed)", + "item.integratedadditions.tooltip.show.info": "%1$s for show variable relation", + "item.integratedadditions.coordinate": "Coordinate Inserter", + "item.integratedadditions.coordinate.info": "Shift+Right click record position,Shift+Right click Access-Proxy inserter variables(Three DummyVariable are required).", + "item.integratedadditions.coordinate.tip": "You need to have three Dummy-Variable card", + "item.integratedadditions.coordinate.error_tip": "You need to bind a block", + "parttype.integratedadditions.dynamicsetter_reader": "Dynamic-Setter Reader", + "parttype.integratedadditions.dynamicsetter_reader.info": "Read information that related to dynamic values", + "parttype.integratedadditions.huge_display_panel": "Huge Display Panel", + "parttype.integratedadditions.huge_display_panel.info": "Visually display a variable value in the world as text", + "aspect.integratedadditions.read.integer.dynamicsetter.randombetween": "Random Between", + "aspect.integratedadditions.read.integer.dynamicsetter.randombetween.info": "Specifies the random value in the range (parameter)", + "aspect.integratedadditions.read.integer.dynamicsetter.identitybetween": "Identity Between", + "aspect.integratedadditions.read.integer.dynamicsetter.identitybetween.info": "The increment (parameter) value within the specified range (parameter) and interval (parameter)", + "aspect.integratedadditions.read.integer.dynamicsetter.arraybetween": "Array Between", + "aspect.integratedadditions.read.integer.dynamicsetter.arraybetween.info": "Specifies that the values in the array (parameter) and interval (parameter) are obtained in order", + "aspect.integratedadditions.write.entity.entity.teleporter": "Teleporter Entity", + "aspect.integratedadditions.write.entity.entity.teleporter.info": "Teleporter entity to specified offset (parameter) position", + "aspect.aspecttypes.integratedadditions.integer.min_value": "Min Value", + "aspect.aspecttypes.integratedadditions.integer.min_value.info": "Include minimum", + "aspect.aspecttypes.integratedadditions.integer.max_value": "Max Value", + "aspect.aspecttypes.integratedadditions.integer.max_value.info": "Include maximum", + "aspect.aspecttypes.integratedadditions.integer.interval": "Time Interval(tick)", + "aspect.aspecttypes.integratedadditions.integer.interval.info": "Time of change", + "aspect.aspecttypes.integratedadditions.integer.increment": "Increment", + "aspect.aspecttypes.integratedadditions.integer.increment.info": "Value added each time", + "aspect.aspecttypes.integratedadditions.integer.integer_array": "Integer Array", + "aspect.aspecttypes.integratedadditions.integer.integer_array.info": "Separated by comma,Such as: 100,25,46,67,79" +} \ No newline at end of file diff --git a/projects/1.16/assets/integrated-additions/integratedadditions/lang/zh_cn.json b/projects/1.16/assets/integrated-additions/integratedadditions/lang/zh_cn.json new file mode 100644 index 000000000000..9815fe149ed8 --- /dev/null +++ b/projects/1.16/assets/integrated-additions/integratedadditions/lang/zh_cn.json @@ -0,0 +1,40 @@ +{ + "itemGroup.integratedadditions": "联合拓展", + "key.category.integratedadditions": "联合拓展", + "key.integratedadditions.clear": "清空引用", + "key.integratedadditions.set": "赋值变量卡", + "key.integratedadditions.copy": "复制变量卡", + "key.integratedadditions.modify": "修改变量卡", + "key.integratedadditions.show": "突出显示变量卡引用", + "item.integratedadditions.tooltip.clear.info": "%1$s清空引用", + "item.integratedadditions.tooltip.set.info": "%1$s赋值变量卡(需要%2$s)", + "item.integratedadditions.tooltip.copy.info": "%1$s复制变量卡", + "item.integratedadditions.tooltip.modify.info": "%1$s修改变量卡(需要%2$s)", + "item.integratedadditions.tooltip.show.info": "%1$s键突出显示引用", + "item.integratedadditions.coordinate": "坐标录入器", + "item.integratedadditions.coordinate.info": "Shift+右击记录方块位置,Shift+右击访问代理器快速创建并输入坐标变量卡(需要3张空白变量卡)。", + "item.integratedadditions.coordinate.tip": "你需要有3张空白变量卡", + "item.integratedadditions.coordinate.error_tip": "你需要先绑定一个方块", + "parttype.integratedadditions.dynamicsetter_reader": "动态数值读取器", + "parttype.integratedadditions.dynamicsetter_reader.info": "读取动态变化值的信息", + "parttype.integratedadditions.huge_display_panel": "巨型显示器", + "parttype.integratedadditions.huge_display_panel.info": "用文本显示变量的值", + "aspect.integratedadditions.read.integer.dynamicsetter.randombetween": "范围随机", + "aspect.integratedadditions.read.integer.dynamicsetter.randombetween.info": "指定范围(参数)中随机取值", + "aspect.integratedadditions.read.integer.dynamicsetter.identitybetween": "范围递增", + "aspect.integratedadditions.read.integer.dynamicsetter.identitybetween.info": "指定范围(参数)、指定间隔(参数)中递增(参数)取值", + "aspect.integratedadditions.read.integer.dynamicsetter.arraybetween": "数组变化", + "aspect.integratedadditions.read.integer.dynamicsetter.arraybetween.info": "指定数组(参数)、指定间隔(参数)中顺序取值", + "aspect.integratedadditions.write.entity.entity.teleporter": "传送实体", + "aspect.integratedadditions.write.entity.entity.teleporter.info": "传送实体到指定偏移(参数)位置", + "aspect.aspecttypes.integratedadditions.integer.min_value": "最小值", + "aspect.aspecttypes.integratedadditions.integer.min_value.info": "包括最小值", + "aspect.aspecttypes.integratedadditions.integer.max_value": "最大值", + "aspect.aspecttypes.integratedadditions.integer.max_value.info": "包括最大值", + "aspect.aspecttypes.integratedadditions.integer.interval": "时间间隔(刻)", + "aspect.aspecttypes.integratedadditions.integer.interval.info": "每次改变值的间隔", + "aspect.aspecttypes.integratedadditions.integer.increment": "增量", + "aspect.aspecttypes.integratedadditions.integer.increment.info": "每次增加的数值", + "aspect.aspecttypes.integratedadditions.integer.integer_array": "整型数组", + "aspect.aspecttypes.integratedadditions.integer.integer_array.info": "用逗号隔开,如:100,25,46,67,79" +} \ No newline at end of file diff --git a/projects/1.16/assets/integrated-crafting/integratedcrafting/lang/zh_cn.json b/projects/1.16/assets/integrated-crafting/integratedcrafting/lang/zh_cn.json index 9e26dfeeb6e6..dd0947d598fb 100644 --- a/projects/1.16/assets/integrated-crafting/integratedcrafting/lang/zh_cn.json +++ b/projects/1.16/assets/integrated-crafting/integratedcrafting/lang/zh_cn.json @@ -1 +1,100 @@ -{} \ No newline at end of file +{ + "_comment": "General", + "itemGroup.integratedcrafting": "联合合成", + "general.integratedcrafting.description": "用于在联合动力网络中合成东西。", + "gui.integratedcrafting.partsettings.channel.interface": "合成频道", + "gui.integratedcrafting.partsettings.ingredient": "材料种类", + "gui.integratedcrafting.partsettings.craftingcheckdisabled": "关闭合成检查", + "gui.integratedcrafting.partinterface.slot.message.valid": "该目标的配方有效。", + "gui.integratedcrafting.partinterface.slot.message.invalid": "该目标的配方无效。", + "gui.integratedcrafting.partinterface.slot.message.norecipe": "该变量卡不含有配方。", + "advancement.integratedcrafting.craft_crafting_interface": "合成²接口", + "advancement.integratedcrafting.craft_crafting_interface.desc": "合成一个合成接口", + "advancement.integratedcrafting.insert_recipe_planks": "自动合成木板", + "advancement.integratedcrafting.insert_recipe_planks.desc": "将橡木木板的配方放入合成接口中", + "advancement.integratedcrafting.craft_crafting_writer": "合成²写入器", + "advancement.integratedcrafting.craft_crafting_writer.desc": "合成一个合成写入器", + "advancement.integratedcrafting.craft_planks": "高效自动合成木板", + "advancement.integratedcrafting.craft_planks.desc": "使用合成写入器开始橡木木板的合成任务", + "parttype.integratedcrafting.interface_crafting": "合成接口", + "parttype.integratedcrafting.interface_crafting.info": "存放合成变量卡,用于在目标机器中进行合成。", + "parttype.integratedcrafting.crafting_writer": "合成写入器", + "parttype.integratedcrafting.crafting_writer.info": "开始合成任务", + "aspect.aspecttypes.integratedcrafting.boolean.ignorestorage": "忽略存储内容", + "aspect.aspecttypes.integratedcrafting.boolean.ignorecrafting": "忽略合成任务", + "aspect.aspecttypes.integratedcrafting.boolean.craftmissing": "合成缺失原料", + "aspect.aspecttypes.integratedcrafting.integer.craftamount": "合成数量", + "aspect.aspecttypes.integratedcrafting.integer.craftdelay": "存储内容合成延迟", + "aspect.aspecttypes.integratedcrafting.integer.craftdelay.info": "只在此时间段存储缺失原料时合成", + "aspect.integratedcrafting.read.list.network.recipes": "配方", + "aspect.integratedcrafting.read.list.network.recipes.info": "所有可用配方的列表。", + "aspect.integratedcrafting.read.list.network.craftingjobs": "正在进行的合成任务", + "aspect.integratedcrafting.read.list.network.craftingjobs.info": "以配方列表展示所有正在进行的合成任务。", + "aspect.integratedcrafting.read.list.network.craftingingredients": "合成原料", + "aspect.integratedcrafting.read.list.network.craftingingredients.info": "所有正在被合成的原料的列表。", + "aspect.integratedcrafting.write.recipe.craft": "合成配方", + "aspect.integratedcrafting.write.recipe.craft.info": "合成指定配方", + "aspect.integratedcrafting.write.itemstack.craft": "合成物品", + "aspect.integratedcrafting.write.itemstack.craft.info": "合成指定物品", + "aspect.integratedcrafting.write.fluidstack.craft": "合成流体", + "aspect.integratedcrafting.write.fluidstack.craft.info": "合成指定流体", + "aspect.integratedcrafting.write.integer.craft": "合成能量", + "aspect.integratedcrafting.write.integer.craft.info": "合成指定能量大小", + "info_book.integratedcrafting.section.main": "合成", + "info_book.integratedcrafting.introduction": "介绍", + "info_book.integratedcrafting.introduction.text1": "&l联合合成&r是&l动态联合&r的拓展,用于在&l动态联合&r网络中进行自动合成。该模组可以自动合成任何&o物品&r、&o流体&r和&o能量&r的组合。需要两个主要部件:&l合成接口&r和&l合成写入器&r。", + "info_book.integratedcrafting.introduction.text2": "&l合成接口&r可以放置在各种合成机器的旁边,且可以基于&l变量卡&r中储存的&8配方&0向网络提供合成选项。", + "info_book.integratedcrafting.introduction.text3": "&l合成写入器&r可以用于自动开始合成任务,合成任务的配方由网络中的所有&l合成接口&r提供。", + "info_book.integratedcrafting.introduction.text4": "下一节将会解释自动合成是如何运作的。", + "info_book.integratedcrafting.crafting_interface": "合成接口", + "info_book.integratedcrafting.crafting_interface.introduction": "介绍", + "info_book.integratedcrafting.crafting_interface.introduction.text1": "在这节中,我们将会介绍关于&l合成接口&r的基础知识、合成过程、配置以及特殊用法。", + "info_book.integratedcrafting.crafting_interface.basics": "基础", + "info_book.integratedcrafting.crafting_interface.basics.text1": "&l合成接口&r可以告诉这个网络&o什么地方&r可以合成&o什么&r东西。", + "info_book.integratedcrafting.crafting_interface.basics.text2": "将一个&l合成接口&r贴在机器旁边&o(例如工作台或熔炉)&r,它将与这台机器绑定以处理机器的配方。", + "info_book.integratedcrafting.crafting_interface.basics.text3": "打开&l合成接口&r的GUI后,你需要插入一张&l变量卡&r来储存&8配方&0。这告诉了合成接口可使用该配方在绑定机器中进行合成。", + "info_book.integratedcrafting.crafting_interface.crafting": "合成过程", + "info_book.integratedcrafting.crafting_interface.crafting.text1": "本节将会解释&l合成接口&r是怎样处理合成的,这些关键信息可以让你更加充分的利用此模组并解决任何你可能遇到的问题。", + "info_book.integratedcrafting.crafting_interface.crafting.text2": "当一个合成任务开始(例如通过&l合成请求器&r),一个(或多个)&l合成接口&r将开始使用对应的配方进行合成。&l合成接口&r的作用是将该配方所有的输入送进绑定机器。这是基于由&l联合管道接口&r提供的存储网络内容完成的。", + "info_book.integratedcrafting.crafting_interface.crafting.text3": "&l合成接口&r并&l不会&r从它所绑定的机器中提取物品。玩家必须需要确保合成的物品最终能够回到网络。不过工作台是一个例外,他只需要一个&l合成接口&r。&l合成接口&r会追踪存储网络的变化,直到预期输出在存储网络中出现,才会标记该合成任务已完成。这可以通过将一个&l物品接口&r放置在机器上,或者使机器自动输出到&l合成接口&r中来解决这个问题。所有进入&l合成接口&r的东西(物品、流体以及能量)都会通过配置好的频道被送进存储网络中。", + "info_book.integratedcrafting.crafting_interface.crafting.text4": "下图展示了对工作台和熔炉来说最小的合成模块。", + "info_book.integratedcrafting.crafting_interface.configuration": "配置", + "info_book.integratedcrafting.crafting_interface.configuration.text1": "和大多数的&l动态联合&r的部件一样,在&l合成接口&r的GUI中,你可以对它进行频道、优先级、刻速率等等的配置。", + "info_book.integratedcrafting.crafting_interface.configuration.text2": "此外,你还可以分别&o为每种原料&r设置不同的输入面。这对某些在特定面接受特定东西的绑定机器来说是非常有用的。例如:物品只能从侧面输入,而流体只能从顶部输入。", + "info_book.integratedcrafting.crafting_interface.recipe_feedback": "合成反馈", + "info_book.integratedcrafting.crafting_interface.recipe_feedback.text1": "将&l变量卡&r插入&l合成接口&r时,你会看到用于指示该合成对绑定机器是否有效的&2绿色复选标记&0或&4红色叉型标记&0。你可以将鼠标悬停在这些符号上以获取更多信息。", + "info_book.integratedcrafting.crafting_interface.recipe_feedback.text2": "这是一个早期反馈系统,以防你不小心将错误的变量卡插入到接口中,例如将一个合成箱子的变量卡插入到绑定熔炉的&l合成接口&r中。", + "info_book.integratedcrafting.crafting_interface.recipe_feedback.text3": "如果你看到&4红色叉型标记&0,要么意味着&l变量卡&r提供的配方无效,要么意味着配方无法在绑定机器中合成。", + "info_book.integratedcrafting.crafting_interface.recipe_feedback.text4": "&2绿色复选标记&0意味着&l变量卡&r中的配方有效,&o且&r机器(很可能)能够处理指定的配方。", + "info_book.integratedcrafting.crafting_interface.distribution": "分配合成任务", + "info_book.integratedcrafting.crafting_interface.distribution.text1": "如果你正在使用速度缓慢的机器进行合成,或者想要提高某些合成任务的效率,你可以为多个&o合成接口&r分配同一个合成任务。例如,此可特性可使你在10个熔炉中平均分配40个铁锭。", + "info_book.integratedcrafting.crafting_interface.distribution.text2": "唯一需要做的是,所有的你想让它们一起工作的机器都至少要有一个&l合成接口&r和一个标记有相同合成的变量卡。 在之前的例子中,你必须确保10个熔炉都有一个&l合成接口&r,其中(至少)有一个完全相同的冶炼铁锭的配方。", + "info_book.integratedcrafting.crafting_interface.dynamic_recipes": "动态配方", + "info_book.integratedcrafting.crafting_interface.dynamic_recipes.text1": "根据&l动态联合&r的&l变量卡&r的动态特性,玩家添加的配方也可以是完全动态的。例如,你可以写入一个配方,该配方根据昼夜或网络中某个物品的可用性而变化。", + "info_book.integratedcrafting.crafting_interface.dynamic_recipes.text2": "&l合成接口&r将自动检测配方更新,所有新的合成任务将立即使用新的配方。然而,所有正在进行的合成任务仍然会使用旧的配方。", + "info_book.integratedcrafting.crafting_interface.dynamic_recipes.text3": "请注意,配方更改得越多,可能导致的延迟越大。因此,请谨慎使用此功能。", + "info_book.integratedcrafting.crafting_interface.debugging_jobs": "调试合成任务", + "info_book.integratedcrafting.crafting_interface.debugging_jobs.text1": "在设置自动合成时,你可能会遇到由于错误配置而导致不能正常合成的情况。", + "info_book.integratedcrafting.crafting_interface.debugging_jobs.text2": "你可以使用&l网络读取器&r中合成相关的项目来调试这些情况,例如获得网络中所有可用配方的列表、获得所有正在进行的合成任务,以及获取所有缺失的合成任务原料。在&l显示屏&r中显示这些列表可以帮助你解决这些问题。", + "info_book.integratedcrafting.crafting_interface.debugging_jobs.text3": "请注意,如果你已经安装了&l联合终端&r,你可以使用&l合成任务终端&r来查看所有正在进行的合成任务、缺失的原料,或者取消这些任务。", + "info_book.integratedcrafting.crafting_writer": "合成写入器", + "info_book.integratedcrafting.crafting_writer.text1": "&l合成写入器&r可使你自动开始合成任务,合成任务的配方由网络中的所有&l合成接口&r提供。", + "info_book.integratedcrafting.crafting_writer.text2": "使用以下项目,你可以以指定配方、输出物品、输出流体或输出能量开始合成任务。使用项目设置,你可以配置合成通道、正在运行的合成任务是否阻止任何新任务、是否开始含有任何缺失原料的合成任务,以及存储网络中的物品是否阻止任何新的合成任务。", + "info_book.integratedcrafting.crafting_writer.text3": "如果你想插入一张&l变量卡&r来告诉网络&o没有东西&r需要合成,请输入一个空值。比如,&l变量卡&r的&8物品&0值种类中没有实际物品。", + "info_book.integratedcrafting.crafting_writer.text4": "请注意,如果你安装了&l联合终端&r,你可以从&l存储终端&r开始合成任务。", + "info_book.integratedcrafting.section.tutorials": "合成教程", + "info_book.integratedcrafting.tutorials.introduction": "介绍", + "info_book.integratedcrafting.tutorials.introduction.text1": "本节包含几个教程,帮助你学习如何学习&l联合合成&r,用于在&l动态联合&r网络中进行自动合成的拓展。", + "info_book.integratedcrafting.tutorials.autocrafting_setup": "设置自动合成", + "info_book.integratedcrafting.tutorials.autocrafting_setup.text1": "在第一个&l联合合成&r的教程中,我们将介绍自动合成的基本设置。", + "info_book.integratedcrafting.tutorials.autocrafting_setup.text2": "自动合成的第一个需求是&l合成接口&r,它是一个网络元件,必须面对机器,如工作台或熔炉。首先,合成一个&l合成接口&r,并使其面对一个工作台。", + "info_book.integratedcrafting.tutorials.autocrafting_setup.text3": "接下来,我们将学习如何使用&l合成接口&r制作橡木木板。打开你的&l逻辑编程器&r,写入一张&l变量卡&r,其中含有一个以橡木原木作为输入,四块橡木木板作为输出的&l配方&r,&o(不要更改默认的物品匹配设置)&r。", + "info_book.integratedcrafting.tutorials.autocrafting_setup.text4": "最后,让我们将新创建的配方插入到&l合成接口&r中来完成第一个教程。如果上面显示了&2绿色复选标记&0,这意味着你的配方是有效的,并且该配方现在可用于网络的自动合成。", + "info_book.integratedcrafting.tutorials.autocrafting_trigger": "触发自动合成", + "info_book.integratedcrafting.tutorials.autocrafting_trigger.text1": "在第二个&l联合合成&r的教程中,我们将学习如何使用&l合成写入器&r开始合成橡木木板的合成任务。", + "info_book.integratedcrafting.tutorials.autocrafting_trigger.text2": "首先让我们从合成一个&l合成写入器&r开始。这将使你自动开始指定配方、物品、流体或能量的合成任务。获得&l合成写入器&r后,把它与带有上一个教程的&l合成接口&r的网络连接。", + "info_book.integratedcrafting.tutorials.autocrafting_trigger.text3": "在我们命令&l合成写入器&r合成橡木木板之前,我们首先需要在网络中输入一些橡木原木。为了做到这一点,请使用一个&l物品接口&r将一些容器(比如箱子)连接到网络上,并确保箱子中至少有一根橡树原木。", + "info_book.integratedcrafting.tutorials.autocrafting_trigger.text4": "现在,我们命令&l合成写入器&r开始合成橡木木板。使用你的&l逻辑编程器&r创建一个含有橡木木板的&l变量卡&r,并将其插入到&l合成写入器&r中。", + "info_book.integratedcrafting.tutorials.autocrafting_trigger.text5": "如果你正确地配置了所有内容,你就可以看到橡木原木已经转换为4块橡木木板。一旦你拿走这些木板,如果有其他的原木可用,就又会合成4块新的木板。你可以调整&l合成写入器&r的项目设置,比如忽略存储内容,并尽可能多地合成木板。", + "info_book.integratedcrafting.tutorials.autocrafting_trigger.text6": "本节末尾的图片显示了完成此教程需要的部件设置的例子。" +} \ No newline at end of file diff --git a/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/en_us.json b/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/en_us.json index 22ba86ae9108..31aa2ce3a759 100644 --- a/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/en_us.json +++ b/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/en_us.json @@ -1203,7 +1203,7 @@ "operator.integrateddynamics.nbt.compound_intersection.info": "The intersection of the given NBT compound tags. Nested tags will be intersected recusively.", "operator.integrateddynamics.nbt.compound_minus": "NBT Compound Minus", "operator.integrateddynamics.nbt.compound_minus.info": "The difference of the given NBT compound tags. Nested tags will be subtracted recusively.", - "operator.integrateddynamics.nbt.as_boolean": "NBT Boolean As Boolean", + "operator.integrateddynamics.nbt.as_boolean": "NBT Byte As Boolean", "operator.integrateddynamics.nbt.as_boolean.info": "Get the Boolean value of the given NBT Byte tag", "operator.integrateddynamics.nbt.as_byte": "NBT Byte As Integer", "operator.integrateddynamics.nbt.as_byte.info": "Get the Integer value of the given NBT Byte tag", diff --git a/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/zh_cn.json b/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/zh_cn.json index 7c9e1c4c86a6..ac13529b3b80 100644 --- a/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/zh_cn.json +++ b/projects/1.16/assets/integrated-dynamics/integrateddynamics/lang/zh_cn.json @@ -1,12 +1,13 @@ { + "_comment": "General", "itemGroup.integrateddynamics": "动态联合", "general.integrateddynamics.description": "全面自动化控制你的设备。", - "general.integrateddynamics.info.none": "None(无)", + "general.integrateddynamics.info.none": "无", "general.integrateddynamics.energy": "能量", "general.integrateddynamics.energy_unit": "RF", "general.integrateddynamics.error.no_network": "没有有效的网络", - "general.integrateddynamics.true": "True(真)", - "general.integrateddynamics.false": "False(假)", + "general.integrateddynamics.true": "True(真)", + "general.integrateddynamics.false": "False(假)", "gui.integrateddynamics.part_settings": "部件设置", "gui.integrateddynamics.aspect_settings": "项目设置", "gui.integrateddynamics.keybinding": "键位绑定", @@ -38,14 +39,14 @@ "gui.integrateddynamics.output_short": "输出", "gui.integrateddynamics.recipe.strictnbt": "严格NBT", "gui.integrateddynamics.recipe.tagvariants": "物品标签变种", - "gui.integrateddynamics.diagnostics.parts": "IO 组件", + "gui.integrateddynamics.diagnostics.parts": "IO组件", "gui.integrateddynamics.diagnostics.observers": "存储网络详情", "gui.integrateddynamics.diagnostics.title": "网络诊断工具", "gui.integrateddynamics.diagnostics.table.network": "网络", "gui.integrateddynamics.diagnostics.table.cables": "网络线缆数量", "gui.integrateddynamics.diagnostics.table.part": "部件", "gui.integrateddynamics.diagnostics.table.ticktime": "游戏刻时长(ms)", - "gui.integrateddynamics.diagnostics.table.dimension": "维度 ID", + "gui.integrateddynamics.diagnostics.table.dimension": "维度ID", "gui.integrateddynamics.diagnostics.table.position": "位置", "gui.integrateddynamics.diagnostics.table.side": "朝向", "key.categories.integrateddynamics": "动态联合", @@ -64,7 +65,7 @@ "block.integrateddynamics.coal_generator": "发电机", "block.integrateddynamics.coal_generator.info": "从可燃物品中获取能源", "block.integrateddynamics.proxy": "代理器", - "block.integrateddynamics.proxy.info": "从变量卡创建变量代理卡,使其可以在不同的输出端使用。可通过合成清除 ID。", + "block.integrateddynamics.proxy.info": "从变量卡创建变量代理卡,使其可以在不同的输出端使用。可通过合成清除ID。", "block.integrateddynamics.materializer": "固值器", "block.integrateddynamics.materializer.info": "以变量卡的当前值制作静态值变量卡", "block.integrateddynamics.menril_log": "门瑞欧原木", @@ -142,7 +143,7 @@ "advancement.integrateddynamics.drying": "专业级别的烘干!", "advancement.integrateddynamics.drying.desc": "制作一个烘干池", "advancement.integrateddynamics.menril_production": "门瑞欧加工", - "advancement.integrateddynamics.menril_production.desc": "将门瑞欧原木加工成树脂并烘干得到门瑞欧结晶.", + "advancement.integrateddynamics.menril_production.desc": "将门瑞欧原木加工成树脂并烘干得到门瑞欧结晶。", "advancement.integrateddynamics.cables_logic": "某逻辑的超级线缆", "advancement.integrateddynamics.cables_logic.desc": "制作一个逻辑线缆", "advancement.integrateddynamics.networks_logic": "逻辑网络攻城狮", @@ -168,33 +169,33 @@ "advancement.integrateddynamics.redstone_capturing": "红石信号捕捉", "advancement.integrateddynamics.redstone_capturing.desc": "制作一个红石§6Integer(整型)§7数据的变量卡。", "advancement.integrateddynamics.redstone_observement": "红石观测", - "advancement.integrateddynamics.redstone_observement.desc": "放置一个红石信号强度§6Integer(整型)§7变量卡到显示面板里。", + "advancement.integrateddynamics.redstone_observement.desc": "放置一个红石信号强度§6Integer(整型)§7变量卡到显示面板里。", "advancement.integrateddynamics.redstone_transmission": "红石信号无损传输", "advancement.integrateddynamics.redstone_transmission.desc": "让一个红石输出器输出一个由红石读取器获取的最高强度的红石信号。", "advancement.integrateddynamics.recipe_reading": "合成读取", - "advancement.integrateddynamics.recipe_reading.desc": "使用设备读取器读取设备(比如合成台)的配方列表。", + "advancement.integrateddynamics.recipe_reading.desc": "使用设备读取器读取设备(比如工作台)的配方列表。", "advancement.integrateddynamics.recipe_creation": "配方构建", - "advancement.integrateddynamics.recipe_creation.desc": "使用逻辑编程器可视化构建一个§8Recipe(配方)§7变量卡。", + "advancement.integrateddynamics.recipe_creation.desc": "使用逻辑编程器可视化构建一个§8Recipe(配方)§7变量卡。", "advancement.integrateddynamics.recipe_lookup": "配方查找", "advancement.integrateddynamics.recipe_lookup.desc": "使用设备读取器动态查找一个箱子的合成。", - "advancement.integrateddynamics.lectern_data": "讲台 NBT", - "advancement.integrateddynamics.lectern_data.desc": "Read the NBT tag from a machine using a Block Reader, such as the Lectern.", - "advancement.integrateddynamics.lectern_book": "讲台的书 NBT", - "advancement.integrateddynamics.lectern_book.desc": "Read the Book NBT field inside a Lectern block on the NBT tag read from a Block Reader.", - "advancement.integrateddynamics.lectern_book_name": "讲台的书名 NBT", - "advancement.integrateddynamics.lectern_book_name.desc": "Read the name (id) of a book inside a Lectern block by applying an NBT Path expression on the NBT tag read from a Block Reader.", + "advancement.integrateddynamics.lectern_data": "讲台NBT", + "advancement.integrateddynamics.lectern_data.desc": "使用方块读取器读取设备的NBT标签,比如讲台。", + "advancement.integrateddynamics.lectern_book": "讲台NBT(书)", + "advancement.integrateddynamics.lectern_book.desc": "读取通过方块读取器读取的讲台方块的NBT标签内书的NBT域。", + "advancement.integrateddynamics.lectern_book_name": "讲台NBT(书名)", + "advancement.integrateddynamics.lectern_book_name.desc": "通过对读取自方块读取器的NBT标签执行NBT路径表达式读取讲台方块内书的名称(ID)。", "advancement.integrateddynamics.logic_programming": "逻辑编程", "advancement.integrateddynamics.logic_programming.desc": "打开逻辑编程器的界面", "advancement.integrateddynamics.constant_definition": "常量定义", - "advancement.integrateddynamics.constant_definition.desc": "制作一个从常量创建的§6Integer(整型)§7变量卡。", + "advancement.integrateddynamics.constant_definition.desc": "制作一个从常量创建的§6Integer(整型)§7变量卡。", "advancement.integrateddynamics.arithmetic_addition": "来,加一个", - "advancement.integrateddynamics.arithmetic_addition.desc": "将两个§eNumbers(数字)§7变量相加并显示其结果。", + "advancement.integrateddynamics.arithmetic_addition.desc": "将两个§eNumbers(数字)§7变量相加并显示其结果。", "advancement.integrateddynamics.variable_materialization": "变量固化器!", "advancement.integrateddynamics.variable_materialization.desc": "在§l固值器§r中固定一个变量的值。", "advancement.integrateddynamics.variable_proxying": "变量代理", "advancement.integrateddynamics.variable_proxying.desc": "在§l代理器§r中创建一个变量代理。", "advancement.integrateddynamics.logical_list_building": "逻辑列表构建", - "advancement.integrateddynamics.logical_list_building.desc": "构建一个包含1, 10 和 100 的§6Integers(整型)§7静态列表。", + "advancement.integrateddynamics.logical_list_building.desc": "构建一个包含1、10和100的§6Integers(整型)§7静态列表。", "advancement.integrateddynamics.item_origin_identification": "物品原产地识别", "advancement.integrateddynamics.item_origin_identification.desc": "获得一个物品所属的模组名称。", "advancement.integrateddynamics.what_would_i_be_looking_at": "那是个什么玩意?", @@ -202,7 +203,7 @@ "advancement.integrateddynamics.dynamic_additions": "动态加法运算", "advancement.integrateddynamics.dynamic_additions.desc": "动态调用加法运算符", "advancement.integrateddynamics.dynamic_list_filtering": "动态列表过滤", - "advancement.integrateddynamics.dynamic_list_filtering.desc": "从整型列表 1, 10 和 100 中过滤出 10.", + "advancement.integrateddynamics.dynamic_list_filtering.desc": "从整型列表1、10和100中过滤出10。", "advancement.integrateddynamics.creeper_taming": "驯服苦力怕", "advancement.integrateddynamics.creeper_taming.desc": "在显示面板上显示一只苦力怕的血量", "advancement.integrateddynamics.sponge_step_sound": "踩海绵音效", @@ -217,48 +218,48 @@ "valuetype.integrateddynamics.value_type": "数据类型", "valuetype.integrateddynamics.tooltip.type_name": "§e类型:§r%s", "valuetype.integrateddynamics.tooltip.value": "§e§o值:§r%s", - "valuetype.integrateddynamics.operator.tooltip.signature": "§e签名:§r%s", + "valuetype.integrateddynamics.operator.tooltip.signature": "§e标识签:§r%s", "valuetype.integrateddynamics.error.invalid_input": "无法将输入的“%s”解析成该数据类型。", "valuetype.integrateddynamics.error.invalid_input_item": "该数据类型需要一个输入物品。", - "valuetype.integrateddynamics.error.invalid_list_element": "索引 %s 处的元素值无效:%s", + "valuetype.integrateddynamics.error.invalid_list_element": "第%s项的元素无效:%s", "valuetype.integrateddynamics.error.invalid_list_value_type": "列表预期的元素类型为%s,而插入的元素类型为%s。", - "valuetype.integrateddynamics.error.invalid_operator_operator": "第 %s 个参数需要运算符,而填入的数据类型为%s。", + "valuetype.integrateddynamics.error.invalid_operator_operator": "第%s个参数需要运算符,而填入的数据类型为%s。", "valuetype.integrateddynamics.error.invalid_operator_signature": "运算符%s需要的数据类型为(%s),而填入的数据类型为(%s)。", "valuetype.integrateddynamics.error.block.no_block": "用于赋值的物品不是方块。", "valuetype.integrateddynamics.error.fluid.no_fluid": "用于赋值的物品不包含流体。", - "valuetype.integrateddynamics.error.no_light_calculator": "值类型 %s 不能用于描述光照等级。", - "valuetype.integrateddynamics.error.deserialize": "在解除 '%s' 的序列化时遇到了问题:%s", - "valuetype.integrateddynamics.any": "Any(任意)", + "valuetype.integrateddynamics.error.no_light_calculator": "值类型%s不能用于描述光照等级。", + "valuetype.integrateddynamics.error.deserialize": "在解除'%s'的序列化时遇到了问题:%s", + "valuetype.integrateddynamics.any": "Any(任意)", "valuetype.integrateddynamics.any.info": "接受任何类型的数据", - "valuetype.integrateddynamics.number": "Number(数值)", + "valuetype.integrateddynamics.number": "Number(数值)", "valuetype.integrateddynamics.number.info": "接受所有类型的数字", "valuetype.integrateddynamics.named": "转为字符串", - "valuetype.integrateddynamics.named.info": "将值转换为字符串的形式(将数值1.2转换为字符串\"1.2\")", + "valuetype.integrateddynamics.named.info": "将值转换为字符串的形式(将数值1.2转换为字符串\"1.2\")", "valuetype.integrateddynamics.uniquely_named": "转为唯一名称", "valuetype.integrateddynamics.uniquely_named.info": "将值转换为它的唯一名称", - "valuetype.integrateddynamics.boolean": "Boolean(布尔)", - "valuetype.integrateddynamics.integer": "Integer(整型)", - "valuetype.integrateddynamics.double": "Double(双精度型)", - "valuetype.integrateddynamics.long": "Long(长整型)", - "valuetype.integrateddynamics.string": "String(字符串)", - "valuetype.integrateddynamics.operator": "Operator(运算符)", + "valuetype.integrateddynamics.boolean": "Boolean(布尔型)", + "valuetype.integrateddynamics.integer": "Integer(整型)", + "valuetype.integrateddynamics.double": "Double(双精度型)", + "valuetype.integrateddynamics.long": "Long(长整型)", + "valuetype.integrateddynamics.string": "字符串(字符串)", + "valuetype.integrateddynamics.operator": "Operator(运算符)", "valuetype.integrateddynamics.nbt": "NBT", - "valuetype.integrateddynamics.list": "List(列表)", - "valuetype.integrateddynamics.block": "Block(方块)", - "valuetype.integrateddynamics.itemstack": "Item(物品)", - "valuetype.integrateddynamics.entity": "Entity(实体)", - "valuetype.integrateddynamics.fluidstack": "Fluid(流体)", + "valuetype.integrateddynamics.list": "List(列表)", + "valuetype.integrateddynamics.block": "Block(方块)", + "valuetype.integrateddynamics.itemstack": "Item(物品)", + "valuetype.integrateddynamics.entity": "Entity(实体)", + "valuetype.integrateddynamics.fluidstack": "Fluid(流体)", "valuetype.integrateddynamics.ingredients": "Ingredients(原料)", "valuetype.integrateddynamics.recipe": "Recipe(配方)", - "valuetype.integrateddynamics.ingredients.slot.info": "按住 Shift 并点击进行配置", + "valuetype.integrateddynamics.ingredients.slot.info": "按住Shift并点击进行配置", "parttype.integrateddynamics.error.low_energy": "能量不足", "parttype.integrateddynamics.tooltip.disabled": "能量不足", "parttype.integrateddynamics.tooltip.inactive": "未激活", "parttype.integrateddynamics.tooltip.errors": "错误:", - "parttype.integrateddynamics.tooltip.writer.active_aspect": "效果类型:%s (%s)", - "parttype.integrateddynamics.tooltip.display.active_value": "探测值:%s (%s)", + "parttype.integrateddynamics.tooltip.writer.active_aspect": "效果类型:%s(%s)", + "parttype.integrateddynamics.tooltip.display.active_value": "探测值:%s(%s)", "parttype.integrateddynamics.tooltip.monodirectionalconnector.group": "组:%s", - "parttype.integrateddynamics.tooltip.noaspects": "警告:没有可用的扩展. 当安装其他模组后可能生效.", + "parttype.integrateddynamics.tooltip.noaspects": "警告:没有可用的扩展。当安装其他模组后可能生效。", "parttype.integrateddynamics.audio_reader": "声音读取器", "parttype.integrateddynamics.audio_reader.info": "读取声音信息", "parttype.integrateddynamics.block_reader": "方块读取器", @@ -289,7 +290,7 @@ "parttype.integrateddynamics.machine_writer.info": "为机器写入配置", "parttype.integrateddynamics.inventory_writer": "物品栏写入器", "parttype.integrateddynamics.inventory_writer.info": "写入物品栏", - "parttype.integrateddynamics.redstone_writer": "红石输出", + "parttype.integrateddynamics.redstone_writer": "红石输出器", "parttype.integrateddynamics.redstone_writer.info": "输出红石信号", "parttype.integrateddynamics.data_driven_panel.error.invalid_type": "这个面板不接受一个%s。", "parttype.integrateddynamics.static_light_panel": "静态光源", @@ -303,21 +304,21 @@ "parttype.integrateddynamics.connector_omni_directional": "全向连接器", "parttype.integrateddynamics.connector_omni_directional.info": "可以连接到任何地方的其他全向连接器,包括不同的维度。", "variable.integrateddynamics.error.invalid_item": "当前变量不能在此设置面使用。", - "variable.integrateddynamics.error.part_not_in_network": "在当前网络中找不到 ID 为 %s 的组件。", - "variable.integrateddynamics.error.recursion": "ID 为 %s 的变量调用了自己", - "proxy.integrateddynamics.tooltip.proxy_id": "§e§o代理器 ID:§r§o%s", - "proxy.integrateddynamics.error.proxy_not_in_network": "当前网络中找不到 ID 为 %s 的代理器。", - "proxy.integrateddynamics.error.proxy_invalid": "ID 为 %s 的代理器中没有变量。", - "proxy.integrateddynamics.error.proxy_invalid_type": "ID 为 %s 的代理器中应该有一个%s类型的变量,而现有的变量为%s类型。", - "delay.integrateddynamics.tooltip.delay_id": "§e§o延迟器 ID:§r§o%s", - "delay.integrateddynamics.error.delay_not_in_network": "当前网络找不到 ID 为 %s 的延迟器。", - "delay.integrateddynamics.error.delay_invalid": "ID为 %s 的延迟器中没有变量。", - "delay.integrateddynamics.error.delay_invalid_type": "ID 为 %s 的延迟器中应该有一个%s类型的变量,而现有的变量为%s类型。", + "variable.integrateddynamics.error.part_not_in_network": "在当前网络中找不到ID为%s的组件。", + "variable.integrateddynamics.error.recursion": "ID为%s的变量调用了自己", + "proxy.integrateddynamics.tooltip.proxy_id": "§e§o代理器ID:§r§o%s", + "proxy.integrateddynamics.error.proxy_not_in_network": "当前网络中找不到ID为%s的代理器。", + "proxy.integrateddynamics.error.proxy_invalid": "ID为%s的代理器中没有变量。", + "proxy.integrateddynamics.error.proxy_invalid_type": "ID为%s的代理器中应该有一个%s类型的变量,而现有的变量为%s类型。", + "delay.integrateddynamics.tooltip.delay_id": "§e§o延迟器ID:§r§o%s", + "delay.integrateddynamics.error.delay_not_in_network": "当前网络找不到ID为%s的延迟器。", + "delay.integrateddynamics.error.delay_invalid": "ID为%s的延迟器中没有变量。", + "delay.integrateddynamics.error.delay_invalid_type": "ID为%s的延迟器中应该有一个%s类型的变量,而现有的变量为%s类型。", "aspect.integrateddynamics.tooltip.aspect_name": "§e项目:§r%s", "aspect.integrateddynamics.tooltip.value_type_name": "§e类型:§r%s", - "aspect.integrateddynamics.tooltip.part_id": "§e§o组件 ID:§r§o%s", + "aspect.integrateddynamics.tooltip.part_id": "§e§o组件ID:§r§o%s", "aspect.integrateddynamics.error.invalid_type": "该项目需要类型为%s的变量,但接收的变量为%s类型。", - "aspect.integrateddynamics.error.recursion": " %s 的项目变量调用了它自己。", + "aspect.integrateddynamics.error.recursion": "%s的项目变量调用了它自己。", "aspect.integrateddynamics.error.no_value_interface": "未找到有效的值接口。", "aspect.integrateddynamics.error.no_value_interface_value": "未找到有效的值接口的值。", "aspect.integrateddynamics.name": "可用项目", @@ -347,12 +348,12 @@ "aspect.integrateddynamics.read.integer.audio.instrument.cow_bell.info": "读取牛铃的声音,音高 [0, 24]", "aspect.integrateddynamics.read.integer.audio.instrument.didgeridoo": "音符盒:迪吉里杜管", "aspect.integrateddynamics.read.integer.audio.instrument.didgeridoo.info": "读取迪吉里杜管的声音,音高 [0, 24]", - "aspect.integrateddynamics.read.integer.audio.instrument.bit": "音符盒:“芯片”", - "aspect.integrateddynamics.read.integer.audio.instrument.bit.info": "读取“芯片”的声音,音高 [0, 24]", + "aspect.integrateddynamics.read.integer.audio.instrument.bit": "音符盒:芯片音乐", + "aspect.integrateddynamics.read.integer.audio.instrument.bit.info": "读取芯片音乐的声音,音高 [0, 24]", "aspect.integrateddynamics.read.integer.audio.instrument.banjo": "音符盒:班卓琴", "aspect.integrateddynamics.read.integer.audio.instrument.banjo.info": "读取班卓琴的声音,音高 [0, 24]", - "aspect.integrateddynamics.read.integer.audio.instrument.pling": "音符盒:“扣弦”", - "aspect.integrateddynamics.read.integer.audio.instrument.pling.info": "读取“扣弦”的声音,音高 [0, 24]", + "aspect.integrateddynamics.read.integer.audio.instrument.pling": "音符盒:“感叹”", + "aspect.integrateddynamics.read.integer.audio.instrument.pling.info": "读取“感叹”的声音,音高 [0, 24]", "aspect.integrateddynamics.write.integer.audio.instrument.harp": "音符盒:钢琴", "aspect.integrateddynamics.write.integer.audio.instrument.harp.info": "发出钢琴的声音,音高 [0, 24]", "aspect.integrateddynamics.write.integer.audio.instrument.basedrum": "音符盒:底鼓", @@ -379,12 +380,12 @@ "aspect.integrateddynamics.write.integer.audio.instrument.cow_bell.info": "发出牛铃的声音,音高 [0, 24]", "aspect.integrateddynamics.write.integer.audio.instrument.didgeridoo": "音符盒:迪吉里杜管", "aspect.integrateddynamics.write.integer.audio.instrument.didgeridoo.info": "发出迪吉里杜管的声音,音高 [0, 24]", - "aspect.integrateddynamics.write.integer.audio.instrument.bit": "音符盒:“芯片”", - "aspect.integrateddynamics.write.integer.audio.instrument.bit.info": "发出“芯片”的声音,音高 [0, 24]", + "aspect.integrateddynamics.write.integer.audio.instrument.bit": "音符盒:芯片音乐", + "aspect.integrateddynamics.write.integer.audio.instrument.bit.info": "发出芯片音乐的声音,音高 [0, 24]", "aspect.integrateddynamics.write.integer.audio.instrument.banjo": "音符盒:班卓琴", "aspect.integrateddynamics.write.integer.audio.instrument.banjo.info": "发出班卓琴的声音,音高 [0, 24]", - "aspect.integrateddynamics.write.integer.audio.instrument.pling": "音符盒:“扣弦”", - "aspect.integrateddynamics.write.integer.audio.instrument.pling.info": "发出“扣弦”的声音,音高 [0, 24]", + "aspect.integrateddynamics.write.integer.audio.instrument.pling": "音符盒:“感叹”", + "aspect.integrateddynamics.write.integer.audio.instrument.pling.info": "发出“感叹”的声音,音高 [0, 24]", "aspect.integrateddynamics.write.string.audio.sound": "音乐", "aspect.integrateddynamics.write.string.audio.sound.info": "播放指定的音乐", "aspect.integrateddynamics.write.string.audio.text": "文本", @@ -508,15 +509,15 @@ "aspect.integrateddynamics.read.boolean.block.block": "有方块", "aspect.integrateddynamics.read.boolean.block.block.info": "目标位置是否有方块", "aspect.integrateddynamics.read.string.block.dimension": "维度", - "aspect.integrateddynamics.read.string.block.dimension.info": "目标世界维度 ID", - "aspect.integrateddynamics.read.integer.block.posx": "X 坐标", - "aspect.integrateddynamics.read.integer.block.posx.info": "目标的 X 坐标", - "aspect.integrateddynamics.read.integer.block.posy": "Y 坐标", - "aspect.integrateddynamics.read.integer.block.posy.info": "目标的 Y 坐标", - "aspect.integrateddynamics.read.integer.block.posz": "Z 坐标", - "aspect.integrateddynamics.read.integer.block.posz.info": "目标的 Z 坐标", - "aspect.integrateddynamics.read.nbt.block.tile": "方块实体 NBT 标签", - "aspect.integrateddynamics.read.nbt.block.tile.info": "目标方块实体的 NBT 标签", + "aspect.integrateddynamics.read.string.block.dimension.info": "目标世界维度ID", + "aspect.integrateddynamics.read.integer.block.posx": "X坐标", + "aspect.integrateddynamics.read.integer.block.posx.info": "目标的X坐标", + "aspect.integrateddynamics.read.integer.block.posy": "Y坐标", + "aspect.integrateddynamics.read.integer.block.posy.info": "目标的Y坐标", + "aspect.integrateddynamics.read.integer.block.posz": "Z坐标", + "aspect.integrateddynamics.read.integer.block.posz.info": "目标的Z坐标", + "aspect.integrateddynamics.read.nbt.block.tile": "方块实体NBT标签", + "aspect.integrateddynamics.read.nbt.block.tile.info": "目标方块实体的NBT标签", "aspect.integrateddynamics.read.string.block.biome": "生物群系", "aspect.integrateddynamics.read.string.block.biome.info": "目标方块所在的生物群系名称", "aspect.integrateddynamics.read.integer.block.light": "亮度等级", @@ -538,9 +539,9 @@ "aspect.integrateddynamics.read.integer.extradimensional.playercount": "玩家数", "aspect.integrateddynamics.read.integer.extradimensional.playercount.info": "服务器玩家总数", "aspect.integrateddynamics.read.integer.extradimensional.ticktime": "游戏刻", - "aspect.integrateddynamics.read.integer.extradimensional.ticktime.info": "此服务器平均游戏刻耗时(ms)", + "aspect.integrateddynamics.read.integer.extradimensional.ticktime.info": "此服务器平均游戏刻耗时(ms)", "aspect.integrateddynamics.read.double.extradimensional.tps": "TPS", - "aspect.integrateddynamics.read.double.extradimensional.tps.info": "当前世界每秒的Tick数", + "aspect.integrateddynamics.read.double.extradimensional.tps.info": "当前世界每秒的游戏刻数", "aspect.integrateddynamics.read.list.extradimensional.players": "玩家", "aspect.integrateddynamics.read.list.extradimensional.players.info": "在线玩家列表", "aspect.integrateddynamics.read.boolean.fluid.empty": "流体槽空", @@ -552,9 +553,9 @@ "aspect.integrateddynamics.read.boolean.fluid.applicable": "有无流体槽", "aspect.integrateddynamics.read.boolean.fluid.applicable.info": "是否能够储存流体", "aspect.integrateddynamics.read.integer.fluid.amount": "流体量", - "aspect.integrateddynamics.read.integer.fluid.amount.info": "当前位置的流体量(mB)", + "aspect.integrateddynamics.read.integer.fluid.amount.info": "当前位置的流体量(mB)", "aspect.integrateddynamics.read.integer.fluid.totalamount": "流体总量", - "aspect.integrateddynamics.read.integer.fluid.totalamount.info": "当前流体槽的流体量(mB)", + "aspect.integrateddynamics.read.integer.fluid.totalamount.info": "当前流体槽的流体量(mB)", "aspect.integrateddynamics.read.integer.fluid.capacity": "活动位置流体存储量上限", "aspect.integrateddynamics.read.integer.fluid.capacity.info": "当前位置的流体存储量上限", "aspect.integrateddynamics.read.integer.fluid.totalcapacity": "流体存储量上限", @@ -604,13 +605,13 @@ "aspect.integrateddynamics.read.boolean.temperature.istemperature": "有无温度", "aspect.integrateddynamics.read.boolean.temperature.istemperature.info": "目标是否有指定的温度", "aspect.integrateddynamics.read.double.temperature.temperature": "温度", - "aspect.integrateddynamics.read.double.temperature.temperature.info": "目标当前温度(K)", + "aspect.integrateddynamics.read.double.temperature.temperature.info": "目标当前温度(K)", "aspect.integrateddynamics.read.double.temperature.maxtemperature": "最大温度", - "aspect.integrateddynamics.read.double.temperature.maxtemperature.info": "目标最高温度(K)", + "aspect.integrateddynamics.read.double.temperature.maxtemperature.info": "目标最高温度(K)", "aspect.integrateddynamics.read.double.temperature.mintemperature": "最小温度", - "aspect.integrateddynamics.read.double.temperature.mintemperature.info": "目标最低温度(K)", + "aspect.integrateddynamics.read.double.temperature.mintemperature.info": "目标最低温度(K)", "aspect.integrateddynamics.read.double.temperature.defaulttemperature": "默认温度", - "aspect.integrateddynamics.read.double.temperature.defaulttemperature.info": "目标的默认温度(K)", + "aspect.integrateddynamics.read.double.temperature.defaulttemperature.info": "目标的默认温度(K)", "aspect.integrateddynamics.read.boolean.recipehandler.applicable": "是合成处理对象", "aspect.integrateddynamics.read.boolean.recipehandler.applicable.info": "目标是否能够处理合成", "aspect.integrateddynamics.read.list.recipehandler.recipes": "合成表", @@ -627,28 +628,28 @@ "aspect.integrateddynamics.read.operator.recipehandler.recipebyinput.info": "依据输入返回指定的的合成。", "aspect.integrateddynamics.read.operator.recipehandler.recipebyoutput": "依据输出的合成", "aspect.integrateddynamics.read.operator.recipehandler.recipebyoutput.info": "依据输出返回指定的的合成", - "aspect.integrateddynamics.read.boolean.fe.applicable": "是 FE 处理对象", - "aspect.integrateddynamics.read.boolean.fe.applicable.info": "检测是否目标能以某种方式处理 FE", - "aspect.integrateddynamics.read.boolean.fe.isreceiver": "是 FE 接收器", - "aspect.integrateddynamics.read.boolean.fe.isreceiver.info": "检测是否目标可以接收 FE", - "aspect.integrateddynamics.read.boolean.fe.isprovider": "是 FE 供应器", - "aspect.integrateddynamics.read.boolean.fe.isprovider.info": "检测是否目标可以提供 FE", - "aspect.integrateddynamics.read.boolean.fe.canextract": "可以提取 FE", - "aspect.integrateddynamics.read.boolean.fe.canextract.info": "检测是否真的从目标中提取 FE,以其当前所含能量作为判断", - "aspect.integrateddynamics.read.boolean.fe.caninsert": "可以输入 FE", - "aspect.integrateddynamics.read.boolean.fe.caninsert.info": "检测是否真的可以向目标输入 FE,以其当前所含能量以及容量作为判断", - "aspect.integrateddynamics.read.boolean.fe.isfull": "是否 FE 缓冲区满", - "aspect.integrateddynamics.read.boolean.fe.isfull.info": "检测是否目标的 FE 缓冲区已满", - "aspect.integrateddynamics.read.boolean.fe.isempty": "是否 FE 缓冲区空", - "aspect.integrateddynamics.read.boolean.fe.isempty.info": "检测是否目标的 FE 缓冲区完全为空", - "aspect.integrateddynamics.read.boolean.fe.isnonempty": "是否 FE 缓冲区不为空", - "aspect.integrateddynamics.read.boolean.fe.isnonempty.info": "检测是否目标的 FE 缓冲区不为空", - "aspect.integrateddynamics.read.integer.fe.amount": "FE 储量", - "aspect.integrateddynamics.read.integer.fe.amount.info": "存储在目标中的 FE 量", - "aspect.integrateddynamics.read.integer.fe.capacity": "FE 容量", - "aspect.integrateddynamics.read.integer.fe.capacity.info": "目标的 FE 容量", - "aspect.integrateddynamics.read.double.fe.fillratio": "FE 装满程度", - "aspect.integrateddynamics.read.double.fe.fillratio.info": "目标中的 FE 量除以其容量", + "aspect.integrateddynamics.read.boolean.fe.applicable": "是FE处理对象", + "aspect.integrateddynamics.read.boolean.fe.applicable.info": "检测是否目标能以某种方式处理FE", + "aspect.integrateddynamics.read.boolean.fe.isreceiver": "是FE接收器", + "aspect.integrateddynamics.read.boolean.fe.isreceiver.info": "检测是否目标可以接收FE", + "aspect.integrateddynamics.read.boolean.fe.isprovider": "是FE供应器", + "aspect.integrateddynamics.read.boolean.fe.isprovider.info": "检测是否目标可以提供FE", + "aspect.integrateddynamics.read.boolean.fe.canextract": "可以提取FE", + "aspect.integrateddynamics.read.boolean.fe.canextract.info": "检测是否真的从目标中提取FE,以其当前所含能量作为判断", + "aspect.integrateddynamics.read.boolean.fe.caninsert": "可以输入FE", + "aspect.integrateddynamics.read.boolean.fe.caninsert.info": "检测是否真的可以向目标输入FE,以其当前所含能量以及容量作为判断", + "aspect.integrateddynamics.read.boolean.fe.isfull": "是否FE缓冲区满", + "aspect.integrateddynamics.read.boolean.fe.isfull.info": "检测是否目标的FE缓冲区已满", + "aspect.integrateddynamics.read.boolean.fe.isempty": "是否FE缓冲区空", + "aspect.integrateddynamics.read.boolean.fe.isempty.info": "检测是否目标的FE缓冲区完全为空", + "aspect.integrateddynamics.read.boolean.fe.isnonempty": "是否FE缓冲区不为空", + "aspect.integrateddynamics.read.boolean.fe.isnonempty.info": "检测是否目标的FE缓冲区不为空", + "aspect.integrateddynamics.read.integer.fe.amount": "FE储量", + "aspect.integrateddynamics.read.integer.fe.amount.info": "存储在目标中的FE量", + "aspect.integrateddynamics.read.integer.fe.capacity": "FE容量", + "aspect.integrateddynamics.read.integer.fe.capacity.info": "目标的FE容量", + "aspect.integrateddynamics.read.double.fe.fillratio": "FE装满程度", + "aspect.integrateddynamics.read.double.fe.fillratio.info": "目标中的FE量除以其容量", "aspect.integrateddynamics.read.boolean.network.applicable": "是否联网", "aspect.integrateddynamics.read.boolean.network.applicable.info": "目标是否接入网络", "aspect.integrateddynamics.read.integer.network.elementcount": "元素数", @@ -678,11 +679,11 @@ "aspect.integrateddynamics.write.boolean.redstone": "红石信号等级", "aspect.integrateddynamics.write.boolean.redstone.info": "检测是否为真,输出最强红石信号", "aspect.integrateddynamics.write.boolean.redstone.pulse": "红石脉冲", - "aspect.integrateddynamics.write.boolean.redstone.pulse.info": "当指定值发生改变时,输出一个指定强度的红石脉冲.", + "aspect.integrateddynamics.write.boolean.redstone.pulse.info": "当指定值发生改变时,输出一个指定强度的红石脉冲。", "aspect.integrateddynamics.write.integer.redstone": "红石信号等级", "aspect.integrateddynamics.write.integer.redstone.info": "将数值输出为对应红石信号强度", "aspect.integrateddynamics.write.integer.redstone.pulse": "红石脉冲", - "aspect.integrateddynamics.write.integer.redstone.pulse.info": "当指定值发生改变时,输出一个指定强度的红石脉冲.", + "aspect.integrateddynamics.write.integer.redstone.pulse.info": "当指定值发生改变时,输出一个指定强度的红石脉冲。", "aspect.integrateddynamics.read.boolean.world.entity": "有实体", "aspect.integrateddynamics.read.boolean.world.entity.info": "目标位置是否有实体", "aspect.integrateddynamics.read.boolean.world.mob": "有怪物", @@ -708,7 +709,7 @@ "aspect.integrateddynamics.read.integer.world.raincountdown": "雨停", "aspect.integrateddynamics.read.integer.world.raincountdown.info": "下雨剩余时间", "aspect.integrateddynamics.read.integer.world.ticktime": "游戏刻", - "aspect.integrateddynamics.read.integer.world.ticktime.info": "此世界平均游戏刻耗时(ms)", + "aspect.integrateddynamics.read.integer.world.ticktime.info": "此世界平均游戏刻耗时(ms)", "aspect.integrateddynamics.read.integer.world.daytime": "当前时间", "aspect.integrateddynamics.read.integer.world.daytime.info": "指定世界的当日时间", "aspect.integrateddynamics.read.integer.world.lightlevel": "亮度等级", @@ -718,15 +719,15 @@ "aspect.integrateddynamics.read.double.world.tps": "TPS", "aspect.integrateddynamics.read.double.world.tps.info": "这个世界中每秒的游戏刻数", "aspect.integrateddynamics.read.long.world.time": "时间", - "aspect.integrateddynamics.read.long.world.time.info": "世界时间,受 /time set 指令影响", + "aspect.integrateddynamics.read.long.world.time.info": "世界时间,受设置时间的指令影响", "aspect.integrateddynamics.read.long.world.totaltime": "总时间", - "aspect.integrateddynamics.read.long.world.totaltime.info": "世界总时间,不受 /time set 指令影响", + "aspect.integrateddynamics.read.long.world.totaltime.info": "世界总时间,不受设置时间的指令影响", "aspect.integrateddynamics.read.string.world.worldname": "世界名", "aspect.integrateddynamics.read.string.world.worldname.info": "当前世界名", "aspect.integrateddynamics.read.list.world.players": "玩家", "aspect.integrateddynamics.read.list.world.players.info": "当前世界的玩家", - "aspect.aspecttypes.integrateddynamics.integer.tankid": "流体槽 ID", - "aspect.aspecttypes.integrateddynamics.integer.slotid": "物品槽 ID", + "aspect.aspecttypes.integrateddynamics.integer.tankid": "流体槽ID", + "aspect.aspecttypes.integrateddynamics.integer.slotid": "物品槽ID", "aspect.aspecttypes.integrateddynamics.integer.listindex": "列出元素", "aspect.aspecttypes.integrateddynamics.integer.range": "范围", "aspect.aspecttypes.integrateddynamics.integer.channel": "频道", @@ -735,62 +736,62 @@ "aspect.aspecttypes.integrateddynamics.integer.offset": "脉冲时间偏移量", "aspect.aspecttypes.integrateddynamics.double.volume": "音量", "aspect.aspecttypes.integrateddynamics.double.frequency": "频率", - "aspect.aspecttypes.integrateddynamics.double.offset_x": "X 轴偏移", - "aspect.aspecttypes.integrateddynamics.double.offset_y": "Y 轴偏移", - "aspect.aspecttypes.integrateddynamics.double.offset_z": "Z 轴偏移", + "aspect.aspecttypes.integrateddynamics.double.offset_x": "X轴偏移", + "aspect.aspecttypes.integrateddynamics.double.offset_y": "Y轴偏移", + "aspect.aspecttypes.integrateddynamics.double.offset_z": "Z轴偏移", "aspect.aspecttypes.integrateddynamics.integer.particles": "粒子数目", - "aspect.aspecttypes.integrateddynamics.double.spread_x": "X 轴散布", - "aspect.aspecttypes.integrateddynamics.double.spread_y": "Y 轴散布", - "aspect.aspecttypes.integrateddynamics.double.spread_z": "Z 轴散布", + "aspect.aspecttypes.integrateddynamics.double.spread_x": "X轴散布", + "aspect.aspecttypes.integrateddynamics.double.spread_y": "Y轴散布", + "aspect.aspecttypes.integrateddynamics.double.spread_z": "Z轴散布", "aspect.aspecttypes.integrateddynamics.boolean.strong_power": "强充能", "aspect.aspecttypes.integrateddynamics.boolean.strong_power.info": "检测是否一个需要被激活的红石火把而不是普通的红石粉", "aspect.aspecttypes.integrateddynamics.integer.pulse_emit_value": "脉冲强度", - "aspect.aspecttypes.integrateddynamics.integer.pulse_emit_value.info": "需要发出的脉冲的强度.", + "aspect.aspecttypes.integrateddynamics.integer.pulse_emit_value.info": "需要发出的脉冲的强度。", "operator.integrateddynamics": "运算符", - "operator.integrateddynamics.applied.operator_name": "柯里化运算符 %s [%s]", + "operator.integrateddynamics.applied.operator_name": "柯里化运算符%s[%s]", "operator.integrateddynamics.applied.type": "§已接收参数:§r%s", - "operator.integrateddynamics.tooltip.operator_name": "§e运算符:§r%s (%s)", + "operator.integrateddynamics.tooltip.operator_name": "§e运算符:§r%s(%s)", "operator.integrateddynamics.tooltip.operator_category": "§e类别:§r%s", - "operator.integrateddynamics.tooltip.variable_ids": "§e变量 ID 表:§r§o%s", - "operator.integrateddynamics.tooltip.input_type_name": "§e输入类型 %s:§r%s", + "operator.integrateddynamics.tooltip.variable_ids": "§e变量ID表:§r§o%s", + "operator.integrateddynamics.tooltip.input_type_name": "§e输入类型%s:§r%s", "operator.integrateddynamics.tooltip.output_type_name": "§e输出类型:§r%s", - "operator.integrateddynamics.error.wrong_input_length": "运算符%s获得的输入数量为 %s,而需要的输入数量为 %s。", - "operator.integrateddynamics.error.operator_param_wrong_input_length": "运算符 %2$s 需要接收到长度为 %1$s 的参数,但它接收到了长度 %3$s 的参数。", - "operator.integrateddynamics.error.null_type": "运算符%s在第 %s 个输入位置上的值为 null。", - "operator.integrateddynamics.error.wrong_type": "运算符%1$s在第 %3$s 个输入位置上的类型为%2$s,但需要的类型为%4$s。", - "operator.integrateddynamics.error.wrong_type_output": "对运算符 %s 的赋值返回了 %s,但返回的期望为 %s。", - "operator.integrateddynamics.error.wrong_currying_type": "运算符%1$s在第 %3$s 个输入位置上的类型为%2$s,但需要一个%4$s类型的值以进行柯里化。", - "operator.integrateddynamics.error.currying_overflow": "当柯里化运算符%s(%s 个输入)时,在输入 %s 个参数后并未得到运算符,而是得到了%s。", + "operator.integrateddynamics.error.wrong_input_length": "运算符%s获得的输入数量为%s,而需要的输入数量为%s。", + "operator.integrateddynamics.error.operator_param_wrong_input_length": "运算符%2$s需要接收到长度为%1$s的参数,但它接收到了长度%3$s的参数。", + "operator.integrateddynamics.error.null_type": "运算符%s在第%s个输入位置上的值为null。", + "operator.integrateddynamics.error.wrong_type": "运算符%1$s在第%3$s个输入位置上的类型为%2$s,但需要的类型为%4$s。", + "operator.integrateddynamics.error.wrong_type_output": "对运算符%s的赋值返回了%s,但返回的期望为%s。", + "operator.integrateddynamics.error.wrong_currying_type": "运算符%1$s在第%3$s个输入位置上的类型为%2$s,但需要一个%4$s类型的值以进行柯里化。", + "operator.integrateddynamics.error.currying_overflow": "当柯里化运算符%s(%s个输入)时,在输入%s个参数后并未得到运算符,而是得到了%s。", "operator.integrateddynamics.error.wrong_predicate": "运算符%s被输入一个输出类型为%s的运算符,而需要的运算符输出类型为%s。", "operator.integrateddynamics.error.illegal_property": "该属性将输出%1$s,而运算符%3$s需要的类型为%2$s。", - "operator.integrateddynamics.error.variable_not_in_network": "在当前网络中无法找到 ID 为 %s 的变量。", - "operator.integrateddynamics.error.cyclic_reference": "ID 为 %s 的变量引用了自身,形成无限递归。", - "operator.integrateddynamics.error.wrong_input_length_virtual": "运算符%1$s接收到了参数长度为 %3$s 的运算符%2$s,但需要输入的参数长度为 %4$s。", - "operator.integrateddynamics.error.operator_recursion_limit": "达到了%2$s运算符的最高迭代次数 %1$s 次。你是不是想让游戏崩溃?", - "operator.integrateddynamics.error.operator_nbt_path_expression": "发现了无效的 NBT 路径表达“%s”:%s", - "operator.integrateddynamics.error.cast.no_mapping": "不存在从 %s 到 %s 的类型转换映射", - "operator.integrateddynamics.error.cast.illegal": "Attempted to cast %s to %s, for value “%s”.", - "operator.integrateddynamics.error.cast.unexpected": " %s 的种类与类型转换: %s 转换至 %s 的期望输入类型不匹配。", + "operator.integrateddynamics.error.variable_not_in_network": "在当前网络中无法找到ID为%s的变量。", + "operator.integrateddynamics.error.cyclic_reference": "ID为%s的变量引用了自身,形成无限递归。", + "operator.integrateddynamics.error.wrong_input_length_virtual": "运算符%1$s接收到了参数长度为%3$s的运算符%2$s,但需要输入的参数长度为%4$s。", + "operator.integrateddynamics.error.operator_recursion_limit": "达到了%2$s运算符的最高迭代次数%1$s次。你是不是想让游戏崩溃?", + "operator.integrateddynamics.error.operator_nbt_path_expression": "发现了无效的NBT路径表达“%s”:%s", + "operator.integrateddynamics.error.cast.no_mapping": "不存在从%s到%s的类型转换映射", + "operator.integrateddynamics.error.cast.illegal": "尝试将值“%3$s”从%1$s类型转换至%2$s。", + "operator.integrateddynamics.error.cast.unexpected": "%s的种类与类型转换:%s转换至%s的期望输入类型不匹配。", "operator.integrateddynamics.error.divide_by_zero": "除数不能为零。", - "operator.integrateddynamics.error.parse": "值“%s”无法被解析为 %s。", - "operator.integrateddynamics.error.no_derserializer": "No serializer was found to deserialize the operator value “%s”.", + "operator.integrateddynamics.error.parse": "值“%s”无法被解析为%s。", + "operator.integrateddynamics.error.no_derserializer": "找不到序列化器以反序列化运算符值“%s”。", "operator.integrateddynamics.error.regex.invalid": "无效的正则表达式:“%s”", "operator.integrateddynamics.error.substring.to_greater_than_from": "子字符串的终止位置必须严格大于起始位置。", "operator.integrateddynamics.error.substring.index_negative": "子字符串索引不能为负。", "operator.integrateddynamics.error.substring.longer_than_string": "子字符串所以不能超出字符串长度。", "operator.integrateddynamics.error.group.index_negative": "组索引不能为负。", - "operator.integrateddynamics.error.group.no_match": "无法为组正则表达式“%2$s”中的“%1$s”找到匹配项。", - "operator.integrateddynamics.error.group.no_match_group": "No group regex match was found for regex“%s” in “%s” for group“%s”.", + "operator.integrateddynamics.error.group.no_match": "无法为正则表达式“%2$s”中的“%1$s”找到组匹配项。", + "operator.integrateddynamics.error.group.no_match_group": "无法为在组“%3$s”中为正则表达式“%2$s”中的“%1$s”找到组匹配项。", "operator.integrateddynamics.error.regex_scan.index_negative": "正则扫描索引不能为负", - "operator.integrateddynamics.error.regex_scan.no_match_group": "No regex scan match was found for regex“%s” in “%s” for group“%s”.", - "operator.integrateddynamics.error.infinite_list.illegal": "运算符 %s 无法被应用于无限列表。", - "operator.integrateddynamics.error.index_out_of_bounds": "索引越界。尝试获取长度为 %2$s 的列表的第 %1$s 个元素。使用 getOrDefault 运算符,可以在索引越界时提供一个基础值。", + "operator.integrateddynamics.error.regex_scan.no_match_group": "无法为在组“%3$s”中为正则表达式“%2$s”中的“%1$s”找到扫描匹配项。", + "operator.integrateddynamics.error.infinite_list.illegal": "运算符%s无法被执行于无限列表。", + "operator.integrateddynamics.error.index_out_of_bounds": "索引越界。尝试获取长度为%2$s的列表的第%1$s个元素。使用getOrDefault运算符,可以在索引越界时提供一个基础值。", "operator.integrateddynamics.error.slice.to_greater_than_from": "切片的终止位置必须严格大于起始位置。", "operator.integrateddynamics.error.slice.index_negative": "切片索引不能为负。", "operator.integrateddynamics.error.reduce.empty": "纯简缩运算符尝试获取空列表的头。简缩运算符才能支持空列表操作,它会在操作时提供一个基础值。", "operator.integrateddynamics.error.operator_not_found": "无法找到名字为“%s”的运算符。", "operator.integrateddynamics.logical": "逻辑", - "operator.integrateddynamics.logical.basename": "逻辑 %s", + "operator.integrateddynamics.logical.basename": "逻辑%s", "operator.integrateddynamics.logical.and": "按位与", "operator.integrateddynamics.logical.or": "按位或", "operator.integrateddynamics.logical.not": "非", @@ -806,8 +807,8 @@ "operator.integrateddynamics.arithmetic.maximum.info": "取两个数值中的最大值", "operator.integrateddynamics.arithmetic.minimum": "最小", "operator.integrateddynamics.arithmetic.minimum.info": "取两个数值中的最小值", - "operator.integrateddynamics.integer": "Integer(整型)", - "operator.integrateddynamics.integer.basename": "整形%s运算", + "operator.integrateddynamics.integer": "整型", + "operator.integrateddynamics.integer.basename": "整型%s运算", "operator.integrateddynamics.integer.modulus": "取模", "operator.integrateddynamics.integer.increment": "递增", "operator.integrateddynamics.integer.decrement": "递减", @@ -833,31 +834,31 @@ "operator.integrateddynamics.binary.rzshift": "无符号右移", "operator.integrateddynamics.binary.rzshift.info": "无符号右移,永远在左边补零,负数会溢出", "operator.integrateddynamics.string": "字符串", - "operator.integrateddynamics.string.basename": "字符串 %s", + "operator.integrateddynamics.string.basename": "字符串%s", "operator.integrateddynamics.string.length": "长度", "operator.integrateddynamics.string.length.info": "指定字符串的长度", "operator.integrateddynamics.string.concat": "连接", "operator.integrateddynamics.string.concat.info": "连接两个字符串", "operator.integrateddynamics.string.contains": "字符串包含", - "operator.integrateddynamics.string.contains.info": "判断指定的子字符串是否包含在指定的字符串中.", + "operator.integrateddynamics.string.contains.info": "判断指定的子字符串是否包含在指定的字符串中。", "operator.integrateddynamics.string.contains_regex": "正则包含", - "operator.integrateddynamics.string.contains_regex.info": "判断指定的正则表达式是否能在指定字符串中找到匹配.", + "operator.integrateddynamics.string.contains_regex.info": "判断指定的正则表达式是否能在指定字符串中找到匹配。", "operator.integrateddynamics.string.matches_regex": "正则匹配", - "operator.integrateddynamics.string.matches_regex.info": "判断指定的正则表达式是否匹配指定的字符串.", + "operator.integrateddynamics.string.matches_regex.info": "判断指定的正则表达式是否匹配指定的字符串。", "operator.integrateddynamics.string.index_of": "索引", - "operator.integrateddynamics.string.index_of.info": "获取指定的子字符串在指定字符串中第一次出现的位置.", + "operator.integrateddynamics.string.index_of.info": "获取指定的子字符串在指定字符串中第一次出现的位置。", "operator.integrateddynamics.string.index_of_regex": "正则索引", - "operator.integrateddynamics.string.index_of_regex.info": "获取指定的正则表达式在指定字符串中第一次匹配到的位置.", + "operator.integrateddynamics.string.index_of_regex.info": "获取指定的正则表达式在指定字符串中第一次匹配到的位置。", "operator.integrateddynamics.string.starts_with": "以其开头", - "operator.integrateddynamics.string.starts_with.info": "判断指定的子字符串是否是指定的字符串的开头.", + "operator.integrateddynamics.string.starts_with.info": "判断指定的子字符串是否是指定的字符串的开头。", "operator.integrateddynamics.string.ends_with": "以其结尾", - "operator.integrateddynamics.string.ends_with.info": "判断指定的子字符串是否是指定字符串的结尾.", + "operator.integrateddynamics.string.ends_with.info": "判断指定的子字符串是否是指定字符串的结尾。", "operator.integrateddynamics.string.split_on": "拆分", "operator.integrateddynamics.string.split_on.info": "用指定的分隔符拆分字符串,并返回拆分后的列表。", "operator.integrateddynamics.string.split_on_regex": "正则拆分", "operator.integrateddynamics.string.split_on_regex.info": "以指定的正则表达式分隔符拆分字符串,并返回拆分后的列表。", "operator.integrateddynamics.string.substring": "子字符串", - "operator.integrateddynamics.string.substring.info": "指定起始位置(包含)与结束位置(不包含),获取指定字符串的子串.", + "operator.integrateddynamics.string.substring.info": "指定起始位置(包含)与结束位置(不包含),获取指定字符串的子串。", "operator.integrateddynamics.string.regex_group": "正则匹配组", "operator.integrateddynamics.string.regex_group.info": "使用指定的正则表达式并指定索引搜索指定字符串,返回索引对应的匹配组。", "operator.integrateddynamics.string.regex_groups": "所有正则匹配组", @@ -875,9 +876,9 @@ "operator.integrateddynamics.string.unique_name": "唯一名称", "operator.integrateddynamics.string.unique_name.info": "获取一个东西的唯一名称", "operator.integrateddynamics.double": "双精度浮点型", - "operator.integrateddynamics.double.basename": "浮点 %s", + "operator.integrateddynamics.double.basename": "浮点%s", "operator.integrateddynamics.number": "数值", - "operator.integrateddynamics.number.basename": "数值 %s", + "operator.integrateddynamics.number.basename": "数值%s", "operator.integrateddynamics.double.round": "取整", "operator.integrateddynamics.double.round.info": "以四舍五入方式化为整数", "operator.integrateddynamics.double.ceil": "向上取整", @@ -885,7 +886,7 @@ "operator.integrateddynamics.double.floor": "向下取整", "operator.integrateddynamics.double.floor.info": "取不大于指定浮点数的整数", "operator.integrateddynamics.list": "列表", - "operator.integrateddynamics.list.basename": "列表 %s", + "operator.integrateddynamics.list.basename": "列表%s", "operator.integrateddynamics.list.length": "长度", "operator.integrateddynamics.list.length.info": "指定列表的长度", "operator.integrateddynamics.list.empty": "空", @@ -899,11 +900,11 @@ "operator.integrateddynamics.list.contains": "包含", "operator.integrateddynamics.list.contains.info": "此列表是否包含指定元素", "operator.integrateddynamics.list.contains_p": "谓词包含", - "operator.integrateddynamics.list.contains_p.info": "检测是否列表的至少一个元素对于指定的谓词返回 true。", + "operator.integrateddynamics.list.contains_p.info": "检测是否列表的至少一个元素对于指定的谓词返回真。", "operator.integrateddynamics.list.count": "计数", "operator.integrateddynamics.list.count.info": "指定元素在列表中被找到的次数", "operator.integrateddynamics.list.count_p": "谓词计数", - "operator.integrateddynamics.list.count_p.info": "指定谓词对列表中的元素返回为 true 的次数。", + "operator.integrateddynamics.list.count_p.info": "指定谓词对列表中的元素返回为真的次数。", "operator.integrateddynamics.list.append": "附加", "operator.integrateddynamics.list.append.info": "为指定列表附加指定元素。", "operator.integrateddynamics.list.concat": "连接", @@ -921,7 +922,7 @@ "operator.integrateddynamics.list.slice": "切片", "operator.integrateddynamics.list.slice.info": "将指定列表从指定开头(包含)到指定结尾(不包含)进行切片。", "operator.integrateddynamics.block": "方块", - "operator.integrateddynamics.block.basename": "方块 %s", + "operator.integrateddynamics.block.basename": "方块%s", "operator.integrateddynamics.block.opaque": "不透明", "operator.integrateddynamics.block.opaque.info": "指定的方块是否不透明", "operator.integrateddynamics.block.itemstack": "物品", @@ -949,9 +950,15 @@ "operator.integrateddynamics.block.plantage": "方块植物生长阶段", "operator.integrateddynamics.block.plantage.info": "指定方块植物的生长阶段", "operator.integrateddynamics.block.blockbyname": "方块名称", - "operator.integrateddynamics.block.blockbyname.info": "获取对应指定名称的方块,添加空格 + 数字以显示元数据。", + "operator.integrateddynamics.block.blockbyname.info": "获取对应指定名称的方块,添加空格+数字以显示元数据。", + "operator.integrateddynamics.block.blockproperties": "方块属性", + "operator.integrateddynamics.block.blockproperties.info": "以NBT复合标签的形式获取方块属性。", + "operator.integrateddynamics.block.blockfromproperties": "方块属性", + "operator.integrateddynamics.block.blockfromproperties.info": "获取含有指定属性的指定方块。", + "operator.integrateddynamics.block.blockpossibleproperties": "方块属性", + "operator.integrateddynamics.block.blockpossibleproperties.info": "以NBT符合标签列表获取所有可能的方块属性。", "operator.integrateddynamics.itemstack": "物品", - "operator.integrateddynamics.itemstack.basename": "物品 %s", + "operator.integrateddynamics.itemstack.basename": "物品%s", "operator.integrateddynamics.itemstack.size": "数量", "operator.integrateddynamics.itemstack.size.info": "当前物品的堆叠数量", "operator.integrateddynamics.itemstack.maxsize": "堆叠上限", @@ -984,16 +991,16 @@ "operator.integrateddynamics.itemstack.fluidstack.info": "指定物品中对应的流体", "operator.integrateddynamics.itemstack.fluidstackcapacity": "活动位置流体存储量上限", "operator.integrateddynamics.itemstack.fluidstackcapacity.info": "指定物品的容量(mB)", - "operator.integrateddynamics.itemstack.isnbtequal": "NBT 相同", - "operator.integrateddynamics.itemstack.isnbtequal.info": "指定物品 NBT 标签是否相同", - "operator.integrateddynamics.itemstack.isitemequalnonbt": "物品除 NBT 完全相同", - "operator.integrateddynamics.itemstack.isitemequalnonbt.info": "指定的物品是否相同,忽略 NBT 但包括耐久值。", + "operator.integrateddynamics.itemstack.isnbtequal": "NBT相同", + "operator.integrateddynamics.itemstack.isnbtequal.info": "指定物品NBT标签是否相同", + "operator.integrateddynamics.itemstack.isitemequalnonbt": "物品除NBT完全相同", + "operator.integrateddynamics.itemstack.isitemequalnonbt.info": "指定的物品是否相同,忽略NBT但包括耐久值。", "operator.integrateddynamics.itemstack.israwitemequal": "物品模糊相同", - "operator.integrateddynamics.itemstack.israwitemequal.info": "指定的物品是否相同,忽略 NBT 和耐久值。", + "operator.integrateddynamics.itemstack.israwitemequal.info": "指定的物品是否相同,忽略NBT和耐久值。", "operator.integrateddynamics.itemstack.mod": "所属模组", "operator.integrateddynamics.itemstack.mod.info": "指定物品所属的模组名称", "operator.integrateddynamics.itemstack.burntime": "燃烧时间", - "operator.integrateddynamics.itemstack.burntime.info": "指定物品在熔炉中的燃烧时间(tick)", + "operator.integrateddynamics.itemstack.burntime.info": "指定物品在熔炉中的燃烧时间(刻)", "operator.integrateddynamics.itemstack.canburn": "是否燃料", "operator.integrateddynamics.itemstack.canburn.info": "指定物品是否可用作燃料", "operator.integrateddynamics.itemstack.tag": "标签名称", @@ -1015,15 +1022,15 @@ "operator.integrateddynamics.itemstack.plant": "物品植物方块", "operator.integrateddynamics.itemstack.plant.info": "物品种植后得到的方块", "operator.integrateddynamics.itemstack.itembyname": "物品名称", - "operator.integrateddynamics.itemstack.itembyname.info": "根据指定名称名称获取物品,添加空格 + 数字显示元数据。", + "operator.integrateddynamics.itemstack.itembyname.info": "根据指定名称名称获取物品,添加空格+数字显示元数据。", "operator.integrateddynamics.itemstack.itemlistcount": "物品列表计数", "operator.integrateddynamics.itemstack.itemlistcount.info": "在列表中获取完整的指定物品的总物品数。", - "operator.integrateddynamics.itemstack.nbt": "物品 NBT", - "operator.integrateddynamics.itemstack.nbt.info": "获得指定物品的 NBT 标签。", - "operator.integrateddynamics.itemstack.hasnbt": "含有 NBT", - "operator.integrateddynamics.itemstack.hasnbt.info": "物品是否含有 NBT 标签。", + "operator.integrateddynamics.itemstack.nbt": "物品NBT", + "operator.integrateddynamics.itemstack.nbt.info": "获得指定物品的NBT标签。", + "operator.integrateddynamics.itemstack.hasnbt": "含有NBT", + "operator.integrateddynamics.itemstack.hasnbt.info": "物品是否含有NBT标签。", "operator.integrateddynamics.entity": "实体", - "operator.integrateddynamics.entity.basename": "实体 %s", + "operator.integrateddynamics.entity.basename": "实体%s", "operator.integrateddynamics.entity.ismob": "是怪物", "operator.integrateddynamics.entity.ismob.info": "实体是否为怪物", "operator.integrateddynamics.entity.isanimal": "是动物", @@ -1060,8 +1067,8 @@ "operator.integrateddynamics.entity.targetblock.info": "实体正在看的方块", "operator.integrateddynamics.entity.targetentity": "目标实体", "operator.integrateddynamics.entity.targetentity.info": "实体视线方向的实体", - "operator.integrateddynamics.entity.hasguiopen": "GUI 是否打开", - "operator.integrateddynamics.entity.hasguiopen.info": "指定玩家是否开着 GUI", + "operator.integrateddynamics.entity.hasguiopen": "GUI是否打开", + "operator.integrateddynamics.entity.hasguiopen.info": "指定玩家是否开着GUI", "operator.integrateddynamics.entity.helditem": "手持物品", "operator.integrateddynamics.entity.helditem.info": "指定实体主手正手持的物品", "operator.integrateddynamics.entity.helditemoffhand": "副手物品", @@ -1088,8 +1095,8 @@ "operator.integrateddynamics.entity.canbreedwith.info": "检测是否指定实体可被指定物品喂养", "operator.integrateddynamics.entity.isshearable": "实体可收剪", "operator.integrateddynamics.entity.isshearable.info": "检测是否可对实体进行收剪", - "operator.integrateddynamics.entity.nbt": "实体 NBT", - "operator.integrateddynamics.entity.nbt.info": "获取指定实体的 NBT。", + "operator.integrateddynamics.entity.nbt": "实体NBT", + "operator.integrateddynamics.entity.nbt.info": "获取指定实体的NBT。", "operator.integrateddynamics.entity.entitytype": "实体类型", "operator.integrateddynamics.entity.entitytype.info": "实体类型名称。", "operator.integrateddynamics.entity.entityitems": "实体所有物", @@ -1100,14 +1107,14 @@ "operator.integrateddynamics.entity.entityenergystored.info": "实体中已存储能量的总量。", "operator.integrateddynamics.entity.entityenergycapacity": "实体能量容量", "operator.integrateddynamics.entity.entityenergycapacity.info": "实体可存储能量的上限。", - "operator.integrateddynamics.itemstack.isfecontainer": "FE 容器", - "operator.integrateddynamics.itemstack.isfecontainer.info": "检测是否指定的物品可以保存 FE", - "operator.integrateddynamics.itemstack.storedfe": "FE 储量", - "operator.integrateddynamics.itemstack.storedfe.info": "存储在此物品中的 FE 量", - "operator.integrateddynamics.itemstack.fecapacity": "FE 容量", - "operator.integrateddynamics.itemstack.fecapacity.info": "可以存储在此物品中的最大 FE 数量", + "operator.integrateddynamics.itemstack.isfecontainer": "FE容器", + "operator.integrateddynamics.itemstack.isfecontainer.info": "检测是否指定的物品可以保存FE", + "operator.integrateddynamics.itemstack.storedfe": "FE储量", + "operator.integrateddynamics.itemstack.storedfe.info": "存储在此物品中的FE量", + "operator.integrateddynamics.itemstack.fecapacity": "FE容量", + "operator.integrateddynamics.itemstack.fecapacity.info": "可以存储在此物品中的最大FE数量", "operator.integrateddynamics.fluidstack": "流体", - "operator.integrateddynamics.fluidstack.basename": "流体 %s", + "operator.integrateddynamics.fluidstack.basename": "流体%s", "operator.integrateddynamics.fluidstack.amount": "总量", "operator.integrateddynamics.fluidstack.amount.info": "流体总量(mb)", "operator.integrateddynamics.fluidstack.block": "方块", @@ -1116,140 +1123,140 @@ "operator.integrateddynamics.fluidstack.luminosity.info": "流体亮度", "operator.integrateddynamics.fluidstack.density": "密度", "operator.integrateddynamics.fluidstack.density.info": "流体密度", - "operator.integrateddynamics.fluidstack.viscosity": "流动性", - "operator.integrateddynamics.fluidstack.viscosity.info": "液体流动性", + "operator.integrateddynamics.fluidstack.viscosity": "黏性", + "operator.integrateddynamics.fluidstack.viscosity.info": "流体黏性", "operator.integrateddynamics.fluidstack.isgaseous": "是否气体", "operator.integrateddynamics.fluidstack.isgaseous.info": "流体是否为气体", "operator.integrateddynamics.fluidstack.rarity": "稀有度", "operator.integrateddynamics.fluidstack.rarity.info": "流体稀有度", - "operator.integrateddynamics.fluidstack.israwfluidequal": "相同", - "operator.integrateddynamics.fluidstack.israwfluidequal.info": "液体是否相同", + "operator.integrateddynamics.fluidstack.israwfluidequal": "流体模糊相同", + "operator.integrateddynamics.fluidstack.israwfluidequal.info": "原流体是否相同", "operator.integrateddynamics.fluidstack.mod": "所属模组", "operator.integrateddynamics.fluidstack.mod.info": "流体所属的模组", - "operator.integrateddynamics.fluidstack.nbt": "流体 NBT", - "operator.integrateddynamics.fluidstack.nbt.info": "获得指定流体的 NBT 标签。", + "operator.integrateddynamics.fluidstack.nbt": "流体NBT", + "operator.integrateddynamics.fluidstack.nbt.info": "获得指定流体的NBT标签。", "operator.integrateddynamics.fluidstack.with_amount": "带量流体", "operator.integrateddynamics.fluidstack.with_amount.info": "复制指定的流体以及指定流体的数量", - "operator.integrateddynamics.nbt": "NBT 标签", - "operator.integrateddynamics.nbt.basename": "NBT %s", + "operator.integrateddynamics.nbt": "NBT", + "operator.integrateddynamics.nbt.basename": "NBT%s", "operator.integrateddynamics.nbt.compound_size": "NBT复合标签大小", - "operator.integrateddynamics.nbt.compound_size.info": "指定的 NBT复合标签内包含的条目数量", - "operator.integrateddynamics.nbt.compound_keys": "NBT 复合标签 Key", - "operator.integrateddynamics.nbt.compound_keys.info": "指定的 NBT 复合标签内包含的 key 的列表", - "operator.integrateddynamics.nbt.compound_haskey": "NBT 复合标签是否有 key", - "operator.integrateddynamics.nbt.compound_haskey.info": "检测是否指定的 NBT复合标签内包含指定的 key", - "operator.integrateddynamics.nbt.compound_type": "NBT复合标签条目种类", - "operator.integrateddynamics.nbt.compound_type.info": "The value type in the given NBT compound tag corresponding to the given key", + "operator.integrateddynamics.nbt.compound_size.info": "指定的NBT复合标签内包含的条目数量", + "operator.integrateddynamics.nbt.compound_keys": "NBT复合标签键", + "operator.integrateddynamics.nbt.compound_keys.info": "指定的NBT复合标签内包含的键的列表", + "operator.integrateddynamics.nbt.compound_haskey": "NBT复合标签是否有键", + "operator.integrateddynamics.nbt.compound_haskey.info": "检测是否指定的NBT复合标签内包含指定的键", + "operator.integrateddynamics.nbt.compound_type": "NBT复合标签条目类型", + "operator.integrateddynamics.nbt.compound_type.info": "指定NBT复合标签中与指定键对应的值类型", "operator.integrateddynamics.nbt.compound_value_tag": "NBT复合标签值", - "operator.integrateddynamics.nbt.compound_value_tag.info": "The value of any type in the given NBT compound tag with the given key", + "operator.integrateddynamics.nbt.compound_value_tag.info": "指定NBT复合标签中与指定键对应的任何类型的值", "operator.integrateddynamics.nbt.compound_value_boolean": "NBT复合标签布尔值", - "operator.integrateddynamics.nbt.compound_value_boolean.info": "The Boolean value in the given NBT compound tag with the given key", + "operator.integrateddynamics.nbt.compound_value_boolean.info": "指定NBT复合标签中与指定键对应的布尔值", "operator.integrateddynamics.nbt.compound_value_integer": "NBT复合标签整型值", - "operator.integrateddynamics.nbt.compound_value_integer.info": "The Integer value in the given NBT compound tag with the given key", + "operator.integrateddynamics.nbt.compound_value_integer.info": "指定NBT复合标签中与指定键对应的整型值", "operator.integrateddynamics.nbt.compound_value_long": "NBT复合标签长整型值", - "operator.integrateddynamics.nbt.compound_value_long.info": "The Long value in the given NBT compound tag with the given key", + "operator.integrateddynamics.nbt.compound_value_long.info": "指定NBT复合标签中与指定键对应的长整型值", "operator.integrateddynamics.nbt.compound_value_double": "NBT复合标签双精度值", - "operator.integrateddynamics.nbt.compound_value_double.info": "The Double value in the given NBT compound tag with the given key", + "operator.integrateddynamics.nbt.compound_value_double.info": "指定NBT复合标签中与指定键对应的双精度值", "operator.integrateddynamics.nbt.compound_value_string": "NBT复合标签字符串值", - "operator.integrateddynamics.nbt.compound_value_string.info": "The String value in the given NBT compound tag with the given key", - "operator.integrateddynamics.nbt.compound_value_compound": "NBT复合标签复合值", - "operator.integrateddynamics.nbt.compound_value_compound.info": "The Compound value in the given NBT compound tag with the given key", - "operator.integrateddynamics.nbt.compound_value_list_tag": "NBT复合标签列表NBT值", - "operator.integrateddynamics.nbt.compound_value_list_tag.info": "The NBT List value in the given NBT compound tag with the given key", - "operator.integrateddynamics.nbt.compound_value_list_byte": "NBT复合标签字节数组", - "operator.integrateddynamics.nbt.compound_value_list_byte.info": "The Byte Array in the given NBT compound tag with the given key as Integer List", - "operator.integrateddynamics.nbt.compound_value_list_int": "NBT复合标签整型数组", - "operator.integrateddynamics.nbt.compound_value_list_int.info": "The Integer Array in the given NBT compound tag with the given key as Integer List", - "operator.integrateddynamics.nbt.compound_value_list_long": "NBT复合标签长整型数组", - "operator.integrateddynamics.nbt.compound_value_list_long.info": "The Long Array in the given NBT compound tag with the given key as Long List", - "operator.integrateddynamics.nbt.compound_without": "NBT复合标签缺失值", - "operator.integrateddynamics.nbt.compound_without.info": "Get a copy of the given NBT compound tag without the given key", - "operator.integrateddynamics.nbt.compound_with_boolean": "NBT复合标签带布尔值", - "operator.integrateddynamics.nbt.compound_with_boolean.info": "Get a copy of the given NBT compound tag with the given Boolean entry", - "operator.integrateddynamics.nbt.compound_with_short": "NBT复合标签含带短整型", - "operator.integrateddynamics.nbt.compound_with_short.info": "Get a copy of the given NBT compound tag with the given Integer as a short entry", - "operator.integrateddynamics.nbt.compound_with_integer": "NBT复合标签含带整型", - "operator.integrateddynamics.nbt.compound_with_integer.info": "Get a copy of the given NBT compound tag with the given Integer entry", - "operator.integrateddynamics.nbt.compound_with_long": "NBT复合标签含带长整型", - "operator.integrateddynamics.nbt.compound_with_long.info": "Get a copy of the given NBT compound tag with the given Long entry", - "operator.integrateddynamics.nbt.compound_with_double": "NBT复合标签含带双精度", - "operator.integrateddynamics.nbt.compound_with_double.info": "Get a copy of the given NBT compound tag with the given Double entry", - "operator.integrateddynamics.nbt.compound_with_float": "NBT复合标签含带浮点数", - "operator.integrateddynamics.nbt.compound_with_float.info": "Get a copy of the given NBT compound tag with the given Double as a float entry", - "operator.integrateddynamics.nbt.compound_with_string": "NBT复合标签含带字符串", - "operator.integrateddynamics.nbt.compound_with_string.info": "Get a copy of the given NBT compound tag with the given String entry", - "operator.integrateddynamics.nbt.compound_with_tag": "NBT复合标签含带NBT", - "operator.integrateddynamics.nbt.compound_with_tag.info": "Get a copy of the given NBT compound tag with the given NBT entry", - "operator.integrateddynamics.nbt.compound_with_list_tag": "NBT复合标签含带NBT列表", - "operator.integrateddynamics.nbt.compound_with_list_tag.info": "Get a copy of the given NBT compound tag with the given NBT List entry", - "operator.integrateddynamics.nbt.compound_with_list_byte": "NBT复合标签含带字节列表", - "operator.integrateddynamics.nbt.compound_with_list_byte.info": "Get a copy of the given NBT compound tag with the given Integer List as an NBT Byte Array entry", - "operator.integrateddynamics.nbt.compound_with_list_int": "NBT复合标签含带整型列表", - "operator.integrateddynamics.nbt.compound_with_list_int.info": "Get a copy of the given NBT compound tag with the given NBT Integer Array entry", + "operator.integrateddynamics.nbt.compound_value_string.info": "指定NBT复合标签中与指定键对应的字符串值", + "operator.integrateddynamics.nbt.compound_value_compound": "NBT复合标签复合标签值", + "operator.integrateddynamics.nbt.compound_value_compound.info": "指定NBT复合标签中与指定键对应的复合标签值", + "operator.integrateddynamics.nbt.compound_value_list_tag": "NBT复合标签NBT列表值", + "operator.integrateddynamics.nbt.compound_value_list_tag.info": "指定NBT复合标签中与指定键对应的NBT列表值", + "operator.integrateddynamics.nbt.compound_value_list_byte": "NBT复合标签字节数组值", + "operator.integrateddynamics.nbt.compound_value_list_byte.info": "整形列表形式的指定NBT复合标签中与指定键对应的字节数组", + "operator.integrateddynamics.nbt.compound_value_list_int": "NBT复合标签整型数组值", + "operator.integrateddynamics.nbt.compound_value_list_int.info": "整形列表形式的指定NBT复合标签中与指定键对应的整型数组", + "operator.integrateddynamics.nbt.compound_value_list_long": "NBT复合标签长整型数组值", + "operator.integrateddynamics.nbt.compound_value_list_long.info": "长整形列表形式的指定NBT复合标签中与指定键对应的长整型数组", + "operator.integrateddynamics.nbt.compound_without": "NBT复合标签不含键", + "operator.integrateddynamics.nbt.compound_without.info": "获取不含指定键的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_boolean": "NBT复合标签含布尔型", + "operator.integrateddynamics.nbt.compound_with_boolean.info": "获取含指定布尔型条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_short": "NBT复合标签含短整型", + "operator.integrateddynamics.nbt.compound_with_short.info": "获取含指定短整型条目整型的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_integer": "NBT复合标签含整型", + "operator.integrateddynamics.nbt.compound_with_integer.info": "获取含指定整型条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_long": "NBT复合标签含长整型", + "operator.integrateddynamics.nbt.compound_with_long.info": "获取含指定长整型条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_double": "NBT复合标签含双精度型", + "operator.integrateddynamics.nbt.compound_with_double.info": "获取含指定双精度型条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_float": "NBT复合标签含浮点型", + "operator.integrateddynamics.nbt.compound_with_float.info": "获取含指定浮点型条目双精度型的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_string": "NBT复合标签含字符串", + "operator.integrateddynamics.nbt.compound_with_string.info": "获取含指定字符串条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_tag": "NBT复合标签含NBT", + "operator.integrateddynamics.nbt.compound_with_tag.info": "获取含指定NBT条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_list_tag": "NBT复合标签含NBT列表", + "operator.integrateddynamics.nbt.compound_with_list_tag.info": "获取含指定NBT列表条目的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_list_byte": "NBT复合标签含字节列表", + "operator.integrateddynamics.nbt.compound_with_list_byte.info": "获取含指定NBT字节数组条目整型列表的指定NBT复合标签的副本", + "operator.integrateddynamics.nbt.compound_with_list_int": "NBT复合标签含整型列表", + "operator.integrateddynamics.nbt.compound_with_list_int.info": "获取含指定NBT整型数组条目的指定NBT复合标签的副本", "operator.integrateddynamics.nbt.compound_with_list_long": "NBT复合标签含带长整型列表", - "operator.integrateddynamics.nbt.compound_with_list_long.info": "Get a copy of the given NBT compound tag with the given NBT Long Array entry", + "operator.integrateddynamics.nbt.compound_with_list_long.info": "获取含指定NBT整型数组条目的指定NBT复合标签的副本", "operator.integrateddynamics.nbt.compound_subset": "NBT复合标签子集", - "operator.integrateddynamics.nbt.compound_subset.info": "If the first NBT compound tag is a subset of, or equal to the second NBT compound tag. This will recursively check nested tags.", + "operator.integrateddynamics.nbt.compound_subset.info": "检测第一个NBT复合标签是否为第二个NBT复合标签的子集或两者相等。这将递归检查嵌套标签。", "operator.integrateddynamics.nbt.compound_union": "NBT复合标签并集", - "operator.integrateddynamics.nbt.compound_union.info": "The union of the given NBT compound tags. Nested tags will be joined recusively.", + "operator.integrateddynamics.nbt.compound_union.info": "指定NBT复合标签的并集。嵌套的标签将被递归取并", "operator.integrateddynamics.nbt.compound_intersection": "NBT复合标签交集", - "operator.integrateddynamics.nbt.compound_intersection.info": "The intersection of the given NBT compound tags. Nested tags will be intersected recusively.", + "operator.integrateddynamics.nbt.compound_intersection.info": "指定NBT复合标签的交集。嵌套的标签将被递归取交。", "operator.integrateddynamics.nbt.compound_minus": "NBT复合标签差集", - "operator.integrateddynamics.nbt.compound_minus.info": "The difference of the given NBT compound tags. Nested tags will be subtracted recusively.", - "operator.integrateddynamics.nbt.as_boolean": "NBT Boolean As Boolean", - "operator.integrateddynamics.nbt.as_boolean.info": "Get the Boolean value of the given NBT Byte tag", - "operator.integrateddynamics.nbt.as_byte": "NBT Byte As Integer", - "operator.integrateddynamics.nbt.as_byte.info": "Get the Integer value of the given NBT Byte tag", - "operator.integrateddynamics.nbt.as_short": "NBT Short as Integer", - "operator.integrateddynamics.nbt.as_short.info": "Get the Integer value of the given NBT Short tag", - "operator.integrateddynamics.nbt.as_int": "NBT Integer As Integer", - "operator.integrateddynamics.nbt.as_int.info": "Get the Integer value of the given NBT Integer tag", - "operator.integrateddynamics.nbt.as_long": "NBT Long As Long", - "operator.integrateddynamics.nbt.as_long.info": "Get the Long value of the given NBT Long tag", - "operator.integrateddynamics.nbt.as_double": "NBT Double As Double", - "operator.integrateddynamics.nbt.as_double.info": "Get the Double value of the given NBT Double tag", - "operator.integrateddynamics.nbt.as_float": "NBT Float As Double", - "operator.integrateddynamics.nbt.as_float.info": "Get the Double value of the given NBT Float tag", - "operator.integrateddynamics.nbt.as_string": "NBT String As String", - "operator.integrateddynamics.nbt.as_string.info": "Get the String value of the given NBT String tag", - "operator.integrateddynamics.nbt.as_tag_list": "NBT List As NBT List", - "operator.integrateddynamics.nbt.as_tag_list.info": "Get the NBT List value of the given NBT List tag", - "operator.integrateddynamics.nbt.as_byte_list": "NBT Byte Array As Byte List", - "operator.integrateddynamics.nbt.as_byte_list.info": "Get the Byte List value of the given NBT Byte Array tag", - "operator.integrateddynamics.nbt.as_int_list": "NBT Integer Array As Integer List", - "operator.integrateddynamics.nbt.as_int_list.info": "Get the Integer List value of the given NBT Integer Array tag", - "operator.integrateddynamics.nbt.as_long_list": "NBT Long Array As Long List", - "operator.integrateddynamics.nbt.as_long_list.info": "Get the Long List value of the given NBT Long Array tag", - "operator.integrateddynamics.nbt.from_boolean": "NBT Byte From Boolean", - "operator.integrateddynamics.nbt.from_boolean.info": "Create an NBT Byte tag from the given Boolean value", - "operator.integrateddynamics.nbt.from_short": "NBT Short From Integer", - "operator.integrateddynamics.nbt.from_short.info": "Create an NBT Short tag from the given Integer value", - "operator.integrateddynamics.nbt.from_byte": "NBT Byte From Integer", - "operator.integrateddynamics.nbt.from_byte.info": "Create an NBT Byte tag from the given Integer value", - "operator.integrateddynamics.nbt.from_int": "NBT Integer From Integer", - "operator.integrateddynamics.nbt.from_int.info": "Create an NBT Integer tag from the given Integer value", - "operator.integrateddynamics.nbt.from_long": "NBT Long From Long", - "operator.integrateddynamics.nbt.from_long.info": "Create an NBT Long tag from the given Long value", - "operator.integrateddynamics.nbt.from_double": "NBT Double From Double", - "operator.integrateddynamics.nbt.from_double.info": "Create an NBT Double tag from the given Double value", - "operator.integrateddynamics.nbt.from_float": "NBT Float From Double", - "operator.integrateddynamics.nbt.from_float.info": "Create an NBT Double tag from the given Float value", - "operator.integrateddynamics.nbt.from_string": "NBT String From String", - "operator.integrateddynamics.nbt.from_string.info": "Create an NBT String tag from the given String value", - "operator.integrateddynamics.nbt.from_tag_list": "NBT List From Tag List", - "operator.integrateddynamics.nbt.from_tag_list.info": "Create an NBT List tag from the given NBT List value", - "operator.integrateddynamics.nbt.from_byte_list": "NBT Byte Array From Byte List", - "operator.integrateddynamics.nbt.from_byte_list.info": "Create an NBT Byte Array tag from the given Integer List value", - "operator.integrateddynamics.nbt.from_int_list": "NBT Integer Array From Integer List", - "operator.integrateddynamics.nbt.from_int_list.info": "Create an NBT Integer Array tag from the given Integer List value", - "operator.integrateddynamics.nbt.from_long_list": "NBT Long Array From Long List", - "operator.integrateddynamics.nbt.from_long_list.info": "Create an NBT Long Array tag from the given Long List value", - "operator.integrateddynamics.nbt.path_match_first": "NBT Path Match First", - "operator.integrateddynamics.nbt.path_match_first.info": "Apply the given NBT Path expression on the given NBT value, and return the first match", - "operator.integrateddynamics.nbt.path_match_all": "NBT Path Match All", - "operator.integrateddynamics.nbt.path_match_all.info": "Apply the given NBT Path expression on the given NBT value, and return all matches as a list", - "operator.integrateddynamics.nbt.path_test": "NBT Path Test", - "operator.integrateddynamics.nbt.path_test.info": "Test if the given NBT Path expression matches with the given NBT value", + "operator.integrateddynamics.nbt.compound_minus.info": "指定NBT复合标签的差集。嵌套的标签将被递归取差。", + "operator.integrateddynamics.nbt.as_boolean": "NBT字节到布尔型", + "operator.integrateddynamics.nbt.as_boolean.info": "获取指定NBT字节标签的布尔值", + "operator.integrateddynamics.nbt.as_byte": "NBT字节标签到整型", + "operator.integrateddynamics.nbt.as_byte.info": "获取指定NBT字节标签的整型值", + "operator.integrateddynamics.nbt.as_short": "NBT短整型标签到整型", + "operator.integrateddynamics.nbt.as_short.info": "获取指定NBT短整型标签的整型值", + "operator.integrateddynamics.nbt.as_int": "NBT整型标签到整型", + "operator.integrateddynamics.nbt.as_int.info": "获取指定NBT整型标签的整型值", + "operator.integrateddynamics.nbt.as_long": "NBT长整型标签到长整型", + "operator.integrateddynamics.nbt.as_long.info": "获取指定NBT长整型标签的长整型值", + "operator.integrateddynamics.nbt.as_double": "NBT双精度型标签到双精度型", + "operator.integrateddynamics.nbt.as_double.info": "获取指定NBT双精度型标签的双精度型值", + "operator.integrateddynamics.nbt.as_float": "NBT浮点型标签到双精度型", + "operator.integrateddynamics.nbt.as_float.info": "获取指定NBT双精度型标签的浮点型值", + "operator.integrateddynamics.nbt.as_string": "NBT字符串标签到字符串", + "operator.integrateddynamics.nbt.as_string.info": "获取指定NBT字符串标签的字符串值", + "operator.integrateddynamics.nbt.as_tag_list": "NBT列表标签到NBT列表", + "operator.integrateddynamics.nbt.as_tag_list.info": "获取指定NBT列表标签的NBT列表值", + "operator.integrateddynamics.nbt.as_byte_list": "NBT字节数组标签到字节列表", + "operator.integrateddynamics.nbt.as_byte_list.info": "获取指定NBT字节数组标签的字节列表值", + "operator.integrateddynamics.nbt.as_int_list": "NBT整型数组标签到整型列表", + "operator.integrateddynamics.nbt.as_int_list.info": "获取指定NBT整型数组标签的整型列表值", + "operator.integrateddynamics.nbt.as_long_list": "NBT长整型数组标签到长整型列表", + "operator.integrateddynamics.nbt.as_long_list.info": "获取指定NBT长整型数组的长整型列表值", + "operator.integrateddynamics.nbt.from_boolean": "布尔型到NBT字节标签", + "operator.integrateddynamics.nbt.from_boolean.info": "用指定布尔值创造一个NBT字节标签", + "operator.integrateddynamics.nbt.from_short": "整型到NBT短整型标签", + "operator.integrateddynamics.nbt.from_short.info": "用指定整型值创造一个NBT短整型标签", + "operator.integrateddynamics.nbt.from_byte": "整型到NBT字节标签", + "operator.integrateddynamics.nbt.from_byte.info": "用指定整型值创造一个NBT字节标签", + "operator.integrateddynamics.nbt.from_int": "整型到NBT整型标签", + "operator.integrateddynamics.nbt.from_int.info": "用指定整型值创造一个NBT整型标签", + "operator.integrateddynamics.nbt.from_long": "长整型到NBT长整型标签", + "operator.integrateddynamics.nbt.from_long.info": "用指定长整型值创造一个NBT长整型标签", + "operator.integrateddynamics.nbt.from_double": "双精度型到NBT双精度型标签", + "operator.integrateddynamics.nbt.from_double.info": "用指定双精度型值创造一个NBT双精度型标签", + "operator.integrateddynamics.nbt.from_float": "双精度型到NBT浮点型标签", + "operator.integrateddynamics.nbt.from_float.info": "用指定双精度型值创造一个NBT浮点型标签", + "operator.integrateddynamics.nbt.from_string": "字符串到NBT字符串标签", + "operator.integrateddynamics.nbt.from_string.info": "用指定字符串值创造一个NBT字符串标签", + "operator.integrateddynamics.nbt.from_tag_list": "标签列表到NBT列表标签", + "operator.integrateddynamics.nbt.from_tag_list.info": "用指定NBT列表值创造一个NBT列表标签", + "operator.integrateddynamics.nbt.from_byte_list": "字节列表到NBT字节数组标签", + "operator.integrateddynamics.nbt.from_byte_list.info": "用指定整型列表值创造一个NBT字节数组标签", + "operator.integrateddynamics.nbt.from_int_list": "整型列表到NBT整型数组标签", + "operator.integrateddynamics.nbt.from_int_list.info": "用指定整型列表值创造一个NBT整型数组标签", + "operator.integrateddynamics.nbt.from_long_list": "长整型列表到NBT长整型数组标签", + "operator.integrateddynamics.nbt.from_long_list.info": "用指定长整型列表值创造一个NBT长整型数组标签", + "operator.integrateddynamics.nbt.path_match_first": "NBT路径首匹配", + "operator.integrateddynamics.nbt.path_match_first.info": "将执行给定NBT路径表达式执行于给定NBT值,返回第一个匹配项", + "operator.integrateddynamics.nbt.path_match_all": "NBT路径全匹配", + "operator.integrateddynamics.nbt.path_match_all.info": "将执行给定NBT路径表达式执行于给定NBT值,以列表形式返回所有匹配项", + "operator.integrateddynamics.nbt.path_test": "NBT路径测试", + "operator.integrateddynamics.nbt.path_test.info": "测试给定NBT路径表达式是否与给定NBT值匹配", "operator.integrateddynamics.operator": "运算符", "operator.integrateddynamics.operator.basename": "%s运算符", "operator.integrateddynamics.operator.apply": "一元执行", @@ -1259,7 +1266,7 @@ "operator.integrateddynamics.operator.apply3": "三元执行", "operator.integrateddynamics.operator.apply3.info": "为指定运算符输入三个指定的变量。", "operator.integrateddynamics.operator.map": "遍历映射", - "operator.integrateddynamics.operator.map.info": "将指定运算符应用于列表上的所有元素,得到结果为新的列表。", + "operator.integrateddynamics.operator.map.info": "将指定运算符执行于列表上的所有元素,得到结果为新的列表。", "operator.integrateddynamics.operator.filter": "过滤", "operator.integrateddynamics.operator.filter.info": "用指定的谓词过滤元素列表。", "operator.integrateddynamics.operator.conjunction": "合取", @@ -1271,12 +1278,12 @@ "operator.integrateddynamics.operator.pipe": "管道", "operator.integrateddynamics.operator.pipe.info": "创建一个新的运算符,把第一个操作的输出值传递给第二个运算符", "operator.integrateddynamics.operator.pipe2": "二元管道", - "operator.integrateddynamics.operator.pipe2.info": "创建一个新的运算符,将输入的第一个和第二个运算符的输出传递到第三个运算符.", + "operator.integrateddynamics.operator.pipe2.info": "创建一个新的运算符,将输入的第一个和第二个运算符的输出传递到第三个运算符。", "operator.integrateddynamics.operator.flip": "翻转", "operator.integrateddynamics.operator.flip.info": "翻转运算符的两个输入参数。", "operator.integrateddynamics.virtual.flipped": "翻转参数运算符", "operator.integrateddynamics.operator.reduce": "简缩", - "operator.integrateddynamics.operator.reduce.info": "对指定列表中的所有元素应用指定运算符,最后将列表简缩为单个值。", + "operator.integrateddynamics.operator.reduce.info": "对指定列表中的所有元素执行指定运算符,最后将列表简缩为单个值。", "operator.integrateddynamics.operator.reduce1": "纯简缩", "operator.integrateddynamics.operator.reduce1.info": "向指定的运算符输入列表的所有元素,以将列表汇总为一个值。纯简缩(运算符,列表)相当于简缩(运算符,列表头,列表尾)。", "operator.integrateddynamics.operator.by_name": "名称运算符", @@ -1286,7 +1293,7 @@ "operator.integrateddynamics.virtual.recipesbyinput": "依据指定输入计算可行合成表", "operator.integrateddynamics.virtual.recipesbyoutput": "依据指定输出计算可能合成表", "operator.integrateddynamics.ingredients": "原料", - "operator.integrateddynamics.ingredients.basename": "原料 %s", + "operator.integrateddynamics.ingredients.basename": "原料%s", "operator.integrateddynamics.ingredients.items": "物品原料", "operator.integrateddynamics.ingredients.items.info": "物品的列表", "operator.integrateddynamics.ingredients.fluids": "流体原料", @@ -1306,7 +1313,7 @@ "operator.integrateddynamics.ingredients.with_energies": "原料添加能量列表", "operator.integrateddynamics.ingredients.with_energies.info": "获取指定的原料列表的包含指定列表中能量的副本", "operator.integrateddynamics.recipe": "配方", - "operator.integrateddynamics.recipe.basename": "配方 %s", + "operator.integrateddynamics.recipe.basename": "配方%s", "operator.integrateddynamics.recipe.input": "配方输入原料", "operator.integrateddynamics.recipe.input.info": "指定配方的输入原料", "operator.integrateddynamics.recipe.output": "配方输出原料", @@ -1318,7 +1325,7 @@ "operator.integrateddynamics.recipe.with_input_output": "配方添加原料和成品", "operator.integrateddynamics.recipe.with_input_output.info": "获取指定的配方的原料包含第一个指定物品、成品包含第二个指定物品的副本", "operator.integrateddynamics.general": "通用", - "operator.integrateddynamics.general.basename": "通用 %s", + "operator.integrateddynamics.general.basename": "通用%s", "operator.integrateddynamics.general.choice": "选择", "operator.integrateddynamics.general.choice.info": "检测是否第一个值为真,若真则取第二个值,否则取第三个值\\n第二个值和第三个值的类型必须相同。", "operator.integrateddynamics.general.identity": "复制", @@ -1346,14 +1353,14 @@ "operator.integrateddynamics.cast.tooltip": "将%s转换为%s", "operator.integrateddynamics.parse": "解析", "operator.integrateddynamics.parse.basename": "解析", - "operator.integrateddynamics.parse.tooltip": "解析为 %s", + "operator.integrateddynamics.parse.tooltip": "解析为%s", "info_book.integrateddynamics.section.main": "论动态联合", "info_book.integrateddynamics.tag_index": "&o索引&r", "info_book.integrateddynamics.introduction": "介绍", - "info_book.integrateddynamics.introduction.text1": "长久以来,自动化的自由度都相当有限。&1动态联合&0旨在让你的逻辑系统更加的智能化。它为你提供了其最具有代表性的沉浸逻辑编程体验,并且支持大部分 &lMinecraft&r 和模组里的要素。", - "info_book.integrateddynamics.introduction.text2": "红石电路一直以来是 Minecraft 中最基础的、也是最简单易懂的自动化途径。然而归根结底,它并不方便。检测是否想要构建一个高度复杂的自动化网络,红石系统必定会非常的庞大,并且难以设计。更要命的是,检测是否你手残泼了一桶水,它也许能毁掉你的整个红石系统。", + "info_book.integrateddynamics.introduction.text1": "长久以来,自动化的自由度都相当有限。&1动态联合&0旨在让你的逻辑系统更加的智能化。它为你提供了其最具有代表性的沉浸逻辑编程体验,并且支持大部分&lMinecraft&r和模组里的要素。", + "info_book.integrateddynamics.introduction.text2": "红石电路一直以来是Minecraft中最基础的、也是最简单易懂的自动化途径。然而归根结底,它并不方便。检测是否想要构建一个高度复杂的自动化网络,红石系统必定会非常的庞大,并且难以设计。更要命的是,检测是否你手残泼了一桶水,它也许能毁掉你的整个红石系统。", "info_book.integrateddynamics.introduction.text3": "这本书的目的有两个。其一,作为一本&l教程&r,它能让你方便的学习关于该模组的方方面面。其二,它也为那些对教程不感兴趣的玩家准备了一个详细&l菜单&r,它记录了该模组中所有机器和物品的信息和合成表。", - "info_book.integrateddynamics.introduction.text4": "手册底部的箭头用于翻页,按住 Shift 点击翻过整个当前部分内容。在主目录中,你将看到内容一览表,其中包含到各个子目录的超链接,便于快速查阅。检测是否指南内的合成表里含有本书中已解释的物品可以通过点击它来进行快速的查阅。本书左上方的点状按钮用于返回上级目录。右上角的按钮能让你返回到最近访问过的页面。", + "info_book.integrateddynamics.introduction.text4": "手册底部的箭头用于翻页,按住Shift点击翻过整个当前部分内容。在主目录中,你将看到内容一览表,其中包含到各个子目录的超链接,便于快速查阅。检测是否指南内的合成表里含有本书中已解释的物品可以通过点击它来进行快速的查阅。本书左上方的点状按钮用于返回上级目录。右上角的按钮能让你返回到最近访问过的页面。", "info_book.integrateddynamics.tutorials": "教程", "info_book.integrateddynamics.tutorials.introduction": "介绍", "info_book.integrateddynamics.tutorials.introduction.text1": "该目录包含了几个教程部分的内容,它将帮助你了解本模组的基础部分。另外,当你达成每个教学部分的成就后你会获得一些&l奖励&r。", @@ -1363,7 +1370,7 @@ "info_book.integrateddynamics.tutorials.menrilBasics.text3": "检测是否想要重复此步骤,给予&l挤压机&r一个红石脉冲,便可重置。", "info_book.integrateddynamics.tutorials.menrilBasics.text4": "现在,你还可以制作更易于自动化、同时消耗也更高的机器:&l电动挤压机&r和&l电动烘干池&r。", "info_book.integrateddynamics.tutorials.networkFoundations": "网络基础", - "info_book.integrateddynamics.tutorials.networkFoundations.text1": "本模组的主要目的就是构建一个可控制的自动化网络,通过&l逻辑线缆&r来实现。试着用 10 根这样的逻辑线缆来搭建一个网络吧。", + "info_book.integrateddynamics.tutorials.networkFoundations.text1": "本模组的主要目的就是构建一个可控制的自动化网络,通过&l逻辑线缆&r来实现。试着用10根这样的逻辑线缆来搭建一个网络吧。", "info_book.integrateddynamics.tutorials.networkFoundations.text2": "下一步需要做一些&l变量卡&r和&l变量转换器&r。&l变量卡&r用来在网络中存储变量的引用。&l变量转换器&r可以合成一系列可贴附在逻辑线缆上的组件,用于输入和输出各种类型的变量值。", "info_book.integrateddynamics.tutorials.basicNetworkComponents": "基本网络元件", "info_book.integrateddynamics.tutorials.basicNetworkComponents.text1": "为&l变量卡&r存入特定变量值的一种方法是:从&l读取器&r中导入。去做一些基础读取器吧。顺便,再做一个&l显示面板&r,他能够方便的显示&l变量卡&r的变量值。", @@ -1377,23 +1384,23 @@ "info_book.integrateddynamics.tutorials.logicOperations.text1": "读取器上直接显示的变量相当有用,但是你也可以将不同的变量通过&2运算符&0结合起来,这一定会非常有趣。所有的&2运算符&0都可以在&l逻辑编程器&r中找到。", "info_book.integrateddynamics.tutorials.logicOperations.text2": "首先你需要做一个&l逻辑编程器&r,它拥有物品和方块两种存在形式(可通合成来切换)。右键打开界面可在列表中查看所有的&l运算符&r。", "info_book.integrateddynamics.tutorials.logicOperations.text3": "接下来,搜索找到&6整型&0运算符并点击它。右边界面会切换到一个需要你输入数字的窗口。输入你想要的数字后,插入一个空白的&l变量卡&r来导入你设置的&6整型&0变量。设置完后,重复此步骤再设置一个不同的&6整型&0变量卡。", - "info_book.integrateddynamics.tutorials.logicOperations.text4": "最后,搜索&l加&r(+)运算符并打开它。显示让你相加两个&e数字&0。插入 2 张之前写好的&6整型&0 &l变量卡&r,并在左下角的插槽内放入新的&l变量卡&r来存储它们相加后的变量。", + "info_book.integrateddynamics.tutorials.logicOperations.text4": "最后,搜索&l加&r(+)运算符并打开它。显示让你相加两个&e数字&0。插入2张之前写好的&6整型&0&l变量卡&r,并在左下角的插槽内放入新的&l变量卡&r来存储它们相加后的变量。", "info_book.integrateddynamics.tutorials.logicOperations.text5": "&1动态联合&0是以一种较为&o懒&r的方式来检测变量的,&l加&r&l变量卡&r不会直接包含这些&6整型&0的相加值,相加的变量只会在被网络调用后才能表现出来。因此,检测是否想要表现运算后的变量,你需要为此网络提供运算后的&l变量卡&r所调用的所有变量。所以,你需要做一个&l变量卡箱&r。将这两张参与过运算的&6整型&0&l变量卡&r插入变量卡箱中来使运算后的变量卡在网络中生效。", "info_book.integrateddynamics.tutorials.logicOperations.text6": "现在我们来实际操作一遍,在&l变量卡箱&r上连接逻辑线缆,并在线缆上贴上一个&l显示面板&r,插入进行过&l加&r运算的&l变量卡&r,此时面板上显示“X”图案,并提示网络中找不到调用的变量。然后,你需要将之前参与&l加&r运算的两张&6整型&0&l变量卡&r放入变量卡箱内,再看看显示面板是否显示出了你期望的数值。", "info_book.integrateddynamics.tutorials.logicOperations.text7": "当你想做更多复杂的自动化时,&l逻辑编程器&r和&l变量卡箱&r会成为你最好的朋友。", "info_book.integrateddynamics.tutorials.recipe_handling": "合成处理", - "info_book.integrateddynamics.tutorials.recipe_handling.text1": "&o合成&r是 &lMinecraft&r 的重要组成部分。这就是为什么这个模组通过&8合成表&0值,以及&l原料&r值来表示它们的输入和输出,提供了优秀的支持。在这个教程里,我们来看一看合成是如何被获得与使用的。", + "info_book.integrateddynamics.tutorials.recipe_handling.text1": "&o合成&r是&lMinecraft&r的重要组成部分。这就是为什么这个模组通过&8合成表&0值,以及&l原料&r值来表示它们的输入和输出,提供了优秀的支持。在这个教程里,我们来看一看合成是如何被获得与使用的。", "info_book.integrateddynamics.tutorials.recipe_handling.text2": "获取&8合成&0最简单的方法是从一个可以处理合成的机器读取。就先将一个&l机器读取器&r靠着一个&l工作台&r放置并读取合成列表。", "info_book.integrateddynamics.tutorials.recipe_handling.text3": "检测是否你想对合成有更精细的控制,或者你正着手于一台不通过&l机器读取器&r暴露它的合成的机器,你可以在&l逻辑编程器&r中可视化地自行创建一个合成。让我们试着创建一个合成,例如合成一个&l箱子&r。", "info_book.integrateddynamics.tutorials.recipe_handling.text4": "在教程的最后一部分,我们将在合成读取上更进一步。使用&l依据输出的合成&r,我们可以检测得到一个运算符,它在一个&8原料&0上执行时会返回第一个将该&8原料&0作为输出返回的&8合成&0。我们会用它来寻找一个&l箱子&r的合成。", "info_book.integrateddynamics.tutorials.recipe_handling.text5": "在你的&l逻辑编程器&r中使用箱子,创建一个&8原料&0的实例吧。接下来,从一个对着&l工作台&r的&l机器读取器&r中读取&l依据输出的合成&r。然后,使用&o执行&r运算符,将你的&l箱子&r&8原料&0在从&l机器读取器&r中获得的运算符上执行。最后,将获得的变量插入显示器来查看&l箱子&r的合成。(别忘了将所有你用过的变量插入一个&l变量卡箱&r)", "info_book.integrateddynamics.tutorials.recipe_handling.text6": "很明显,你对&8合成&0与&8原料&0能做的还有很多。看看&l机器读取器&r和&l逻辑编程器&r来找出其它可用的高级功能。", "info_book.integrateddynamics.tutorials.nbt": "NBT", - "info_book.integrateddynamics.tutorials.nbt.text1": "&4NBT&0 标签常用于表征一些复杂的数据结构。在 Minecraft 中,常见的用法便是用于储存机器信息以及实体信息。在本章教学里,我们将复习一些关于简单 NBT 标签的阅读以及操控的知识。", - "info_book.integrateddynamics.tutorials.nbt.text2": "第一步,对着讲台使用&l方块读取器&r,读取它的 &4NBT&0 数据,并将其内容显示在&l显示屏&r上。", + "info_book.integrateddynamics.tutorials.nbt.text1": "&4NBT&0标签常用于表征一些复杂的数据结构。在Minecraft中,常见的用法便是用于储存机器信息以及实体信息。在本章教学里,我们将复习一些关于简单NBT标签的阅读以及操控的知识。", + "info_book.integrateddynamics.tutorials.nbt.text2": "第一步,对着讲台使用&l方块读取器&r,读取它的&4NBT&0数据,并将其内容显示在&l显示屏&r上。", "info_book.integrateddynamics.tutorials.nbt.text3": "第二步,从读取出的&l讲台&r的&4NBT&0标签中,将子标签&3书&0作为复合标签读取出来,然后再将其可视化。", - "info_book.integrateddynamics.tutorials.nbt.text4": "As a final step, we will read the &3id&0 field from this &3Book&0 sub-tag. However, instead of starting from our last read sub-tag, we will start from the root, and apply an &lNBT Path&r expression. Such expressions are useful to get deeply nested &4NBT&0 values. For example, applying the expression &4”.root.child1.child2”&0 on the &3NBT&0 tag &3{ root: { child1: { child2: ”some value” } }}&0 will output &3”some value”&0. More advanced features of &lNBT Path&r are described later in the advanced part of the manual.", - "info_book.integrateddynamics.tutorials.nbt.text5": "To accomplish the final advancement, create an &lNBT Path&r expression that selects the &3Book&0/&3id&0 field, apply it on our &lLectern&r tag, and visualize it in a &lDisplay Panel&r.", + "info_book.integrateddynamics.tutorials.nbt.text4": "最后一步,我们将读取来自这本&3书&0的子标签的&3id&0域。然而,我们将会从根标签开始读取,而非上一次读取的子标签,然后执行一个&lNBT路径&r表达式。此类表达式对获取深层嵌套的&4NBT&0值很有用。例如,对&3NBT&0标签&3{ root: { child1: { child2: ”some value” } }}&0执行表达式&4”.root.child1.child2”&0将输出&3”some value”&0。更多关于&lNBT路径&r的高级特性会在以后手册的高级部分中谈到。", + "info_book.integrateddynamics.tutorials.nbt.text5": "想要完成最终的进度,需要创建一个选中&3书&0/&3id&0域的&lNBT路径&r表达式,将其执行于我们的&l讲台&r标签,并将其在&l显示屏&r中显示。", "info_book.integrateddynamics.tutorials.advancedNetworkComponents": "高级网络元件", "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text1": "现在你已经熟悉了基础的逻辑部件,我们来看一看更多高级的网络元件:&l固值器&r和&l代理器&r。", "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text2": "你肯定记得,&l逻辑编程器&r使你能够创建&o静态&r的变量,或者可以通过与&o动态&r变量结合创建更多复杂的变量。", @@ -1408,8 +1415,8 @@ "info_book.integrateddynamics.tutorials.advancedOperations.text5": "对于本教程的最后一部分,我们将结合运算符来使用动态变量。在网络中接上一个&l实体读取器&r,并让它读取一个实体。在读取器中&7实体&0设置面插上变量卡导出变量,在逻辑编程器列表中找到并点开目标方块运算符,插槽中放上&7实体&0变量卡,并将导出的变量卡插入&l显示面板&r,即可显示实体读取器读取的目标实体视线方向所看到的方块。", "info_book.integrateddynamics.tutorials.theValueOfOperators": "运算符的变量", "info_book.integrateddynamics.tutorials.theValueOfOperators.text1": "在&1动态联合&0中,&2运算符&0是一等公民。目前为止,我们只是在手动的使用&l逻辑编程器&r,但在这次教程中,我们将研究如何以动态的的方式使用它们,将&2运算符&0存入&l变量卡&r中,并动态地调用他们。", - "info_book.integrateddynamics.tutorials.theValueOfOperators.text2": "首先,打开&l逻辑编程器&r,创建一个静态的&2运算符&0:找到&2Operator(运算符)&0,在右边的搜索栏找到&o加运算符&r并写入到&l变量卡&r里,然后,做两张&6整型&0的变量卡。接下来在逻辑编程器里找到 &o执行(Apply)&r,用存有&o加运算符&r的变量卡标记第一个槽,&6整型&0变量卡标记第二个槽,然后取得存有加法运算和一个数字的变量卡,若要完成一个加法运算,需要进一步给它添加一个整型变量,重复之前的 apply 步骤,将刚取得的变量卡放入第一个槽,另一个&6整型&0变量卡放入第二个槽,最后用变量卡存储其结果。将最终的变量卡插入&l显示面板&r验证相加的值(别忘了为网络提供所需要调用的变量卡)。", - "info_book.integrateddynamics.tutorials.theValueOfOperators.text3": "接下来要开始执行&2运算符&0了,这里还有许多其他高级的&2运算符&0操作。我们现在将继续研究使用主&7列表&0上的&2运算符&0中的过滤运算符,&o过滤&r&2运算符&0需要用到一个&7列表&0和一个&o谓词&r(只有一个输入位和一个&9布尔&0值得输出位)。 &2第一步&0,创建一个含有&6整型&0&61&0,&610&0,&6100&0的&7列表&0。 &2第二步&0,将&o关联相等&r&2运算符&0存储到变量卡中。 &2第三步&0,打开执行界面,用该运算符执行&6整型&0 &610&0。 &2第四步&0,打开主列表中的过滤界面左槽放上带有整型 10 的&o关联相等&r&2运算符&0的变量卡,右槽放上列表变量卡。这将通过在指定的运算符上执行它们来过滤掉&7列表&0中返回值为 &9False&0 的所有元素,在这种情况下,这意味着所有不等于 &610&0 的元素将从列表中移除。所以将它在放在&l显示面板&r上时,只会显示列表中的整型“10”。", + "info_book.integrateddynamics.tutorials.theValueOfOperators.text2": "首先,打开&l逻辑编程器&r,创建一个静态的&2运算符&0:找到&2Operator(运算符)&0,在右边的搜索栏找到&o加运算符&r并写入到&l变量卡&r里,然后,做两张&6整型&0的变量卡。接下来在逻辑编程器里找到&o执行(Apply)&r,用存有&o加运算符&r的变量卡标记第一个槽,&6整型&0变量卡标记第二个槽,然后取得存有加法运算和一个数字的变量卡,若要完成一个加法运算,需要进一步给它添加一个整型变量,重复之前的执行步骤,将刚取得的变量卡放入第一个槽,另一个&6整型&0变量卡放入第二个槽,最后用变量卡存储其结果。将最终的变量卡插入&l显示面板&r验证相加的值(别忘了为网络提供所需要调用的变量卡)。", + "info_book.integrateddynamics.tutorials.theValueOfOperators.text3": "接下来要开始执行&2运算符&0了,这里还有许多其他高级的&2运算符&0操作。我们现在将继续研究使用主&7列表&0上的&2运算符&0中的过滤运算符,&o过滤&r&2运算符&0需要用到一个&7列表&0和一个&o谓词&r(只有一个输入位和一个&9布尔值&0的输出位)。 &2第一步&0,创建一个含有&6整型&0&61&0,&610&0,&6100&0的&7列表&0。 &2第二步&0,将&o关联相等&r&2运算符&0存储到变量卡中。 &2第三步&0,打开执行界面,用该运算符执行&6整型&0&610&0。 &2第四步&0,打开主列表中的过滤界面左槽放上带有整型10的&o关联相等&r&2运算符&0的变量卡,右槽放上列表变量卡。这将通过在指定的运算符上执行它们来过滤掉&7列表&0中返回值为&9假&0的所有元素,在这种情况下,这意味着所有不等于&610&0的元素将从列表中移除。所以将它在放在&l显示面板&r上时,只会显示列表中的整型“10”。", "info_book.integrateddynamics.tutorials.theValueOfOperators.text4": "&2运算符&0有很多其他的操作,例如&谓词&r合取,翻转&2运算符&0参数,以及关于&7列表&0的更多操作……", "info_book.integrateddynamics.tutorials.challenges": "挑战", "info_book.integrateddynamics.tutorials.challenges.text1": "本最终教程部分包含几个解法不那么显然的挑战,来验证你是否掌握了&1动态联合&0的基础知识。关于每个挑战,我不会再教你你一步步该怎么做了,自己领悟。期待你的奋战!", @@ -1422,80 +1429,80 @@ "info_book.integrateddynamics.manual.prerequisites.meneglin_biome": "门勒格林", "info_book.integrateddynamics.manual.prerequisites.meneglin_biome.text1": "可能有些时候&l门瑞欧树&r很难找到。但幸运的是,本模组为此增加了一个生物群系:&l门勒格林&r。它是门瑞欧树茁壮生长的群系。大量的门瑞欧树使得该群系看起来很蓝,这是因为树木中的&l门瑞欧树脂&r被释放到了环境中。", "info_book.integrateddynamics.manual.prerequisites.squeezer": "挤压机", - "info_book.integrateddynamics.manual.prerequisites.squeezer.text1": "&l挤压机&r是一个早期的游戏机器,可以让你跳跃在方块和物品上,以打破或挤压它们。 不仅玩家,任何一种实体都可以跳跃或落在它上面进行挤压过程。 所得项目将存入任何相邻的容器或实地。 产生的液体将保留在机器中,并且当存在目标流体储罐时将流入两侧之一。 该机器的压板可以启用红石脉冲来重置它。 最数据得注意的是,这台机器可以用来挤出树脂,并将它们从&l门瑞欧原木&r”中挤出。", + "info_book.integrateddynamics.manual.prerequisites.squeezer.text1": "&l挤压机&r是一个早期的游戏机器,可以让你跳跃在方块和物品上,以打破或挤压它们。不仅玩家,任何一种实体都可以跳跃或落在它上面进行挤压过程。所得项目将存入任何相邻的容器或实地。产生的液体将保留在机器中,并且当存在目标流体储罐时将流入两侧之一。该机器的压板可以启用红石脉冲来重置它。最值得注意的是,这台机器可以用来挤出树脂,并将它们从&l门瑞欧原木&r”中挤出。", "info_book.integrateddynamics.manual.prerequisites.drying_basin": "烘干池", "info_book.integrateddynamics.manual.prerequisites.drying_basin.text1": "干燥方块和物品可以用&l烘干池&r完成。例如,当你希望让你的&l门瑞欧树脂&r干燥成&l门瑞欧水晶&r时,这可能是有用的。", - "info_book.integrateddynamics.manual.prerequisites.drying_basin.text2": "无论如何,不要注入热流体!", + "info_book.integrateddynamics.manual.prerequisites.drying_basin.text2": "无论如何,不要注入炽热的流体!", "info_book.integrateddynamics.manual.networks": "网络", "info_book.integrateddynamics.manual.networks.text1": "&l动态联合&r&l网络&r是一切自动化系统的基础。网络由相互连接的&l逻辑线缆&r和其链接的IO组件构成。这些线缆可以通过&l扳手&r进行管理。右键断开与其他电缆的连接,潜行右键将其拆卸。", - "info_book.integrateddynamics.manual.networks.text2": "尽管&l逻辑线缆&r的材质看起来不错,在某些情况下,你仍然想要隐藏它们。你可以使用&l伪装方块&r将它伪装成任何材质。此外,这些电缆也与 &lMC MultiPart&r 兼容,这意味着你可以将电缆隐藏在更复杂的逻辑门结构中。", + "info_book.integrateddynamics.manual.networks.text2": "尽管&l逻辑线缆&r的材质看起来不错,在某些情况下,你仍然想要隐藏它们。你可以使用&l伪装方块&r将它伪装成任何材质。此外,这些电缆也与&lMC MultiPart&r兼容,这意味着你可以将电缆隐藏在更复杂的逻辑门结构中。", "info_book.integrateddynamics.manual.logic": "逻辑", "info_book.integrateddynamics.manual.logic.value_types": "变量类型", - "info_book.integrateddynamics.manual.logic.value_types.boolean": "布尔", - "info_book.integrateddynamics.manual.logic.value_types.boolean.text1": "最简单的变量类型,其变量值可以是 &9True&0 或者 &9False&0。", - "info_book.integrateddynamics.manual.logic.value_types.integer": "Integer(整型)", - "info_book.integrateddynamics.manual.logic.value_types.integer.text1": "用于表示正整数和负整数的变量类型。例如 &6-20&0,&60&0,&61000&0,&6333&0……", - "info_book.integrateddynamics.manual.logic.value_types.integer.text2": "它的取值范围在 &6–2147483648&0~&62147483647&0之间。", + "info_book.integrateddynamics.manual.logic.value_types.boolean": "布尔型", + "info_book.integrateddynamics.manual.logic.value_types.boolean.text1": "最简单的变量类型,其变量值可以是&9真&0或者&9假&0。", + "info_book.integrateddynamics.manual.logic.value_types.integer": "整型", + "info_book.integrateddynamics.manual.logic.value_types.integer.text1": "用于表示正整数和负整数的变量类型。例如&6-20&0、&60&0、&61000&0、&6333&0……", + "info_book.integrateddynamics.manual.logic.value_types.integer.text2": "它的取值范围在&6–2147483648&0~&62147483647&0之间。", "info_book.integrateddynamics.manual.logic.value_types.integer.text3": "该变量类型是&l数字&r类别的一部分。", - "info_book.integrateddynamics.manual.logic.value_types.double": "双精度浮点型", - "info_book.integrateddynamics.manual.logic.value_types.double.text1": "实数,也可以是正数或负数。例如 &e3.1415&0,&e4815162342&0,&e3.33333333&0……", + "info_book.integrateddynamics.manual.logic.value_types.double": "双精度型", + "info_book.integrateddynamics.manual.logic.value_types.double.text1": "实数,也可以是正数或负数。例如&e3.1415&0、&e4815162342&0、&e3.33333333&0……", "info_book.integrateddynamics.manual.logic.value_types.double.text2": "该变量类型是&l数字&r类别的一部分。", "info_book.integrateddynamics.manual.logic.value_types.long": "长整型", - "info_book.integrateddynamics.manual.logic.value_types.long.text1": "和 &6Integers&0 类似,但它拥有更大的取值范围:&e-9223372036854775808&0~&e9223372036854775807&0之间。", + "info_book.integrateddynamics.manual.logic.value_types.long.text1": "和&6整型&0类似,但它拥有更大的取值范围:&e-9223372036854775808&0到&e9223372036854775807&0之间。", "info_book.integrateddynamics.manual.logic.value_types.long.text2": "该变量类型是&l数字&r类别的一部分。", "info_book.integrateddynamics.manual.logic.value_types.string": "字符串", - "info_book.integrateddynamics.manual.logic.value_types.string.text1": "一连串的字符,例如&4“aaa”&0,&4“Hi!”&0,&4“x!(àà)ç”&0……", + "info_book.integrateddynamics.manual.logic.value_types.string.text1": "一连串的字符,例如&4“aaa”&0、&4“Hi!”&0、&4“x!(àà)ç”&0……", "info_book.integrateddynamics.manual.logic.value_types.list": "列表", - "info_book.integrateddynamics.manual.logic.value_types.list.text1": "包含某种&l变量类型&r的变量的列表。列表的所有元素只能包含相同变量类型的变量。例如&8(0, 1, 2, 3)&0,&8(“a”, “b”, “c”)&0,&8(3,33, 1,14, 5, 6)&0。", + "info_book.integrateddynamics.manual.logic.value_types.list.text1": "包含某种&l变量类型&r的变量的列表。列表的所有元素只能包含相同变量类型的变量。例如&8(0, 1, 2, 3)&0、&8(“a”, “b”, “c”)&0、&8(3, 33, 1, 14, 5, 6)&0。", "info_book.integrateddynamics.manual.logic.value_types.operator": "运算符", "info_book.integrateddynamics.manual.logic.value_types.operator.text1": "一种包含对&2运算符&0调用的变量。运算符可以根据&l柯里化&r的概念执行来更灵活的检测数据。这个概念源于&l元编程&r,也就是把运算符本身视为变量被其他运算符处理。你能以此为基础创造你自己的运算符,并用于更加复杂的运算操作。", "info_book.integrateddynamics.manual.logic.value_types.operator.text2": "例如,你可以将加法&2运算符&0存入变量卡中。通过在运算符界面搜索运算符名称并从自动识别的下拉列表中选择它并单击来执行此操作。然后,你可以用它执行&6整型&0&l变量卡&r,这将得到具有输入类型和输出类型的新的虚拟运算符,其内部包含对执行&6整型&0的调用。再通过执行另一个&6整型&0得出一个新的&6整型&0。", "info_book.integrateddynamics.manual.logic.value_types.operator.text3": "&2运算符&0的其他操作在于&l逻辑编程器&r中可以找到,以进行更高级的检测,例如将列表减少为单个变量,或者基于&6谓词&r过滤列表。", "info_book.integrateddynamics.manual.logic.value_types.nbt": "NBT", - "info_book.integrateddynamics.manual.logic.value_types.nbt.text1": "&lMinecraft&r 中的每个物品内部都使用着 &3NBT&0 数据结构。&3NBT&0 是一种特殊的东西,可以将它理解为标签。他能保存一个物品多种不同类情况下的状态。例如,NBT 数据能表示&8箱子&0的内部存储情况,NBT 数据能表示&8镐&0的附魔信息……", - "info_book.integrateddynamics.manual.logic.value_types.nbt.text2": "变量卡可以对这些 &3NBT&0 进行调用,并能结合相应的运算符读取或操作这些数据。", - "info_book.integrateddynamics.manual.logic.value_types.nbt.text3": "&3NBT&0 在这个模组中通常用作底层的备用机制,以防你在使用运算符时无法读取到特定状态的信息。", + "info_book.integrateddynamics.manual.logic.value_types.nbt.text1": "&lMinecraft&r中的每个物品内部都使用着&3NBT&0数据结构。&3NBT&0是一种特殊的东西,可以将它理解为标签。他能保存一个物品多种不同类情况下的状态。例如,NBT数据能表示&8箱子&0的内部存储情况,NBT数据能表示&8镐&0的附魔信息……", + "info_book.integrateddynamics.manual.logic.value_types.nbt.text2": "变量卡可以对这些&3NBT&0进行调用,并能结合相应的运算符读取或操作这些数据。", + "info_book.integrateddynamics.manual.logic.value_types.nbt.text3": "&3NBT&0在这个模组中通常用作底层的备用机制,以防你在使用运算符时无法读取到特定状态的信息。", "info_book.integrateddynamics.manual.logic.value_types.block": "方块", - "info_book.integrateddynamics.manual.logic.value_types.block.text1": "对 &lMinecraft&r 方块的调用,例如&8泥土&0,&8圆石&0,&8红色染色黏土&0,&8箱子&0……", - "info_book.integrateddynamics.manual.logic.value_types.item": "对应物品", - "info_book.integrateddynamics.manual.logic.value_types.item.text1": "对 &lMinecraft&r 物品的调用,例如&8苹果&0,&8红石&0,&8钻石镐&0,&8附魔剑&0……", - "info_book.integrateddynamics.manual.logic.value_types.entity": "Entity(实体)", - "info_book.integrateddynamics.manual.logic.value_types.entity.text1": "对 &lMinecraft&r 实体的调用,例如&8僵尸&0,&8牛&0,&8玩家Direpig20&0……", - "info_book.integrateddynamics.manual.logic.value_types.fluid": "Fluid(流体)", - "info_book.integrateddynamics.manual.logic.value_types.fluid.text1": "对 &lMinecraft&r 流体的调用,例如 1000 mB &8熔岩&0,3 mB &8水&0,943 mB &8酒石酸&0,3030 mB &8门瑞欧树脂&0……", - "info_book.integrateddynamics.manual.logic.value_types.ingredients": "Ingredients(原料)", + "info_book.integrateddynamics.manual.logic.value_types.block.text1": "对&lMinecraft&r方块的调用,例如&8泥土&0、&8圆石&0、&8红色染色黏土&0、&8箱子&0……", + "info_book.integrateddynamics.manual.logic.value_types.item": "物品", + "info_book.integrateddynamics.manual.logic.value_types.item.text1": "对&lMinecraft&r物品的调用,例如&8苹果&0、&8红石&0、&8钻石镐&0、&8附魔剑&0……", + "info_book.integrateddynamics.manual.logic.value_types.entity": "实体", + "info_book.integrateddynamics.manual.logic.value_types.entity.text1": "对&lMinecraft&r实体的调用,例如&8僵尸&0、&8牛&0、&8玩家Direpig20&0……", + "info_book.integrateddynamics.manual.logic.value_types.fluid": "流体", + "info_book.integrateddynamics.manual.logic.value_types.fluid.text1": "对&lMinecraft&r流体的调用,例如1000 mB&8熔岩&0、3 mB&8水&0、943 mB &8酒石酸&0、3030 mB&8门瑞欧树脂&0……", + "info_book.integrateddynamics.manual.logic.value_types.ingredients": "原料", "info_book.integrateddynamics.manual.logic.value_types.ingredients.text1": "一个&l物品&r、&l流体&r和&l能量数目&r(&6整数&0)。它主要被用于表示&8合成&0的输入与输出。", - "info_book.integrateddynamics.manual.logic.value_types.recipe": "合成", + "info_book.integrateddynamics.manual.logic.value_types.recipe": "配方", "info_book.integrateddynamics.manual.logic.value_types.recipe.text1": "一个抽象的合成配方,将&8原料&0作为输入并输出另一个&8原料&0。", "info_book.integrateddynamics.manual.logic.value_types.recipe.text2": "你可以使用&l逻辑编程器&r可视化地创建合成,或者可以用&l机器读取器&r从(支持的)机器中读取合成。", - "info_book.integrateddynamics.manual.logic.value_types.recipe.text3": "这些合成可以被用在自动合成的模组里,例如 &lIntegrated Crafting&r。", - "info_book.integrateddynamics.manual.logic.value_types.recipe.text4": "如果你想在 GUI 中的众多&l变量卡&r里快速找到特定配方的变量卡,你可以对着变量卡按住 shift 来暂时显示这张卡的配方输出物品。", + "info_book.integrateddynamics.manual.logic.value_types.recipe.text3": "这些合成可以被用在自动合成的模组里,例如&l联合合成&r。", + "info_book.integrateddynamics.manual.logic.value_types.recipe.text4": "如果你想在GUI中的众多&l变量卡&r里快速找到特定配方的变量卡,你可以对着变量卡按住Shift来暂时显示这张卡的配方输出物品。", "info_book.integrateddynamics.manual.logic.variables": "变量", "info_book.integrateddynamics.manual.logic.variables.variable_card": "变量卡", "info_book.integrateddynamics.manual.logic.variables.variable_card.text1": "&l变量卡&r是这个模组中逻辑传输的主要方式。变量卡可以存储对具有某个&l变量类型&r的某个&l变量值&r的调用。", - "info_book.integrateddynamics.manual.logic.variables.variable_card.text2": "变量可以是静态的也可以是动态的。静态变量定义一次,之后永远不会改变。动态变量是由&l运算符&r或&l读取器&r对某种世界元素的&l检测&r的结果。 动态变量的典型的例子是 Minecraft 世界中不断变化的时间,或是方块读取器前方不断变换的方块,或是红石读取器前方不断变化的红石信号等级……", + "info_book.integrateddynamics.manual.logic.variables.variable_card.text2": "变量可以是静态的也可以是动态的。静态变量定义一次,之后永远不会改变。动态变量是由&l运算符&r或&l读取器&r对某种世界元素的&l检测&r的结果。动态变量的典型的例子是Minecraft世界中不断变化的时间,或是方块读取器前方不断变换的方块,或是红石读取器前方不断变化的红石信号等级……", "info_book.integrateddynamics.manual.logic.variables.variable_card.text3": "动态变量仅在以某种方式请求变量时进行检测,例如在&l显示面板&r中显示变量,或者将其用作另一个动态变量检测的一部分。", - "info_book.integrateddynamics.manual.logic.variables.variable_card.text4": "每个&l变量卡&r都有一个独有的 ID,用于在内部网络中逻辑检测。当网络出现错误时,这些 ID 将显示给玩家以帮助调试。为了增强其可用性,可以使用&l注释器&r来给&l变量卡&r附上标签,这样可以让玩家看到标签而不是 ID。", + "info_book.integrateddynamics.manual.logic.variables.variable_card.text4": "每个&l变量卡&r都有一个独有的ID,用于在内部网络中逻辑检测。当网络出现错误时,这些ID将显示给玩家以帮助调试。为了增强其可用性,可以使用&l注释器&r来给&l变量卡&r附上标签,这样可以让玩家看到标签而不是ID。", "info_book.integrateddynamics.manual.logic.variables.variable_store": "变量卡箱", "info_book.integrateddynamics.manual.logic.variables.variable_store.text1": "一些复杂的变量必定会调用到许多子变量来进行检测,这些调用的变量必须存在于网络中。表示添加两个其他变量的动态变量必须能够在检测时访问这两个其他变量。访问这些其他变量必须在与正在检测动态变量的相同的网络中进行,这可以通过将其他变量卡放入&l变量卡箱&r来完成。网络中可存在多个变量卡箱。这些其他变量也可以调用某些变量,这些变量也应该存在于同一个网络中。", "info_book.integrateddynamics.manual.logic.advanced": "进阶", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path": "NBT 路径", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text1": "当你一头扎进复杂的 NBT 标签中后,你会发现,你是如此地需要一个复杂运算符,让它帮你读取出那些深层嵌套的 NBT 值。为了简化这一繁杂工作,你可以使用&字符串&0基础的 &lNBT 路径表达式&r来写出你想要的&3NBT&0 标签中的路径。", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text2": "The simplest NBT Path expression is made up of a chain of &lfield selectors&r, such as &4.fieldName&0 or &4.[”fieldName”]&0.", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text3": "For example, applying the expression &4”.root.child1.child2”&0 on the &3NBT&0 tag &3{ root: { child1: { child2: ”some value” } }}&0 will output &3”some value”&0.", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text4": "Multiple fields can be selected by providing an array of field names or a wildcard, for example &4[fieldA,fieldB]&0 or &4*&0", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text5": "For example, applying the expression &4”.a[b1,b2]*”&0 on the &3NBT&0 tag &3{ a: { b1: { c: ”some value” } }}&0 will output &3”some value”&0.", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text6": "When working with NBT lists, specific entries can be selected by specifying an index, such as &4[1]&0.", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text7": "For example, applying the expression &4”.a[1]”&0 on the &3NBT&0 tag &3{ a: [10,20] }&0 will output &3”20”&0.", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text8": "Multiple list indexes can be selected using the slice operator: &4[start:end:step]&0. (Only start is required, the other elements may be omitted)", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text9": "For example, applying the expression &4”.a[1:4:2]”&0 on the &3NBT&0 tag &3{ a: [0,1,2,3,4,5] }&0 will output &3[1,3]&0.", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text10": "More advanced filter expressions are also possible using the filter syntax, for example &4[?(@.childName < 10)]&0 (@ refers to the current tag, .. refers to the parent tag, $ refers to the root tag)", - "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text11": "For example, applying the expression &4”$.a[?(@ == 3)]”&0 on the &3NBT&0 tag &3{ a: [0,1,2,3,4,5] }&0 will output &3[3]&0.", - "info_book.integrateddynamics.manual.parts": "IO 组件", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path": "NBT路径", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text1": "当你一头扎进复杂的NBT标签中后,你会发现,你是如此地需要一个复杂运算符,让它帮你读取出那些深层嵌套的NBT值。为了简化这一繁杂工作,你可以使用&字符串&0基础的&lNBT路径表达式&r来写出你想要的&3NBT&0标签中的路径。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text2": "最简单的NBT路径表达式由一连串&l域选择器&r组成,例如&4.fieldName&0或&4.[”fieldName”]&0。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text3": "比如,将表达式&4”.root.child1.child2”&0执行于&3NBT&0标签&3{ root: { child1: { child2: ”some value” } }}&0将输出&3”some value”&0。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text4": "可以通过提供一个域名数组或通配符来选择多个域,比如&4[fieldA,fieldB]&0或&4*&0", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text5": "比如,将表达式&4”.a[b1,b2]*”&0执行于&3NBT&0标签&3{ a: { b1: { c: ”some value” } }}&0将输出&3”some value”&0。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text6": "处理NBT列表时,可以通过指定索引来选择特定条目,例如&4[1]&0。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text7": "比如,将表达式&4”.a[1]”&0执行于&3NBT&0标签&3{ a: [10,20] }&0将输出&3”20”&0。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text8": "可以通过使用切片运算符选择多个列表索引:&4[start:end:step]&0。(只有“start”是必须的,其它元素可以省略)", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text9": "比如,将表达式&4”.a[1:4:2]”&0执行于&3NBT&0标签&3{ a: [0,1,2,3,4,5] }&0将输出&3[1,3]&0。", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text10": "可以使用过滤语法来实现更高级的过滤表达,比如&4[?(@.childName < 10)]&0(@指代当前标签、..指代上一级标签、$指代根标签)", + "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text11": "比如,将表达式&4”$.a[?(@ == 3)]”&0执行于&3NBT&0标签&3{ a: [0,1,2,3,4,5] }&0将输出&3[3]&0。", + "info_book.integrateddynamics.manual.parts": "IO组件", "info_book.integrateddynamics.manual.parts.introduction": "介绍", - "info_book.integrateddynamics.manual.parts.introduction.text1": "IO 组件有很多种类型(如读取器,输出器,显示面板……)。它们可以贴附在&l逻辑线缆&r的每一侧。本节介绍的部分可以读取&l变量&r并且将它们作为&l变量&r的部件,以及可以根据&l变量&r在&l变量卡&r内执行操作的部件。", - "info_book.integrateddynamics.manual.parts.introduction.text2": "大多数部件都具有可配置的设置,可以使用部件 GUI 中的右上角的按钮进行访问。这允许你更改部件&l更新周期&r,这意味着每多少游戏刻执行一次部件功能。其次,可以改变部件的优先级,这表明该部分可以在同一个网络中相对于同一网络中的其他部件行动的顺序。检测是否部件 A 的优先级为 -1,部件 B 的优先级为 1,则部件 B 将始终在部件 A 之前执行其动作。检测是否部件的优先级相同,则相对顺序是随机的。", - "info_book.integrateddynamics.manual.parts.introduction.text3": "部件的&l能量频道&r决定了它从何处抽取能量。-1 代表所有频道,0 是默认频道(那些没有设置频道的能量单元就在这个频道上)。最后,&l目标面&r决定了部件会与方块的哪个面交互。默认值为部件与方块贴合的面。", + "info_book.integrateddynamics.manual.parts.introduction.text1": "IO组件有很多种类型(如读取器、输出器、显示面板……)。它们可以贴附在&l逻辑线缆&r的每一侧。本节介绍的部分可以读取&l变量&r并且将它们作为&l变量&r的部件,以及可以根据&l变量&r在&l变量卡&r内执行操作的部件。", + "info_book.integrateddynamics.manual.parts.introduction.text2": "大多数部件都具有可配置的设置,可以使用部件GUI中的右上角的按钮进行访问。这允许你更改部件&l更新周期&r,这意味着每多少游戏刻执行一次部件功能。其次,可以改变部件的优先级,这表明该部分可以在同一个网络中相对于同一网络中的其他部件行动的顺序。检测是否部件A的优先级为-1,部件B的优先级为1,则部件B将始终在部件A之前执行其动作。检测是否部件的优先级相同,则相对顺序是随机的。", + "info_book.integrateddynamics.manual.parts.introduction.text3": "部件的&l能量频道&r决定了它从何处抽取能量。-1代表所有频道,0是默认频道(那些没有设置频道的能量单元就在这个频道上)。最后,&l目标面&r决定了部件会与方块的哪个面交互。默认值为部件与方块贴合的面。", "info_book.integrateddynamics.manual.parts.introduction.text4": "有些读取器/写入器仅当一些特定模组存在时才有用。检测是否一个部件没有可选的读取/写入项目,它的提示文本上会显示一个警告。", "info_book.integrateddynamics.manual.parts.reader": "读取器", "info_book.integrateddynamics.manual.parts.reader.introduction": "介绍", @@ -1515,7 +1522,7 @@ "info_book.integrateddynamics.manual.parts.reader.machine": "机器", "info_book.integrateddynamics.manual.parts.reader.machine.text1": "读取这个部件面对的机器的信息,例如他们正在做的处理工作。", "info_book.integrateddynamics.manual.parts.reader.network": "网络", - "info_book.integrateddynamics.manual.parts.reader.network.text1": "读取这个部件所面对的动态联合网络的信息。 这不一定是本部件所在的网络。", + "info_book.integrateddynamics.manual.parts.reader.network.text1": "读取这个部件所面对的动态联合网络的信息。这不一定是本部件所在的网络。", "info_book.integrateddynamics.manual.parts.reader.redstone": "红石信号等级", "info_book.integrateddynamics.manual.parts.reader.redstone.text1": "读取这个部件面对方块的红石信息。", "info_book.integrateddynamics.manual.parts.reader.world": "世界", @@ -1525,28 +1532,28 @@ "info_book.integrateddynamics.manual.parts.writer.audio.text1": "播放音效和音乐。", "info_book.integrateddynamics.manual.parts.writer.effect": "效果", "info_book.integrateddynamics.manual.parts.writer.effect.text1": "基于某些变量和设置发射粒子。", - "info_book.integrateddynamics.manual.parts.writer.entity": "Entity(实体)", - "info_book.integrateddynamics.manual.parts.writer.entity.text1": "配置与控制实体.", + "info_book.integrateddynamics.manual.parts.writer.entity": "实体", + "info_book.integrateddynamics.manual.parts.writer.entity.text1": "配置与控制实体。", "info_book.integrateddynamics.manual.parts.writer.machine": "机器", - "info_book.integrateddynamics.manual.parts.writer.machine.text1": "配置与控制机器.", + "info_book.integrateddynamics.manual.parts.writer.machine.text1": "配置与控制机器。", "info_book.integrateddynamics.manual.parts.writer.inventory": "物品栏", - "info_book.integrateddynamics.manual.parts.writer.inventory.text1": "执行与库存和管道相关的操作。这不会转移物品本身。", + "info_book.integrateddynamics.manual.parts.writer.inventory.text1": "执行与物品栏和管道相关的操作。这不会转移物品本身。", "info_book.integrateddynamics.manual.parts.writer.redstone": "红石信号等级", "info_book.integrateddynamics.manual.parts.writer.redstone.text1": "输出一个等级可控的红石信号。", "info_book.integrateddynamics.manual.parts.other": "其它", "info_book.integrateddynamics.manual.parts.other.light": "灯", - "info_book.integrateddynamics.manual.parts.other.light.text1": "一个简单的灯,可以是常开,也可以使用&1布尔&0或&6整型&0&l变量卡&r控制。", + "info_book.integrateddynamics.manual.parts.other.light.text1": "一个简单的灯,可以是常开,也可以使用&1布尔型&0或&6整型&0&l变量卡&r控制。", "info_book.integrateddynamics.manual.parts.other.display": "显示", "info_book.integrateddynamics.manual.parts.other.display.text1": "一个有用的监控或调试工具,只显示一个&l变量卡&r的变量。通过&l扳手&r右击可以旋转显示和r。", - "info_book.integrateddynamics.manual.parts.other.display.text2": "GUI 中的复制键可以将当前显示的值复制到你的剪贴板中,以供游戏外使用。你也可以使用系统提供的复制快捷键。", + "info_book.integrateddynamics.manual.parts.other.display.text2": "GUI中的复制键可以将当前显示的值复制到你的剪贴板中,以供游戏外使用。你也可以使用系统提供的复制快捷键。", "info_book.integrateddynamics.manual.parts.other.connector_mono_directional": "单向连接器", "info_book.integrateddynamics.manual.parts.other.connector_mono_directional.text1": "有些时候,你的逻辑网络需要跨越很长的距离。虽然普通线缆可以做到这一点,但是将线缆长距离放置可能并不方便。", "info_book.integrateddynamics.manual.parts.other.connector_mono_directional.text2": "&l单向连接器&r能帮你长距离无线连接逻辑网络。在网络上接上一个连接器,并在想要连接的另一个网络上放置第二个连接器来完成连接。两个连接器必须位于同一直线上,并且距离小于或等于512个单位。当有效连接完成后,连接器将显示为激活状态。", "info_book.integrateddynamics.manual.parts.other.connector_omni_directional": "全向连接器", "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text1": "虽然“单向”连接器对于单向远距离连接非常有用,但在某些情况下,这可能有点太受限制。", "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text2": "例如,你可能希望使用单个连接器与多个网络连接在一起,或者与其他维度的网络连接。对于这些情况,你可以使用&l全向&r连接器。", - "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text3": "这些连接器在首次制作时将具有唯一的组 ID ,用于标识可以连接网络的组。 每个连接器组在放置在世界中时都有独特的粒子颜色,可以在物品的提示文本中看到组 ID,或者在放置时右击连接器查看。通过合成组内的现有连接器可得到多个同组的连接器。", - "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text4": "也可以通过两种方式更改现有连接器组. 在制作工作台中单独制作会将其分配给没有其他成员的新组,将二个放在一起合成时第一个的分组将复制给第二个.", + "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text3": "这些连接器在首次制作时将具有唯一的组ID,用于标识可以连接网络的组。每个连接器组在放置在世界中时都有独特的粒子颜色,可以在物品的提示文本中看到组ID,或者在放置时右击连接器查看。通过合成组内的现有连接器可得到多个同组的连接器。", + "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text4": "也可以通过两种方式更改现有连接器组。在制作工作台中单独制作会将其分配给没有其他成员的新组,将二个放在一起合成时第一个的分组将复制给第二个。", "info_book.integrateddynamics.manual.machines": "机器", "info_book.integrateddynamics.manual.machines.materializer": "固值器", "info_book.integrateddynamics.manual.machines.materializer.text1": "复制动态&l变量卡&r当前时刻的静态变量。必须插入动态&l变量卡&r,并且必须插入一个新的空&l变量卡&r,这将使其具有动态&l变量卡&r的当前值作为静态值。", @@ -1559,23 +1566,23 @@ "info_book.integrateddynamics.manual.machines.delay": "延迟器", "info_book.integrateddynamics.manual.machines.delay.text1": "在某些情况下,你可能需要知道某种变量的历史数据。例如,你想要获取上一个变化前的值来算平均值或差值。", "info_book.integrateddynamics.manual.machines.delay.text2": "为此,你可以使用&l延迟器&r,你可以使用它保持指定变量的值的历史记录。你可以通过插入要维护历史记录的&l变量卡&r来做到这一点。你现在可以创建并且&l变量卡&r将调用对应于历史记录的值列表。", - "info_book.integrateddynamics.manual.machines.delay.text3": "最旧的变量对应于列表中的最后一个元素。你可以通过 GUI 调整历史记录的最大长度。", + "info_book.integrateddynamics.manual.machines.delay.text3": "最旧的变量对应于列表中的最后一个元素。你可以通过GUI调整历史记录的最大长度。", "info_book.integrateddynamics.manual.machines.energy_battery": "能量电池", "info_book.integrateddynamics.manual.machines.energy_battery.text1": "&l动态联合&r网络可以配置为消耗能量。为此,你可以将&l能量电池&r连接到网络,为其添加能量存储容量。", - "info_book.integrateddynamics.manual.machines.energy_battery.text2": "这些电池支持 &lRF&r 能量和 &lTesla&r 能量。", + "info_book.integrateddynamics.manual.machines.energy_battery.text2": "这些电池支持&lRF&r能量和&lTesla&r能量。", "info_book.integrateddynamics.manual.machines.energy_battery.text3": "提供红石信号将使能量向所有面自动输出。", "info_book.integrateddynamics.manual.machines.energy_battery.text4": "当这个电池在你的物品栏中时,&l自动输出&r模式可以使用潜行右键激活。激活后,这个电池会尝试向你双手中的物品输出能量。", "info_book.integrateddynamics.manual.machines.generator": "发电机", - "info_book.integrateddynamics.manual.machines.generator.text1": "当你需要 &lRF&r 或 &lTesla&r 的能量时,你可以使用&l发电机&r来创建能量和可再生能源。", + "info_book.integrateddynamics.manual.machines.generator.text1": "当你需要&lRF&r或&lTesla&r的能量时,你可以使用&l发电机&r来创建能量和可再生能源。", "info_book.integrateddynamics.manual.machines.mechanical_squeezer": "电动挤压机", "info_book.integrateddynamics.manual.machines.mechanical_squeezer.text1": "总会有那么一段时间,你得不停地在&l挤压机&r上跳来跳去。检测是否你还没有自动化&l挤压机&r,也许是时候考虑制作一个&l电动挤压机&r了。它不需要任何人力来工作,但是需要提供能量才能运行。这也使它比普通的&l挤压机&r快的多,并且可以批量挤压,并得到更多产物。", "info_book.integrateddynamics.manual.machines.mechanical_drying_basin": "电动烘干池", "info_book.integrateddynamics.manual.machines.mechanical_drying_basin.text1": "使用&l烘干池&r进行烘干会需要一些时间。检测是否你想要烘干变得更快,或者你想能烘干更多的东西,你应该使用&l电动烘干池&r,它需要消耗能量来运行。", "info_book.integrateddynamics.manual.logic_programming": "逻辑编程", "info_book.integrateddynamics.manual.logic_programming.text1": "创建动态变量卡的另一种方法是通过在一个或多个变量卡上执行&l运算符&r来生成新的&l变量卡&r。一个&l运算符&r的一个例子是添加了两个&l数字&r,形成一个新的&l数字&r。", - "info_book.integrateddynamics.manual.logic_programming.text2": "&l运算符&r可以有一个或多个输入值,并具有一个输出值。在大多数情况下,输入和输出具有一定的&l变量类型&r,否则它们将具有&l任意&r变量类型。具有单个输入和一个输出的&l运算符&r&l布尔&r被称为&l谓词&r。", - "info_book.integrateddynamics.manual.logic_programming.text3": "&l逻辑编程器&r包含大量的&l运算符&r。它还允许你为所有&l变量类型&r创建静态和变量卡&r。选择&l运算符&r后,应在预期的输入插槽中插入有效&l变量卡&r。最后,应在输出插槽中插入另一个&l变量卡&r。检测是否&l运算符&r有效,则会将新的动态变量写入卡中。 请记住,调用的&l变量卡&r必须存在于&l运算符&r将被检测的同一网络中的&l变量卡箱&r中。", - "info_book.integrateddynamics.manual.logic_programming.text4": "&l逻辑编程器&r 可以使用顶部的搜索框,通过名称搜索&l运算符&r的列表。它还允许你通过在左下角插入这些类型的&l变量卡&r输入或输出变量类型进行过滤。", - "info_book.integrateddynamics.manual.logic_programming.text5": "检测是否玩家的物品栏中存在&l注释器&r。 通过点击输出插槽旁边的“E”按钮,可以立即标记产生的&l变量卡&r。", + "info_book.integrateddynamics.manual.logic_programming.text2": "&l运算符&r可以有一个或多个输入值,并具有一个输出值。在大多数情况下,输入和输出具有一定的&l变量类型&r,否则它们将具有&l任意&r变量类型。具有单个输入和一个输出的&l运算符&r&l布尔值&r被称为&l谓词&r。", + "info_book.integrateddynamics.manual.logic_programming.text3": "&l逻辑编程器&r包含大量的&l运算符&r。它还允许你为所有&l变量类型&r创建静态和变量卡&r。选择&l运算符&r后,应在预期的输入插槽中插入有效&l变量卡&r。最后,应在输出插槽中插入另一个&l变量卡&r。检测是否&l运算符&r有效,则会将新的动态变量写入卡中。请记住,调用的&l变量卡&r必须存在于&l运算符&r将被检测的同一网络中的&l变量卡箱&r中。", + "info_book.integrateddynamics.manual.logic_programming.text4": "&l逻辑编程器&r可以使用顶部的搜索框,通过名称搜索&l运算符&r的列表。它还允许你通过在左下角插入这些类型的&l变量卡&r输入或输出变量类型进行过滤。", + "info_book.integrateddynamics.manual.logic_programming.text5": "检测是否玩家的物品栏中存在&l注释器&r。通过点击输出插槽旁边的“E”按钮,可以立即标记产生的&l变量卡&r。", "info_book.integrateddynamics.manual.logic_programming.text6": "&l逻辑编程器&r以方块形式和物品形式存在。两者都可以通过将它们置于工作台中进行切换。" } \ No newline at end of file diff --git a/projects/1.16/assets/integrated-proxy/integrated_proxy/lang/en_us.json b/projects/1.16/assets/integrated-proxy/integrated_proxy/lang/en_us.json new file mode 100644 index 000000000000..b5563c95d907 --- /dev/null +++ b/projects/1.16/assets/integrated-proxy/integrated_proxy/lang/en_us.json @@ -0,0 +1,13 @@ +{ + "itemGroup.integrated_proxy": "Integrated Proxy", + "tile.blocks.integrated_proxy.access_proxy.name": "Access Proxy", + "block.integrated_proxy.access_proxy": "Access Proxy", + "integrated_proxy.gui.access_proxy.relative_mode": "Relative Mode", + "integrated_proxy.gui.access_proxy.absolute_mode": "Absolute Mode", + "integrated_proxy.gui.access_proxy.x": "X", + "integrated_proxy.gui.access_proxy.y": "Y", + "integrated_proxy.gui.access_proxy.z": "Z", + "integrated_proxy.gui.access_proxy.display_value": "Display", + "integrated_proxy.gui.access_proxy.invalid_pos": "Invalid", + "integrated_proxy.gui.access_proxy.display_pos": "X:%d, Y:%d, Z:%d" +} \ No newline at end of file diff --git a/projects/1.16/assets/integrated-proxy/integrated_proxy/lang/zh_cn.json b/projects/1.16/assets/integrated-proxy/integrated_proxy/lang/zh_cn.json new file mode 100644 index 000000000000..55d885dc9480 --- /dev/null +++ b/projects/1.16/assets/integrated-proxy/integrated_proxy/lang/zh_cn.json @@ -0,0 +1,13 @@ +{ + "itemGroup.integrated_proxy": "联合代理器", + "tile.blocks.integrated_proxy.access_proxy.name": "访问代理器", + "block.integrated_proxy.access_proxy": "访问代理器", + "integrated_proxy.gui.access_proxy.relative_mode": "相对坐标", + "integrated_proxy.gui.access_proxy.absolute_mode": "绝对坐标", + "integrated_proxy.gui.access_proxy.x": "X", + "integrated_proxy.gui.access_proxy.y": "Y", + "integrated_proxy.gui.access_proxy.z": "Z", + "integrated_proxy.gui.access_proxy.display_value": "显示", + "integrated_proxy.gui.access_proxy.invalid_pos": "无效", + "integrated_proxy.gui.access_proxy.display_pos": "X:%d, Y:%d, Z:%d" +} \ No newline at end of file diff --git a/projects/1.16/assets/integrated-terminals/integratedterminals/lang/zh_cn.json b/projects/1.16/assets/integrated-terminals/integratedterminals/lang/zh_cn.json index 3b3e6c5966ab..5edd0bc31e29 100644 --- a/projects/1.16/assets/integrated-terminals/integratedterminals/lang/zh_cn.json +++ b/projects/1.16/assets/integrated-terminals/integratedterminals/lang/zh_cn.json @@ -1,5 +1,6 @@ { - "itemGroup.integratedterminals": "集成终端", + "_comment": "General", + "itemGroup.integratedterminals": "联合终端", "general.integratedterminals.description": "为动态联合网络管理和总览设计的终端。", "gui.integratedterminals.amount": "数量", "gui.integratedterminals.channel": "频道", @@ -10,154 +11,156 @@ "gui.integratedterminals.terminal_storage.crafting_name": "%s 合成中", "gui.integratedterminals.terminal_storage.channel": "频道:", "gui.integratedterminals.terminal_storage.craft": "合成", - "gui.integratedterminals.terminal_storage.tooltip.requirements": "合成需要:", - "gui.integratedterminals.terminal_storage.start_crafting_job": "开始合成工作", - "gui.integratedterminals.terminal_storage.craftingplan.label.valid": "合成计划 - 合法", + "gui.integratedterminals.terminal_storage.tooltip.requirements": "合成需求:", + "gui.integratedterminals.terminal_storage.start_crafting_job": "开始合成任务", + "gui.integratedterminals.terminal_storage.craftingplan.label.valid": "合成计划 - 有效", "gui.integratedterminals.terminal_storage.craftingplan.label.failed.incomplete": "合成计划 - 未完成", "gui.integratedterminals.terminal_storage.craftingplan.label.failed.recursion": "合成计划 - 检测到递归合成!", "gui.integratedterminals.terminal_storage.craftingplan.label.failed.insufficient_crafting_interfaces": "合成计划 - 没有足够的合成接口", "gui.integratedterminals.terminal_storage.craftingplan.label.running": "合成计划 - 运行中", "gui.integratedterminals.terminal_storage.step.next": "下一个", "gui.integratedterminals.terminal_storage.step.craft": "合成", - "gui.integratedterminals.terminal_storage.step.crafting_plan_calculating": "计算合成计划……", + "gui.integratedterminals.terminal_storage.step.crafting_plan_calculating": "计算合成计划中……", "gui.integratedterminals.terminal_storage.stored": "已存储:%s", "gui.integratedterminals.terminal_storage.crafting": "合成中:%s", "gui.integratedterminals.terminal_storage.missing": "缺失:%s", "gui.integratedterminals.terminal_storage.tooltip.quantity": "数量:%s", - "gui.integratedterminals.terminal_storage.sort": "整理", - "gui.integratedterminals.terminal_storage.sort.order.label": "排序:%s", + "gui.integratedterminals.terminal_storage.sort": "排序", + "gui.integratedterminals.terminal_storage.sort.order.label": "规则:%s", "gui.integratedterminals.terminal_storage.sort.order.ascending": "升序", "gui.integratedterminals.terminal_storage.sort.order.descending": "降序", - "gui.integratedterminals.terminal_storage.sort.itemstack.id": "物品 ID", - "gui.integratedterminals.terminal_storage.sort.itemstack.id.info": "以内部物品注册 ID 排序。", + "gui.integratedterminals.terminal_storage.sort.itemstack.id": "物品ID", + "gui.integratedterminals.terminal_storage.sort.itemstack.id.info": "按内部物品注册ID排序。", "gui.integratedterminals.terminal_storage.sort.itemstack.name": "物品名称", - "gui.integratedterminals.terminal_storage.sort.itemstack.name.info": "以物品名称排序。", + "gui.integratedterminals.terminal_storage.sort.itemstack.name.info": "按物品名称排序。", "gui.integratedterminals.terminal_storage.sort.itemstack.quantity": "物品数量", - "gui.integratedterminals.terminal_storage.sort.itemstack.quantity.info": "以物品堆大小排序。", - "gui.integratedterminals.terminal_storage.sort.fluidstack.id": "流体 ID", - "gui.integratedterminals.terminal_storage.sort.fluidstack.id.info": "以内部流体注册 ID 排序。", + "gui.integratedterminals.terminal_storage.sort.itemstack.quantity.info": "按物品堆叠大小排序。", + "gui.integratedterminals.terminal_storage.sort.fluidstack.id": "流体ID", + "gui.integratedterminals.terminal_storage.sort.fluidstack.id.info": "按内部流体注册ID排序。", "gui.integratedterminals.terminal_storage.sort.fluidstack.name": "流体名称", - "gui.integratedterminals.terminal_storage.sort.fluidstack.name.info": "以流体名称排序。", - "gui.integratedterminals.terminal_storage.sort.fluidstack.quantity": "流体数量", - "gui.integratedterminals.terminal_storage.sort.fluidstack.quantity.info": "以流体 mb 数量排序。", + "gui.integratedterminals.terminal_storage.sort.fluidstack.name.info": "按流体名称排序。", + "gui.integratedterminals.terminal_storage.sort.fluidstack.quantity": "流体量", + "gui.integratedterminals.terminal_storage.sort.fluidstack.quantity.info": "按流体mb大小排序。", "gui.integratedterminals.terminal_storage.craftinggrid.clear": "清除合成网格内物品至存储空间中", - "gui.integratedterminals.terminal_storage.craftinggrid.clear.info": "按住 shift 并左击,可将网格内物品移回玩家物品栏", + "gui.integratedterminals.terminal_storage.craftinggrid.clear.info": "按住Shift并左击,可将网格内物品移回玩家物品栏", "gui.integratedterminals.terminal_storage.craftinggrid.balance": "均分合成网格", "gui.integratedterminals.terminal_storage.craftinggrid.balance.info": "均匀分配合成网格中的物品", "gui.integratedterminals.terminal_storage.craftinggrid.autorefill": "自动填充合成网格", "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.info": "在合成后自动填充合成网格", "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.disabled": "§o禁止", - "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.storage": "§a源:网络", - "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.player": "§a源:玩家", - "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.storage_player": "§a源:网络,玩家", - "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.player_storage": "§a源:玩家,网络", + "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.storage": "§a来源:网络", + "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.player": "§a来源:玩家", + "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.storage_player": "§a来源:网络,玩家", + "gui.integratedterminals.terminal_storage.craftinggrid.autorefill.type.player_storage": "§a来源:玩家,网络", "gui.integratedterminals.terminal_storage.crafting.filter": "合成过滤", "gui.integratedterminals.terminal_storage.crafting.filter.info": "依据存储或者可合成的原料进行过滤。", - "gui.integratedterminals.terminal_storage.crafting.filter.type.all": "§o两者兼具", + "gui.integratedterminals.terminal_storage.crafting.filter.type.all": "§o所有", "gui.integratedterminals.terminal_storage.crafting.filter.type.storage": "§a存储", - "gui.integratedterminals.terminal_storage.crafting.filter.type.craftable": "§a可合成的", + "gui.integratedterminals.terminal_storage.crafting.filter.type.craftable": "§a可合成", "gui.integratedterminals.terminal_storage.setdefaults": "标记为默认设置", - "gui.integratedterminals.terminal_storage.setdefaults.info": "将当前设置应用与新的终端上", + "gui.integratedterminals.terminal_storage.setdefaults.info": "为新的终端应用当前的设置", "gui.integratedterminals.terminal_crafting_job.craftingplan.dependencies": "大小:%s", - "gui.integratedterminals.terminal_crafting_job.craftingplan.cancel": "取消工作", - "gui.integratedterminals.terminal_crafting_job.craftingplan.cancel_all": "取消所有工作", - "gui.integratedterminals.terminal_crafting_job.craftingplan.empty": "空的合成工作", + "gui.integratedterminals.terminal_crafting_job.craftingplan.cancel": "取消任务", + "gui.integratedterminals.terminal_crafting_job.craftingplan.cancel_all": "取消所有任务", + "gui.integratedterminals.terminal_crafting_job.craftingplan.empty": "清空合成任务", "gui.integratedterminals.terminal_crafting_job.craftingplan.duration": "持续时间:%s", "gui.integratedterminals.terminal_crafting_job.craftingplan.crafting_channel": "频道:%s", "gui.integratedterminals.terminal_crafting_job.craftingplan.owner": "所有者:%s", "gui.integratedterminals.craftingplan.status": "状态:%s", "gui.integratedterminals.craftingplan.status.error": "错误", "gui.integratedterminals.craftingplan.status.error.desc": "未知错误", - "gui.integratedterminals.craftingplan.status.invalid": "非法", - "gui.integratedterminals.craftingplan.status.invalid.desc": "缺失存储的合成原料", - "gui.integratedterminals.craftingplan.status.unstarted": "合法", + "gui.integratedterminals.craftingplan.status.invalid": "无效", + "gui.integratedterminals.craftingplan.status.invalid.desc": "存储原料缺失", + "gui.integratedterminals.craftingplan.status.unstarted": "有效", "gui.integratedterminals.craftingplan.status.unstarted.desc": "还未开始", "gui.integratedterminals.craftingplan.status.queueing": "排队中", - "gui.integratedterminals.craftingplan.status.queueing.desc": "等待其他工作完成", - "gui.integratedterminals.craftingplan.status.pending_dependencies": "请求依赖", - "gui.integratedterminals.craftingplan.status.pending_dependencies.desc": "等待依赖项完成", + "gui.integratedterminals.craftingplan.status.queueing.desc": "等待其他任务完成中", + "gui.integratedterminals.craftingplan.status.pending_dependencies": "请求依赖物品", + "gui.integratedterminals.craftingplan.status.pending_dependencies.desc": "等待依赖物品完成", "gui.integratedterminals.craftingplan.status.pending_inputs": "请求输入", - "gui.integratedterminals.craftingplan.status.pending_inputs.desc": "缺失输入的合成原料", - "gui.integratedterminals.craftingplan.status.invalid_inputs": "合成不被允许", - "gui.integratedterminals.craftingplan.status.invalid_inputs.desc": "合成输入的无法插入合成目标中", - "gui.integratedterminals.craftingplan.status.crafting": "合成", - "gui.integratedterminals.craftingplan.status.crafting.desc": "工作开始,等待输出", - "gui.integratedterminals.craftingplan.status.finished": "完成", - "gui.integratedterminals.craftingplan.status.finished.desc": "工作完成,已经接收输出", - "key.categories.integratedterminals": "集成终端", - "key.integratedterminals.terminal.tab.next": "切换到下一个终端标签", - "key.integratedterminals.terminal.tab.previous": "切换到前一个终端标签", - "key.integratedterminals.terminal.craftinggrid.clearplayer": "清除合成到物品栏中", - "key.integratedterminals.terminal.craftinggrid.clearstorage": "清除合成网格到存储中", + "gui.integratedterminals.craftingplan.status.pending_inputs.desc": "输入原料缺失", + "gui.integratedterminals.craftingplan.status.invalid_inputs": "无效的配方", + "gui.integratedterminals.craftingplan.status.invalid_inputs.desc": "配方输入无法输入合成目标", + "gui.integratedterminals.craftingplan.status.crafting": "合成中", + "gui.integratedterminals.craftingplan.status.crafting.desc": "任务开始,等待输出中", + "gui.integratedterminals.craftingplan.status.finished": "已完成", + "gui.integratedterminals.craftingplan.status.finished.desc": "任务完成,输出已接收", + "key.categories.integratedterminals": "联合终端", + "key.integratedterminals.terminal.tab.next": "切换到下一个终端标签页", + "key.integratedterminals.terminal.tab.previous": "切换到上一个终端标签页", + "key.integratedterminals.terminal.craftinggrid.clearplayer": "将合成网格内的物品清除到物品栏中", + "key.integratedterminals.terminal.craftinggrid.clearstorage": "将合成网格内的物品清除到存储中", "key.integratedterminals.terminal.craftinggrid.balance": "均分合成网格", - "key.integratedterminals.terminal.portable.open": "打开第一个移动式存储终端", - "advancement.integratedterminals.menril_glass": "照明玻璃", - "advancement.integratedterminals.menril_glass.desc": "将门瑞欧树脂干燥进玻璃得到门瑞欧玻璃。", + "key.integratedterminals.terminal.portable.open": "打开第一个便携式存储终端", + "advancement.integratedterminals.menril_glass": "发光玻璃", + "advancement.integratedterminals.menril_glass.desc": "让门瑞欧树脂在玻璃上干燥以获得门瑞欧玻璃。", "advancement.integratedterminals.craft_storage_terminal": "存储终端的创造", "advancement.integratedterminals.craft_storage_terminal.desc": "合成一个存储终端", - "advancement.integratedterminals.gui_storage_terminal": "GUI 模拟器 9000", - "advancement.integratedterminals.gui_storage_terminal.desc": "打开存储终端的 GUI", + "advancement.integratedterminals.gui_storage_terminal": "GUI模拟器 9000", + "advancement.integratedterminals.gui_storage_terminal.desc": "打开存储终端的GUI", "advancement.integratedterminals.filter_enchantable": "动态存储终端合成过滤", "advancement.integratedterminals.filter_enchantable.desc": "使用变量动态过滤存储终端中附魔物品", "block.integratedterminals.menril_glass": "门瑞欧玻璃", - "block.integratedterminals.menril_glass.info": "照明玻璃", + "block.integratedterminals.menril_glass.info": "发光的玻璃", "block.integratedterminals.chorus_glass": "紫颂玻璃", - "block.integratedterminals.chorus_glass.info": "还算凑活的玻璃", - "item.integratedterminals.terminal_storage_portable": "移动式存储终端", - "item.integratedterminals.terminal_storage_portable.info": "以可视化的形式与相连网络中的原料进行互动。右击全向连接器即可绑定连接。", - "item.integratedterminals.terminal_storage_portable.status.no_network": "未连接到网络。右击全向连接器即可建立连接。", + "block.integratedterminals.chorus_glass.info": "可通过的玻璃", + "item.integratedterminals.terminal_storage_portable": "便携式存储终端", + "item.integratedterminals.terminal_storage_portable.info": "与相连网络中的原料进行可视化交互。右击全向连接器以建立连接。", + "item.integratedterminals.terminal_storage_portable.status.no_network": "未连接到网络。右击全向连接器以建立连接。", "item.integratedterminals.terminal_storage_portable.status.invalid_network": "无法找到所连接的网络", - "item.integratedterminals.terminal_storage_portable.status.linked": "以与网络连接", + "item.integratedterminals.terminal_storage_portable.status.linked": "已连接至网络", "parttype.integratedterminals.terminal_storage": "存储终端", - "parttype.integratedterminals.terminal_storage.info": "可视化交互那些存储在网络终端的原料。", - "parttype.integratedterminals.terminal_crafting_job": "合成工作终端", - "parttype.integratedterminals.terminal_crafting_job.info": "管理总览网络中所有进行的合成工作。", - "parttype.integratedterminals.terminal_crafting_job.tooltip.nohandlers": "警告:没有合成处理可用。只有在其他模组,诸如基础合成学安装的情况下才能够可用。", + "parttype.integratedterminals.terminal_storage.info": "与存储在网络终端的原料进行可视化交互。", + "parttype.integratedterminals.terminal_crafting_job": "合成任务终端", + "parttype.integratedterminals.terminal_crafting_job.info": "管理并总览网络中所有的合成任务。", + "parttype.integratedterminals.terminal_crafting_job.tooltip.nohandlers": "警告:无可用的合成处理器。只有在如联合合成之类的其它模组安装后才可用。", "info_book.integratedterminals.section.main": "终端", "info_book.integratedterminals.introduction": "介绍", - "info_book.integratedterminals.introduction.text1": "&l集成终端&r是&l动态联合的拓展&r去管理以及预览&l动态联合&r及其网络。", - "info_book.integratedterminals.introduction.text2": "举个例子,这&l存储终端&r允许你去交互你的&o存储网络&r,例如你连接的&o能量单元&r。如果安装了其他带有储存功能的mod,例如增加了存储&o物品&r和&o液体的&r存储功能的&l集成管道&r,那么你也可以在存储终端中交互他们。", + "info_book.integratedterminals.introduction.text1": "&l联合终端&r是&l动态联合的拓展&r,用于管理并总览&l动态联合&r的网络。", + "info_book.integratedterminals.introduction.text2": "举个例子,&l存储终端&r允许你与你的&o存储网络&r交互,如你连接的&o能量单元&r。如果安装了其他带有储存功能的模组,例如增加了存储&o物品&r和&o液体的&r存储功能的&l集成管道&r,那么你也可以在存储终端中交互他们。", "info_book.integratedterminals.storage_terminal": "存储终端", "info_book.integratedterminals.storage_terminal.introduction": "存储终端介绍", - "info_book.integratedterminals.storage_terminal.introduction.text1": "这&l存储终端&r是一块能被放在&l线缆上&r能够在交互网络上开启带有GUI的储存管理。", - "info_book.integratedterminals.storage_terminal.introduction.text2": "这接下来的部分会解释他是怎么合成,使用以及耗能。", + "info_book.integratedterminals.storage_terminal.introduction.text1": "&l存储终端&r是能被放置在&l线缆上&r以提供对所连接网络基于GUI的存储管理的部分。", + "info_book.integratedterminals.storage_terminal.introduction.text2": "接下来的几节会解释如何合成、使用以及使用电力驱动存储终端。", "info_book.integratedterminals.storage_terminal.crafting": "合成", - "info_book.integratedterminals.storage_terminal.crafting.text1": "为了去合成&l存储终端&r,首先你需要一个特殊的自发光&o玻璃&r,就是&l门瑞欧玻璃&r,就是那个你在&l烘干池&l里做的那个&r", - "info_book.integratedterminals.storage_terminal.crafting.text2": "以同样的方式,你可以合成&l紫颂玻璃&r,就是那个能让实体穿过的那个。", + "info_book.integratedterminals.storage_terminal.crafting.text1": "合成&l存储终端&r,首先你需要一种特殊的自发光的&o玻璃&r,也就是&l门瑞欧玻璃&r,就是你在&l烘干池&l里合成的那个&r", + "info_book.integratedterminals.storage_terminal.crafting.text2": "以同样的方式,你可以合成&l紫颂玻璃&r,实体可以穿过它。", "info_book.integratedterminals.storage_terminal.usage": "用途", - "info_book.integratedterminals.storage_terminal.usage.text1": "在这&l存储终端里&r包含所有激活的选项卡&o在存储网络中&r是对应着其交互网络的,相应的,你也可以使用频道来将网络分离。 例如, 如果你有一些&o能量单元&r是可交互的, 那么你会在能量的选项卡里看到所有的能量。如果安装了其他带有储存功能的mod,,例如增加了存储&o物品&r和&o液体的&r存储功能的&l集成管道&r,t那么你也可以在存储终端中交互他们。这底部的每个标签都显示了当前和最大的数量。在这书剩余的部分, 我们将会说到哪些&o“东西”&r是能够被存储的 (例如物品, 液体和能量) 例如&原料&r。", - "info_book.integratedterminals.storage_terminal.usage.text2": "接下来看到的原料,你当然也可以去交互。像是在背包里一样,可以通过点击拿起来某些东西和再次点击放下东西的方式来完成交互。可以确定的是,要交互的类型像是能量和流体,当在你背包里点击时,需要点击那个容器的物品,像是电池或者水槽。接下来你可以使用shift+左键去大量地移动。", - "info_book.integratedterminals.storage_terminal.usage.text3": "When a storage network ingredient is selected, you can increase it by a small amount by clicking on the storage network slot again. Shift-clicking will increase it with a larger amount. In the same way, you can decrease the quantity by right-clicking. The same can be done by scrolling over a storage ingredient.", - "info_book.integratedterminals.storage_terminal.usage.text4": "选择存储网络列表后,您可以通过右击移动少量内容,左键单击保留的所有内容,以及中键单击保留的一半内容。", - "info_book.integratedterminals.storage_terminal.usage.text5": "通过左侧按钮,您可以通过不同的排序选项进行切换,例如按名称和数量排序。", - "info_book.integratedterminals.storage_terminal.usage.text6": "使用搜索框,可以按名称筛选显示的成分。通过定义由空间分隔的其他参数,可以对结果进行更深入的搜索。&oor&r- 条件可以定义为 ''|'。", - "info_book.integratedterminals.storage_terminal.usage.text8": "当物品存储网络可用时,您还将获得一个额外的合成标签。这合成标签类似,但带有集成的合成网格。它有几个有用的集成功能,例如清理网格进入到您的物品栏或网络中,整理网格,以及在创建后配置网格自动重新填充行为。", - "info_book.integratedterminals.storage_terminal.usage.text9": "All terminal settings (buttons, searchboxes, tabs, ...) are persisted per player and per terminal. In order to configure what settings will be loaded for newly placed terminals, you can press the anvil button on the bottom right of your terminal gui.", + "info_book.integratedterminals.storage_terminal.usage.text1": "&l存储终端&r中含有目前连接的网络中所有激活的&o存储网络&r的标签页,可根据需要用频道将它们分开。例如,如果你有一些连接至网络的&o能量单元&r,那么你会在能量标签页里看到所有能量的总和。如果安装了其他带有储存功能的模组,例如可存储&o物品&r和&o流体&r的&l联合管道&r,你也可以在存储终端中与它们交互。每个标签的底部都显示了总和与最大数量。在本书剩余的部分,我们将会谈到哪些&o东西&r是能够作为&原料&r被存储(如物品、流体和能量)。", + "info_book.integratedterminals.storage_terminal.usage.text2": "除了查看原料,你也可以与它们交互。与任何物品栏相同,此举可以通过点击以捡起某物并再次点击以放下某物的方式来完成。如能量和流体的原料种类,则需要你在物品栏中点击一个容器物品,如电池或者储罐。除了点击,你也可以使用Shift点击以大批量移动。", + "info_book.integratedterminals.storage_terminal.usage.text3": "选择存储网络原料后,你可以通过再次点击存储网络栏位以少量增加其数量。Shift点击将会大量增加其数量。用同样的方法,你也可以通过右击以减少其数量。对存储原料滚动鼠标滚轮也可以达到同样的效果。", + "info_book.integratedterminals.storage_terminal.usage.text4": "选择存储网络原料后,你可以通过右击少量移动,左击以选择全部,以及点击中键以选择一半。", + "info_book.integratedterminals.storage_terminal.usage.text5": "通过左侧的按钮,你可以切换不同的排序选项,如按名称和数量排序。", + "info_book.integratedterminals.storage_terminal.usage.text6": "使用搜索框,你可以按名称过滤显示的原料。通过进一步定义由空格分隔的参数,可以进行更深层次的搜索。&o或&r谓词可以用'|'定义。", + "info_book.integratedterminals.storage_terminal.usage.text7": "可使用不同的前缀来定义你的搜索目标。默认下,你将按原料名称搜索。通过添加&o'@'&r前缀,你可以按模组搜索。添加&o'#'&r前缀,可以通过物品描述搜索。最后,&o'$'&r可以搜索物品标签。例如,搜索&o'$plank @minecraft'&r将会显示所有由Minecraft添加的木板。", + "info_book.integratedterminals.storage_terminal.usage.text8": "当物品存储网络可用时,你还会获得一个额外的合成标签页。它与物品标签页类似,但带有集成的合成网格。它几个有用的集成功能,如将网格内的物品清除到你的物品栏或网络中、均分网格,以及设置合成后网格是否自动重新填充。", + "info_book.integratedterminals.storage_terminal.usage.text9": "所有终端设置(按钮、搜索框、标签页……)会为每个玩家和每个终端保留。你可以按终端界面右下角的铁砧按钮,以调整新放置终端所加载的配置。", "info_book.integratedterminals.storage_terminal.autocrafting": "自动合成", - "info_book.integratedterminals.storage_terminal.autocrafting.text1": "&o注意:本节仅适用于安装了自动合成模组(如集成合成)的情况。&r", - "info_book.integratedterminals.storage_terminal.autocrafting.text2": "如果您的网络包含制作配方,那么您将能够从 &l 储存终端 l&r中开始制作作业。", - "info_book.integratedterminals.storage_terminal.autocrafting.text3": "所有可用的配方将显示在各自的变量卡和频道中。单击一个配方将打开一个界面,以选择执行配方的次数。之后,将显示一个制作计划,列出所有需要或缺少的成分。之后,作业将开始。所有正在运行的合成作业将在 &l 合成工作终端 &r中显示。", - "info_book.integratedterminals.storage_terminal.autocrafting.text4": "高级用户可以按住SHIFT键,单击存储终端中的配方,跳过制作量界面,然后立即转到制作计划概述。", + "info_book.integratedterminals.storage_terminal.autocrafting.text1": "&o注:本节仅适用于安装了自动合成模组(如联合合成)的情况。&r", + "info_book.integratedterminals.storage_terminal.autocrafting.text2": "如果你的网络中有合成配方,那么你将能够从&l储存终端l&r中开始合成任务。", + "info_book.integratedterminals.storage_terminal.autocrafting.text3": "所有可用的配方都会在在各自的标签页和频道中显示。点击配方将打开一个界面,以选择执行配方的次数。选择后,将会显示一个合成计划,列出所有需求或缺少的原料。在此之后,任务将会开始。所有正在进行的合成任务将在&l合成任务终端&r中显示。", + "info_book.integratedterminals.storage_terminal.autocrafting.text4": "高级用户可以Shift点击存储终端中的配方,以跳过合成次数界面,直接转到合成计划总览。", "info_book.integratedterminals.storage_terminal.power_usage": "高级用户", - "info_book.integratedterminals.storage_terminal.power_usage.text1": "高级用户往往不喜欢点击太多,因为它需要太多的时间。 &l合成终端&r 提供了两个 &o快捷键&r 来加速常见任务的使用,例如选择搜索字段、浏览变量卡、清除合成网格和平衡合成网格。这些热键列在本节末尾。", - "info_book.integratedterminals.storage_terminal.power_usage.text2": "当你安装了 jei mod 后,你将能够利用 jei 的配方转换点击能力来快速填充合成网格。物品源由重新填充回网络。此外,还可以启用 jei 和 &l 合成终端 &r 的同步搜索。", - "info_book.integratedterminals.storage_terminal.power_usage.text3": "如果您对所提供的基于文本的筛选选项不满意,可以通过&lvariable cards&r插入自己的&lpredites&r。这些选项应接受输入的成分类型,以及输出的&9boolean&0。", - "info_book.integratedterminals.storage_terminal.portable": "Portable Terminal", - "info_book.integratedterminals.storage_terminal.portable.text1": "By attaching some &lCrystalized Menril Chunks&r to your &lStorage Terminal&r, you can create a portable variant of the terminal", - "info_book.integratedterminals.storage_terminal.portable.text2": "In order to link your &lPortable Storage Terminal&r to a certain network, your network will need an &lOmni-Directional Connector&r. Linking to it can be done by just right-clicking with your &lPortable Storage Terminal&r on the &lOmni-Directional Connector&r.", - "info_book.integratedterminals.storage_terminal.portable.text3": "For power users, it is possible to configure a hotkey to open the first &lPortable Storage Terminal&r that is available in your inventory.", - "info_book.integratedterminals.crafting_job_terminal": "合成工作终端", - "info_book.integratedterminals.crafting_job_terminal.text1": "&o注意:本节仅适用于安装了自动合成模组(如集成合成)的情况。&r", - "info_book.integratedterminals.crafting_job_terminal.text2": "这个 &l合成工作终端&r 允许您查看和取消网络中所有正在运行的合成任务。", - "info_book.integratedterminals.crafting_job_terminal.text3": "当第一次打开终端GUI时,您将看到所有正在进行的任务的列表。您可以单击每个任务以查看其状态的更详细概述。", - "info_book.integratedterminals.crafting_job_terminal.text4": "在这个GUI中,您将能够看到每个任务的以下信息:剩余子任务、状态、剩余时间、所有者、通道。您可以将鼠标悬停在每个子任务上,以获取有关其状态的更多信息。", + "info_book.integratedterminals.storage_terminal.power_usage.text1": "高级用户往往不喜欢点击太多次,因为这花费了太多时间。&l合成终端&r提供了一些&o快捷键&r来加速常见工作的使用,例如选择搜索字段、浏览标签页、清除合成网格以及均分合成网格。这些快捷键会在本节末尾列出。", + "info_book.integratedterminals.storage_terminal.power_usage.text2": "当你安装了JEI模组后,你就能够利用JEI配方Shift点击的能力来快速填充合成网格。物品的来源由再填充的来源决定。此外,你还可以启用JEI和&l合成终端&r的同步搜索。", + "info_book.integratedterminals.storage_terminal.power_usage.text3": "如果你对所提供的基于文本的过滤选项不满意,可以通过&l变量卡&r插入你自己的&l谓词&r。这些谓词可将原料种类作为输入,将&9布尔型&0作为输出。", + "info_book.integratedterminals.storage_terminal.portable": "便携式终端", + "info_book.integratedterminals.storage_terminal.portable.text1": "通过将一些&l门瑞欧结晶碎片&r附加到你的&l存储终端&r,你就可以创造一个终端的便携版本。", + "info_book.integratedterminals.storage_terminal.portable.text2": "你的网络需要一个&l全向连接器&r,才能与你的&l便携式存储终端&r相连接。只需用你的&l便携式存储终端&r右击&l全向连接器&r即可进行连接。", + "info_book.integratedterminals.storage_terminal.portable.text3": "高级用户可以设置快捷键来打开第一个你物品栏中可用的&l便携式存储终端&r。", + "info_book.integratedterminals.crafting_job_terminal": "合成任务终端", + "info_book.integratedterminals.crafting_job_terminal.text1": "&o注:本节仅适用于安装了自动合成模组(如联合合成)的情况。&r", + "info_book.integratedterminals.crafting_job_terminal.text2": "&l合成任务终端&r可使你查看或取消网络中所有正在进行的合成任务。", + "info_book.integratedterminals.crafting_job_terminal.text3": "第一次打开这个终端的GUI时,你将看到所有进行中的任务的列表。你可以点击每个任务以查看其状态的详细概述。", + "info_book.integratedterminals.crafting_job_terminal.text4": "在这个GUI中,你能够看到每个任务的以下信息:剩余子任务、状态、持续时间、所有者、频道。你可以将鼠标悬停在每个子任务上,以获取有关其状态的更多信息。", "info_book.integratedterminals.section.tutorials": "终端教程", "info_book.integratedterminals.tutorials.introduction": "介绍", - "info_book.integratedterminals.tutorials.introduction.text1": "本节包含几个教程,可帮助您学习和了解&l集成终端&r,以及用于管理和概述 &l动态联合&r 网络的 &l动态联合&R 附加组件。", + "info_book.integratedterminals.tutorials.introduction.text1": "本节包含几个教程,可帮助你学习和了解&l联合终端&r,一个用于管理和总览&l动态联合&r网络的&l动态联合&附加。", "info_book.integratedterminals.tutorials.storage_terminal": "存储终端", - "info_book.integratedterminals.tutorials.storage_terminal.text1": "这个 &l存储终端&r 允许您显示所连接网络的存储内容并与其内容交互。不同的成分类型在不同的标签中可用,每个选项卡可以按频道、搜索查询和&l变量卡&r进行过滤。它们也可以以不同的方式进行排序。有关更多详细信息,请参阅手册。", - "info_book.integratedterminals.tutorials.storage_terminal.text2": "本教程很简单,制作 &l门瑞欧玻璃&r 和一个 &l储存终端&r,将其连接到网络后打开其GUI。", + "info_book.integratedterminals.tutorials.storage_terminal.text1": "&l存储终端&r可为你你显示所连接网络的存储内容并与其内容交互。不同的原料类型在不同的标签页中可用,且每个标签页都可以按频道、搜索和&l变量卡&r进行过滤。它们也可以通过不同的方式进行排序。有关更多详细信息,请参阅手册。", + "info_book.integratedterminals.tutorials.storage_terminal.text2": "本教程很简单,合成&l门瑞欧玻璃&r和一个&l储存终端&r,将其连接到网络后打开其GUI。", "info_book.integratedterminals.tutorials.storage_terminal_filtering": "存储终端过滤", - "info_book.integratedterminals.tutorials.storage_terminal_filtering.text1": "&l存储终端&r 的许多有用特性之一是它能够通过原料进行过滤。在本教程中,我们将探讨两种不同的过滤方法:基于文本的过滤和基于变量的过滤(只有第二种方法会给您带来进步)。本教程将使用集成管道中的物品接口提供的基于物品的存储。", - "info_book.integratedterminals.tutorials.storage_terminal_filtering.text3": "本教程的第二部分使用基于变量的过滤,在 &l储存终端&r gui中使用右下角的&l变量&r插槽。您可以插入&l变量&r,其中包含在&l动态联合编辑器&r中配置的某个&l&r,该&l动态联合逻辑编程器&r将成分类型作为输入,并将&9boolean&0作为输出,指示是否应显示给定的成分。对于本教程,让我们尝试筛选所有&oEnchantable&R项。为此,打开&l逻辑编程器&R,转到&lpredicate&R类型,搜索&o“item Enchantable”&R谓词,并将其写入一个&l变量&R。之后,选择物品标签。" + "info_book.integratedterminals.tutorials.storage_terminal_filtering.text1": "&l存储终端&r的许多有用特性之一是它能够通过原料进行&o过滤&r。在本教程中,我们将探索两种不同的过滤方法:基于文本的过滤和基于变量的过滤(只有第二种方法会使你获得成就)。本教程将使用由联合管道中的物品接口提供的基于物品的存储。", + "info_book.integratedterminals.tutorials.storage_terminal_filtering.text2": "本教程的第一部分,我们将通过在搜索框中输入特定的字符串进行过滤。别忘了你可以使用快捷键以更快的选择搜索框。并且如果你安装了JEI,你可以用JEI的搜索框同步其内容。默认你将按原料名称搜索。添加&o'#'&r前缀,可以通过物品描述搜索。最后,&o'$'&r可以搜索物品标签。在搜索框输入&o'$plank @minecraft'&r来显示所有Minecraft添加的木板以完成教程的第一部分。", + "info_book.integratedterminals.tutorials.storage_terminal_filtering.text3": "本教程的第二部分,我们将通过使用&l储存终端&r界面中右下角的&l变量卡&r栏位进行基于变量的过滤。你可以插入&l变量卡&r,其中包含了在&l动态联合逻辑编程器&r中配置的某个&l谓词&r,该&l谓词&r将原料类型作为输入,并将&9布尔型&0作为输出,用于指示是否显示给定的原料。本教程中,让我们尝试过滤所有&o可附魔&物品。为此,打开&l逻辑编程器&r,选择&l谓词&r类型,搜索&o“Enchantable”&R谓词,并将其写入&l变量卡&R中。在这之后,在选中物品标签页时,将你的&l变量卡&r插入&l存储终端&r中的其中一个&l变量卡&r栏位。" } \ No newline at end of file diff --git a/projects/1.16/assets/integrated-terminals/integratedterminalscompat/lang/zh_cn.json b/projects/1.16/assets/integrated-terminals/integratedterminalscompat/lang/zh_cn.json index 9e26dfeeb6e6..1d275b0850dd 100644 --- a/projects/1.16/assets/integrated-terminals/integratedterminalscompat/lang/zh_cn.json +++ b/projects/1.16/assets/integrated-terminals/integratedterminalscompat/lang/zh_cn.json @@ -1 +1,5 @@ -{} \ No newline at end of file +{ + "_comment": "Gui", + "gui.integratedterminalscompat.terminal_storage.craftinggrid.jeisync": "JEI搜索同步", + "gui.integratedterminalscompat.terminal_storage.craftinggrid.jeisync.info": "将搜索框与JEI同步。" +} \ No newline at end of file diff --git a/projects/1.16/assets/integrated-tunnels/integratedtunnels/lang/zh_cn.json b/projects/1.16/assets/integrated-tunnels/integratedtunnels/lang/zh_cn.json index 05ef88904842..6cd707786558 100644 --- a/projects/1.16/assets/integrated-tunnels/integratedtunnels/lang/zh_cn.json +++ b/projects/1.16/assets/integrated-tunnels/integratedtunnels/lang/zh_cn.json @@ -1,5 +1,6 @@ { - "itemGroup.integratedtunnels": "集成管道", + "_comment": "General", + "itemGroup.integratedtunnels": "联合管道", "general.integratedtunnels.description": "通过动态联合的网络传输其他东西。", "gui.integratedtunnels.partsettings.channel.interface": "接口频道", "advancement.integratedtunnels.interface_item": "物品接入", @@ -9,116 +10,118 @@ "advancement.integratedtunnels.interface_energy": "能量接入", "advancement.integratedtunnels.interface_energy.desc": "合成一个能量接口", "advancement.integratedtunnels.exporter_item": "高级物品输出", - "advancement.integratedtunnels.exporter_item.desc": "合成一个物品输出口", + "advancement.integratedtunnels.exporter_item.desc": "合成一个物品输出器", "advancement.integratedtunnels.importer_item": "高级物品输入", - "advancement.integratedtunnels.importer_item.desc": "合成一个物品输入口", + "advancement.integratedtunnels.importer_item.desc": "合成一个物品输入器", "advancement.integratedtunnels.import_all_items": "输入所有物品", - "advancement.integratedtunnels.import_all_items.desc": "使用物品输入口输入所有的物品", + "advancement.integratedtunnels.import_all_items.desc": "使用物品输入器输入所有的物品", "advancement.integratedtunnels.export_items_limit": "输出有限数量的物品", - "advancement.integratedtunnels.export_items_limit.desc": "使用物品输出口向一个物品栏输出,直到其装有10个物品", + "advancement.integratedtunnels.export_items_limit.desc": "使用物品输出器向一个物品栏输出,直到其装有10个物品", "advancement.integratedtunnels.import_items_list": "列表物品输入", - "advancement.integratedtunnels.import_items_list.desc": "使用物品输入口向一个物品栏中输入所有被列表标记的物品", + "advancement.integratedtunnels.import_items_list.desc": "使用物品输入器向一个物品栏中输入所有被列表标记的物品", "advancement.integratedtunnels.export_enchantable_items": "可附魔物品输出", - "advancement.integratedtunnels.export_enchantable_items.desc": "在物品输出口中使用能否附魔(enchantable)运算符以向一个物品栏输出所有可附魔物品", + "advancement.integratedtunnels.export_enchantable_items.desc": "在物品输出器中使用能否附魔(enchantable)运算符以向一个物品栏输出所有可附魔物品", "advancement.integratedtunnels.filter_storage_day": "白天过滤物品存储容器", "advancement.integratedtunnels.filter_storage_day.desc": "使用物品过滤接口在白天过滤此物品栏", "advancement.integratedtunnels.filter_storage_mod": "依据模组过滤物品存储容器", "advancement.integratedtunnels.filter_storage_mod.desc": "使用物品过滤接口只传输指定模组的物品", - "advancement.integratedtunnels.exporter_world_item": "高级投掷器", - "advancement.integratedtunnels.exporter_world_item.desc": "合成一个物品投掷口", - "advancement.integratedtunnels.importer_world_item": "高级拾取器", - "advancement.integratedtunnels.importer_world_item.desc": "合成一个物品拾取口", - "advancement.integratedtunnels.exporter_world_block": "高级方块放置", - "advancement.integratedtunnels.exporter_world_block.desc": "合成一个方块放置口", - "advancement.integratedtunnels.importer_world_block": "高级方块破坏", - "advancement.integratedtunnels.importer_world_block.desc": "合成一个方块破坏口", + "advancement.integratedtunnels.exporter_world_item": "高级物品世界输出", + "advancement.integratedtunnels.exporter_world_item.desc": "合成一个世界物品输出器", + "advancement.integratedtunnels.importer_world_item": "高级物品世界输入", + "advancement.integratedtunnels.importer_world_item.desc": "合成一个世界物品输入器", + "advancement.integratedtunnels.exporter_world_block": "高级方块世界输出", + "advancement.integratedtunnels.exporter_world_block.desc": "合成一个世界方块输出器", + "advancement.integratedtunnels.importer_world_block": "高级方块世界输入", + "advancement.integratedtunnels.importer_world_block.desc": "合成一个世界方块输入器", "advancement.integratedtunnels.drop_all_items": "全部物品投掷", - "advancement.integratedtunnels.drop_all_items.desc": "用物品投掷口投掷所有物品", - "advancement.integratedtunnels.pickup_items_limit": "有限物品拾取", - "advancement.integratedtunnels.pickup_items_limit.desc": "用物品拾取口一次拾取5个物品", - "advancement.integratedtunnels.break_stone": "挖掘石头", - "advancement.integratedtunnels.break_stone.desc": "用方块破坏口挖掘石头", + "advancement.integratedtunnels.drop_all_items.desc": "使用世界物品输出器投掷所有物品", + "advancement.integratedtunnels.pickup_items_limit": "限制物品提取", + "advancement.integratedtunnels.pickup_items_limit.desc": "使用世界物品输入器一次性提取5个物品", + "advancement.integratedtunnels.break_stone": "提取石头", + "advancement.integratedtunnels.break_stone.desc": "使用世界方块输入器提取石头", "advancement.integratedtunnels.place_logwood": "放置原木", - "advancement.integratedtunnels.place_logwood.desc": "用方块放置口放置任何使用了“log”标签列表的原木。", + "advancement.integratedtunnels.place_logwood.desc": "使用世界方块输出器放置任何在“log”标签列表中的原木。", "advancement.integratedtunnels.player_simulator": "玩家模拟", "advancement.integratedtunnels.player_simulator.desc": "合成一个玩家模拟器", "advancement.integratedtunnels.click_sword": "用钻石剑点击", - "advancement.integratedtunnels.click_sword.desc": "用玩家模拟器使用钻石剑点击", + "advancement.integratedtunnels.click_sword.desc": "让玩家模拟器使用钻石剑点击", "parttype.integratedtunnels.interface_energy": "能量接口", "parttype.integratedtunnels.interface_energy.info": "将一个载能器连接到网络", "parttype.integratedtunnels.interface_filter_energy": "能量过滤接口", "parttype.integratedtunnels.interface_filter_energy.info": "将一个载能器连接到网络并进行过滤", - "parttype.integratedtunnels.importer_energy": "能量输入口", - "parttype.integratedtunnels.importer_energy.info": "输入能量到网络", - "parttype.integratedtunnels.exporter_energy": "能量输出口", - "parttype.integratedtunnels.exporter_energy.info": "从网络输出能量", - "parttype.integratedtunnels.importer_world_energy": "能量汲取口", - "parttype.integratedtunnels.importer_world_energy.info": "提取世界中的能量", - "parttype.integratedtunnels.exporter_world_energy": "能量导出口", - "parttype.integratedtunnels.exporter_world_energy.info": "将能量输出到世界", + "parttype.integratedtunnels.importer_energy": "能量输入器", + "parttype.integratedtunnels.importer_energy.info": "将能量输入到网络中", + "parttype.integratedtunnels.exporter_energy": "能量输出器", + "parttype.integratedtunnels.exporter_energy.info": "将能量从网络中输出", + "parttype.integratedtunnels.importer_world_energy": "世界能量输入器", + "parttype.integratedtunnels.importer_world_energy.info": "从世界中提取能量", + "parttype.integratedtunnels.exporter_world_energy": "世界能量输出器", + "parttype.integratedtunnels.exporter_world_energy.info": "将能量输出到世界中", "parttype.integratedtunnels.interface_item": "物品接口", "parttype.integratedtunnels.interface_item.info": "将一个物品栏添加到网络", "parttype.integratedtunnels.interface_filter_item": "物品过滤接口", "parttype.integratedtunnels.interface_filter_item.info": "将一个物品栏添加到网络并进行过滤", - "parttype.integratedtunnels.importer_item": "物品输入口", - "parttype.integratedtunnels.importer_item.info": "输入物品到网络", - "parttype.integratedtunnels.exporter_item": "物品输出口", + "parttype.integratedtunnels.importer_item": "物品输入器", + "parttype.integratedtunnels.importer_item.info": "将物品输入到网络中", + "parttype.integratedtunnels.exporter_item": "物品输出器", "parttype.integratedtunnels.exporter_item.info": "从网络输出物品", - "parttype.integratedtunnels.importer_world_item": "物品拾取口", - "parttype.integratedtunnels.importer_world_item.info": "在世界里拾取物品", - "parttype.integratedtunnels.exporter_world_item": "物品投掷口", - "parttype.integratedtunnels.exporter_world_item.info": "投掷物品到世界", + "parttype.integratedtunnels.importer_world_item": "世界物品输入器", + "parttype.integratedtunnels.importer_world_item.info": "从世界中提取物品", + "parttype.integratedtunnels.exporter_world_item": "世界物品输出器", + "parttype.integratedtunnels.exporter_world_item.info": "将物品放置到世界中", "parttype.integratedtunnels.interface_fluid": "流体接口", "parttype.integratedtunnels.interface_fluid.info": "将一个流体槽添加到网络", "parttype.integratedtunnels.interface_filter_fluid": "流体过滤接口", "parttype.integratedtunnels.interface_filter_fluid.info": "将一个流体槽添加到网络并进行过滤", - "parttype.integratedtunnels.importer_fluid": "流体输入口", - "parttype.integratedtunnels.importer_fluid.info": "输入流体到网络", - "parttype.integratedtunnels.exporter_fluid": "流体输出口", + "parttype.integratedtunnels.importer_fluid": "流体输入器", + "parttype.integratedtunnels.importer_fluid.info": "将流体输入到网络中", + "parttype.integratedtunnels.exporter_fluid": "流体输出器", "parttype.integratedtunnels.exporter_fluid.info": "从网络中输出流体", - "parttype.integratedtunnels.importer_world_fluid": "流体抽取口", - "parttype.integratedtunnels.importer_world_fluid.info": "从世界中抽取流体", - "parttype.integratedtunnels.exporter_world_fluid": "流体排出口", - "parttype.integratedtunnels.exporter_world_fluid.info": "排出流体到世界", - "parttype.integratedtunnels.importer_world_block": "方块破坏口", - "parttype.integratedtunnels.importer_world_block.info": "破坏世界里的方块", - "parttype.integratedtunnels.exporter_world_block": "方块放置口", - "parttype.integratedtunnels.exporter_world_block.info": "放置方块到世界里", + "parttype.integratedtunnels.importer_world_fluid": "世界流体输入器", + "parttype.integratedtunnels.importer_world_fluid.info": "从世界中提取流体", + "parttype.integratedtunnels.exporter_world_fluid": "世界流体输出器", + "parttype.integratedtunnels.exporter_world_fluid.info": "将流体放置到世界中", + "parttype.integratedtunnels.importer_world_block": "世界方块输入器", + "parttype.integratedtunnels.importer_world_block.info": "从世界中提取方块", + "parttype.integratedtunnels.exporter_world_block": "世界方块输出器", + "parttype.integratedtunnels.exporter_world_block.info": "将方块放置到世界中", "parttype.integratedtunnels.player_simulator": "玩家模拟器", "parttype.integratedtunnels.player_simulator.info": "模拟玩家行为", - "aspect.aspecttypes.integratedtunnels.integer.energy.rate": "能量传输率", + "aspect.aspecttypes.integratedtunnels.integer.energy.rate": "能量传输速率", "aspect.aspecttypes.integratedtunnels.integer.item.rate": "物品传输速率", - "aspect.aspecttypes.integratedtunnels.integer.item.slot": "物品位置", + "aspect.aspecttypes.integratedtunnels.integer.item.slot": "物品栏位", "aspect.aspecttypes.integratedtunnels.boolean.item.checkstacksize": "检测堆叠大小", - "aspect.aspecttypes.integratedtunnels.boolean.item.checkstacksize.info": "在 1 刻内,是否只有精确符合给定堆叠大小的物品堆会被移动,而不是少于时也会移动。", + "aspect.aspecttypes.integratedtunnels.boolean.item.checkstacksize.info": "在1刻内,是否只会移动恰好给定堆叠数量的物品,而非少于该数量的物品。", "aspect.aspecttypes.integratedtunnels.boolean.item.checknbt": "检测NBT", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsubset": "NBT 子集", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsubset.info": "给定的 NBT 标签是否必须为物品 NBT 标签的子集。", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsuperset": "NBT 超集", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsuperset.info": "给定的 NBT 标签是否必须为物品 NBT 标签的超集。", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrequire": "需要物品 NBT", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrequire.info": "若为 true,所有无 NBT 标签的物品都不会被匹配。", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrecursive": "递归检查 NBT", - "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrecursive.info": "嵌套 NBT 标签及列表是否应被递归检查", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsubset": "NBT子集", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsubset.info": "给定的NBT标签是否必须为物品NBT标签的子集。", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsuperset": "NBT超集", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtsuperset.info": "给定的NBT标签是否必须为物品NBT标签的超集。", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrequire": "需要物品NBT", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrequire.info": "若为真,所有无NBT标签的物品都不会被匹配。", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrecursive": "递归检查NBT", + "aspect.aspecttypes.integratedtunnels.boolean.item.nbtrecursive.info": "嵌套NBT标签及列表是否应被递归检查", "aspect.aspecttypes.integratedtunnels.integer.fluid.rate": "流体传输移率", "aspect.aspecttypes.integratedtunnels.boolean.fluid.checkamount": "检测流体量", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.checkamount.info": "在 1 刻中,是否只有精确符合给定量大小的流体会被移动,而不是少于时也会移动。", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.checknbt": "检测 NBT", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsubset": "NBT 子集", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsubset.info": "给定的 NBT 标签是否必须为流体 NBT 标签的子集。", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsuperset": "NBT 超集", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsuperset.info": "给定的 NBT 标签是否必须为流体 NBT 标签的超集。", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrequire": "需要流体 NBT", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrequire.info": "若为 true,所有无 NBT 标签的流体都不会被匹配。", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrecursive": "递归检查 NBT", - "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrecursive.info": "嵌套 NBT 标签及列表是否应被递归检查", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.checkamount.info": "在1刻内,是否只会移动恰好给定量的流体,而非少于该量的流体。", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.checknbt": "检测NBT", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsubset": "NBT子集", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsubset.info": "给定的NBT标签是否必须为流体NBT标签的子集。", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsuperset": "NBT超集", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtsuperset.info": "给定的NBT标签是否必须为流体NBT标签的超集。", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrequire": "需要流体NBT", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrequire.info": "若为真,所有无NBT标签的流体都不会被匹配。", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrecursive": "递归检查NBT", + "aspect.aspecttypes.integratedtunnels.boolean.fluid.nbtrecursive.info": "嵌套NBT标签及列表是否应被递归检查", + "aspect.aspecttypes.integratedtunnels.boolean.energy.checkamount": "检查能量大小", + "aspect.aspecttypes.integratedtunnels.boolean.energy.checkamount.info": "在1刻内,是否只会移动恰好给定量的能量,而非少于该量的能量。", "aspect.aspecttypes.integratedtunnels.boolean.world.blockupdate": "引起方块更新", "aspect.aspecttypes.integratedtunnels.boolean.world.righthand": "右手", "aspect.aspecttypes.integratedtunnels.boolean.world.silktouch": "精准采集", "aspect.aspecttypes.integratedtunnels.boolean.world.ignorereplacable": "忽略可否替换", - "aspect.aspecttypes.integratedtunnels.boolean.world.breaknodrops": "当没有掉落物时破坏方块", - "aspect.aspecttypes.integratedtunnels.boolean.world.breaknodrops.info": "方块只有在产生掉落物的情况下才能被破坏", - "aspect.aspecttypes.integratedtunnels.boolean.world.ignorepickupdelay": "忽略拾取延迟", + "aspect.aspecttypes.integratedtunnels.boolean.world.breaknodrops": "当没有掉落物时提取方块", + "aspect.aspecttypes.integratedtunnels.boolean.world.breaknodrops.info": "方块只有在产生掉落物的情况下才能被提取", + "aspect.aspecttypes.integratedtunnels.boolean.world.ignorepickupdelay": "忽略提取延迟", "aspect.aspecttypes.integratedtunnels.boolean.world.dispense": "分配", "aspect.aspecttypes.integratedtunnels.double.world.offsetx": "偏移X", "aspect.aspecttypes.integratedtunnels.double.world.offsetx.info": "值在0和1之间。", @@ -126,8 +129,8 @@ "aspect.aspecttypes.integratedtunnels.double.world.offsety.info": "值在0和1之间。", "aspect.aspecttypes.integratedtunnels.double.world.offsetz": "偏移Z", "aspect.aspecttypes.integratedtunnels.double.world.offsetz.info": "值在0和1之间。", - "aspect.aspecttypes.integratedtunnels.boolean.world.lifespan": "存留时间(tick)", - "aspect.aspecttypes.integratedtunnels.boolean.world.delaybeforepickup": "拾取延迟(tick)", + "aspect.aspecttypes.integratedtunnels.boolean.world.lifespan": "存留时间(刻)", + "aspect.aspecttypes.integratedtunnels.boolean.world.delaybeforepickup": "提取延迟(刻)", "aspect.aspecttypes.integratedtunnels.double.world.velocity": "速度", "aspect.aspecttypes.integratedtunnels.double.world.velocity.info": "实体速度值在0到25之间。", "aspect.aspecttypes.integratedtunnels.double.world.yaw": "偏转角", @@ -138,12 +141,12 @@ "aspect.aspecttypes.integratedtunnels.integer.entityindex": "实体索引", "aspect.aspecttypes.integratedtunnels.integer.entityindex.info": "将选择第n个实体。-1为随机实体。", "aspect.aspecttypes.integratedtunnels.boolean.player.continuousclick": "连续点击", - "aspect.aspecttypes.integratedtunnels.boolean.player.continuousclick.info": "是否必须模拟连续点击,否则会每次点击耗时 1 刻。", + "aspect.aspecttypes.integratedtunnels.boolean.player.continuousclick.info": "是否必须模拟连续点击,否则会每次点击耗时1刻。", "aspect.aspecttypes.integratedtunnels.boolean.blacklist": "黑名单", "aspect.aspecttypes.integratedtunnels.boolean.blacklist.info": "处理所有指定列表外的物品。", "aspect.aspecttypes.integratedtunnels.boolean.player.sneak": "潜行", - "aspect.aspecttypes.integratedtunnels.boolean.player.sneak.info": "是否模拟潜行中(按住 shift)的玩家。", - "aspect.aspecttypes.integratedtunnels.boolean.roundrobin": "轮询调度", + "aspect.aspecttypes.integratedtunnels.boolean.player.sneak.info": "是否模拟潜行中(按住Shift)的玩家。", + "aspect.aspecttypes.integratedtunnels.boolean.roundrobin": "循环", "aspect.aspecttypes.integratedtunnels.boolean.roundrobin.info": "接口是否以循环的方式进行迭代,此情况下忽略优先级。", "aspect.aspecttypes.integratedtunnels.boolean.exactamount": "精确数量", "aspect.aspecttypes.integratedtunnels.boolean.exactamount.info": "是否只在槽内包含给定数量的原料的情况进行原料移动。", @@ -152,7 +155,7 @@ "aspect.aspecttypes.integratedtunnels.boolean.craft": "合成", "aspect.aspecttypes.integratedtunnels.boolean.craft.info": "如果网络中不存在此实例,则合成该实例。", "aspect.aspecttypes.integratedtunnels.boolean.passiveio": "被动交互", - "aspect.aspecttypes.integratedtunnels.boolean.passiveio.info": "If the target may insert/extract to/from the network.", + "aspect.aspecttypes.integratedtunnels.boolean.passiveio.info": "目标是否可以在网络中输入/输出。", "aspect.aspecttypes.integratedtunnels.boolean.filter.applytoinsert": "应用于置入", "aspect.aspecttypes.integratedtunnels.boolean.filter.applytoinsert.info": "过滤是否应用于网络置入", "aspect.aspecttypes.integratedtunnels.boolean.filter.applytoextract": "应用于提取", @@ -180,17 +183,17 @@ "aspect.integratedtunnels.read.integer.fluidnetwork.interfaces": "网络流体接口", "aspect.integratedtunnels.read.integer.fluidnetwork.interfaces.info": "获取流体存储的有效接口数量", "aspect.integratedtunnels.write.boolean.energy.export": "输出能量", - "aspect.integratedtunnels.write.boolean.energy.export.info": "如果布尔值为true,则输出能量", + "aspect.integratedtunnels.write.boolean.energy.export.info": "如果布尔值为真,则输出能量", "aspect.integratedtunnels.write.integer.energy.export": "输出能量大小", - "aspect.integratedtunnels.write.integer.energy.export.info": "每tick输出指定大小的能量。", + "aspect.integratedtunnels.write.integer.energy.export.info": "每游戏刻输出指定大小的能量。", "aspect.integratedtunnels.write.boolean.energy.import": "输入能量", - "aspect.integratedtunnels.write.boolean.energy.import.info": "如果布尔值为true,则输入能量", + "aspect.integratedtunnels.write.boolean.energy.import.info": "如果布尔值为真,则输入能量", "aspect.integratedtunnels.write.integer.energy.import": "输入能量大小", - "aspect.integratedtunnels.write.integer.energy.import.info": "每tick输入指定大小能量。", + "aspect.integratedtunnels.write.integer.energy.import.info": "每游戏刻输入指定大小能量。", "aspect.integratedtunnels.write.boolean.item.export": "输出所有物品", - "aspect.integratedtunnels.write.boolean.item.export.info": "如果布尔值为true,则输出物品。", + "aspect.integratedtunnels.write.boolean.item.export.info": "如果布尔值为真,则输出物品。", "aspect.integratedtunnels.write.integer.item.export": "输出标记数量的物品", - "aspect.integratedtunnels.write.integer.item.export.info": "每tick输出指定的物品数量。", + "aspect.integratedtunnels.write.integer.item.export.info": "每游戏刻输出指定的物品数量。", "aspect.integratedtunnels.write.integer.item.slot.export": "输出物品到指定位置", "aspect.integratedtunnels.write.integer.item.slot.export.info": "输出物品到选定槽。-1为任意槽,-2及其以下不判定为槽。", "aspect.integratedtunnels.write.itemstack.item.export": "输出指定物品", @@ -202,9 +205,9 @@ "aspect.integratedtunnels.write.nbt.item.export": "输出匹配NBT物品", "aspect.integratedtunnels.write.nbt.item.export.info": "输出与指定NBT标签匹配的所有物品。", "aspect.integratedtunnels.write.boolean.item.import": "提取所有物品", - "aspect.integratedtunnels.write.boolean.item.import.info": "如果布尔值为true,则提取物品。", + "aspect.integratedtunnels.write.boolean.item.import.info": "如果布尔值为真,则提取物品。", "aspect.integratedtunnels.write.integer.item.import": "以指定的速率提取物品", - "aspect.integratedtunnels.write.integer.item.import.info": "每tick提取指定的物品数量。", + "aspect.integratedtunnels.write.integer.item.import.info": "每游戏刻提取指定的物品数量。", "aspect.integratedtunnels.write.integer.item.slot.import": "提取指定位置的物品", "aspect.integratedtunnels.write.integer.item.slot.import.info": "提取物品到选定槽。-1为任意槽,-2及其以下不判定为槽。", "aspect.integratedtunnels.write.itemstack.item.import": "提取指定物品", @@ -216,9 +219,9 @@ "aspect.integratedtunnels.write.nbt.item.import": "提取匹配NBT物品", "aspect.integratedtunnels.write.nbt.item.import.info": "提取与指定NBT标签匹配的所有物品。", "aspect.integratedtunnels.write.boolean.fluid.export": "输出所有流体", - "aspect.integratedtunnels.write.boolean.fluid.export.info": "如果布尔值为true,则输出流体。", + "aspect.integratedtunnels.write.boolean.fluid.export.info": "如果布尔值为真,则输出流体。", "aspect.integratedtunnels.write.integer.fluid.export": "输出指定的流体量", - "aspect.integratedtunnels.write.integer.fluid.export.info": "每tick输出指定的流体量。", + "aspect.integratedtunnels.write.integer.fluid.export.info": "每游戏刻输出指定的流体量。", "aspect.integratedtunnels.write.fluidstack.fluid.export": "输出指定流体", "aspect.integratedtunnels.write.fluidstack.fluid.export.info": "输出指定流体。", "aspect.integratedtunnels.write.list.fluid.export": "输出指定列表中的流体", @@ -228,9 +231,9 @@ "aspect.integratedtunnels.write.nbt.fluid.export": "输出匹配NBT流体", "aspect.integratedtunnels.write.nbt.fluid.export.info": "输出与指定NBT标签匹配的所有流体。", "aspect.integratedtunnels.write.boolean.fluid.import": "提取所有流体", - "aspect.integratedtunnels.write.boolean.fluid.import.info": "如果布尔值为true,则提取流体。", + "aspect.integratedtunnels.write.boolean.fluid.import.info": "如果布尔值为真,则提取流体。", "aspect.integratedtunnels.write.integer.fluid.import": "提取指定的流体量", - "aspect.integratedtunnels.write.integer.fluid.import.info": "每tick提取指定流体量。", + "aspect.integratedtunnels.write.integer.fluid.import.info": "每游戏刻提取指定流体量。", "aspect.integratedtunnels.write.fluidstack.fluid.import": "提取指定的流体", "aspect.integratedtunnels.write.fluidstack.fluid.import.info": "提取指定的流体量。", "aspect.integratedtunnels.write.list.fluid.import": "提取指定列表中的流体", @@ -240,49 +243,49 @@ "aspect.integratedtunnels.write.nbt.fluid.import": "提取匹配NBT流体", "aspect.integratedtunnels.write.nbt.fluid.import.info": "提取与指定NBT标签匹配的所有流体。", "aspect.integratedtunnels.write.boolean.world.fluid.export": "放置所有流体", - "aspect.integratedtunnels.write.boolean.world.fluid.export.info": "放置所有流体到世界上。", + "aspect.integratedtunnels.write.boolean.world.fluid.export.info": "放置所有流体到世界中。", "aspect.integratedtunnels.write.fluidstack.world.fluid.export": "放置指定流体", - "aspect.integratedtunnels.write.fluidstack.world.fluid.export.info": "放置指定流体到世界上。", + "aspect.integratedtunnels.write.fluidstack.world.fluid.export.info": "放置指定流体到世界中。", "aspect.integratedtunnels.write.list.world.fluid.export": "放置指定列表中的流体", - "aspect.integratedtunnels.write.list.world.fluid.export.info": "放置指定列表中的流体到世界上。", + "aspect.integratedtunnels.write.list.world.fluid.export.info": "放置指定列表中的流体到世界中。", "aspect.integratedtunnels.write.operator.world.fluid.export": "放置与运算符匹配的流体", - "aspect.integratedtunnels.write.operator.world.fluid.export.info": "将与指定运算符匹配的指定流体放置在世界上。", + "aspect.integratedtunnels.write.operator.world.fluid.export.info": "将与指定运算符匹配的指定流体放置在世界中。", "aspect.integratedtunnels.write.nbt.world.fluid.export": "放置匹配NBT流体", - "aspect.integratedtunnels.write.nbt.world.fluid.export.info": "在世界上放置与指定NBT标签匹配的流体。", + "aspect.integratedtunnels.write.nbt.world.fluid.export.info": "在世界中放置与指定NBT标签匹配的流体。", "aspect.integratedtunnels.write.boolean.world.block.export": "放置所有物品方块", - "aspect.integratedtunnels.write.boolean.world.block.export.info": "将所有物品方块放置在世界上。", + "aspect.integratedtunnels.write.boolean.world.block.export.info": "将所有物品方块放置在世界中。", "aspect.integratedtunnels.write.itemstack.world.item.block.export": "放置指定物品方块", - "aspect.integratedtunnels.write.itemstack.world.item.block.export.info": "放置指定物品方块到世界上。", + "aspect.integratedtunnels.write.itemstack.world.item.block.export.info": "放置指定物品方块到世界中。", "aspect.integratedtunnels.write.list.world.item.block.export": "放置指定列表中的物品方块", - "aspect.integratedtunnels.write.list.world.item.block.export.info": "放置指定列表中的物品方块到世界上。", + "aspect.integratedtunnels.write.list.world.item.block.export.info": "放置指定列表中的物品方块到世界中。", "aspect.integratedtunnels.write.operator.world.item.block.export": "放置与运算符匹配的物品方块", - "aspect.integratedtunnels.write.operator.world.item.block.export.info": "将与指定运算符匹配的物品方块放置在世界上。", + "aspect.integratedtunnels.write.operator.world.item.block.export.info": "将与指定运算符匹配的物品方块放置在世界中。", "aspect.integratedtunnels.write.nbt.world.item.block.export": "放置匹配NBT的物品方块", - "aspect.integratedtunnels.write.nbt.world.item.block.export.info": "在世界上放置与指定NBT标签匹配的物品方块。", + "aspect.integratedtunnels.write.nbt.world.item.block.export.info": "在世界中放置与指定NBT标签匹配的物品方块。", "aspect.integratedtunnels.write.block.world.block.block.export": "放置方块", - "aspect.integratedtunnels.write.block.world.block.block.export.info": "在世界上放置方块。", + "aspect.integratedtunnels.write.block.world.block.block.export.info": "在世界中放置方块。", "aspect.integratedtunnels.write.list.world.block.block.export": "放置指定列表中的方块", - "aspect.integratedtunnels.write.list.world.block.block.export.info": "在世界上放置指定列表中的方块。", + "aspect.integratedtunnels.write.list.world.block.block.export.info": "在世界中放置指定列表中的方块。", "aspect.integratedtunnels.write.operator.world.block.block.export": "放置与运算符匹配的方块", - "aspect.integratedtunnels.write.operator.world.block.block.export.info": "将与指定运算符匹配的方块放置在世界上。", + "aspect.integratedtunnels.write.operator.world.block.block.export.info": "将与指定运算符匹配的方块放置在世界中。", "aspect.integratedtunnels.write.nbt.world.block.block.export": "放置匹配NBT的方块", - "aspect.integratedtunnels.write.nbt.world.block.block.export.info": "在世界上放置与指定NBT标签匹配的方块。", + "aspect.integratedtunnels.write.nbt.world.block.block.export.info": "在世界中放置与指定NBT标签匹配的方块。", "aspect.integratedtunnels.write.boolean.world.entityitem.export": "投掷所有物品", "aspect.integratedtunnels.write.boolean.world.entityitem.export.info": "投掷所有物品到世界里。", "aspect.integratedtunnels.write.integer.world.entityitem.export": "以指定速率投掷物品", - "aspect.integratedtunnels.write.integer.world.entityitem.export.info": "每tick投掷指定数量的物品到世界上。", + "aspect.integratedtunnels.write.integer.world.entityitem.export.info": "每游戏刻投掷指定数量的物品到世界中。", "aspect.integratedtunnels.write.itemstack.world.entityitem.export": "投掷指定物品", - "aspect.integratedtunnels.write.itemstack.world.entityitem.export.info": "投掷指定物品到世界上。", + "aspect.integratedtunnels.write.itemstack.world.entityitem.export.info": "投掷指定物品到世界中。", "aspect.integratedtunnels.write.list.world.entityitem.export": "投掷指定列表中的物品", - "aspect.integratedtunnels.write.list.world.entityitem.export.info": "投掷指定列表中的物品到世界上。", + "aspect.integratedtunnels.write.list.world.entityitem.export.info": "投掷指定列表中的物品到世界中。", "aspect.integratedtunnels.write.operator.world.entityitem.export": "投掷与运算符匹配的物品", - "aspect.integratedtunnels.write.operator.world.entityitem.export.info": "投掷与指定运算符匹配的物品到世界上。", + "aspect.integratedtunnels.write.operator.world.entityitem.export.info": "投掷与指定运算符匹配的物品到世界中。", "aspect.integratedtunnels.write.nbt.world.entityitem.export": "投掷匹配NBT物品", - "aspect.integratedtunnels.write.nbt.world.entityitem.export.info": "投掷与指定NBT标签匹配的物品到世界上。", + "aspect.integratedtunnels.write.nbt.world.entityitem.export.info": "投掷与指定NBT标签匹配的物品到世界中。", "aspect.integratedtunnels.write.boolean.world.entity.item.export": "输出所有物品到实体身上", - "aspect.integratedtunnels.write.boolean.world.entity.item.export.info": "如果布尔值为true,则将物品输出到面前的实体身上。", + "aspect.integratedtunnels.write.boolean.world.entity.item.export.info": "如果布尔值为真,则将物品输出到面前的实体身上。", "aspect.integratedtunnels.write.integer.world.entity.item.export": "以指定的速率输出物品给实体", - "aspect.integratedtunnels.write.integer.world.entity.item.export.info": "每tick输出指定数量的物品给面前的实体。", + "aspect.integratedtunnels.write.integer.world.entity.item.export.info": "每游戏刻输出指定数量的物品给面前的实体。", "aspect.integratedtunnels.write.itemstack.world.entity.item.export": "输出指定物品给实体", "aspect.integratedtunnels.write.itemstack.world.entity.item.export.info": "输出指定物品给面前的实体。", "aspect.integratedtunnels.write.list.world.entity.item.export": "输出指定列表中的物品给实体", @@ -292,13 +295,13 @@ "aspect.integratedtunnels.write.nbt.world.entity.item.export": "输出匹配NBT物品给实体", "aspect.integratedtunnels.write.nbt.world.entity.item.export.info": "输出所有与指定NBT标签匹配的物品给面前的实体。", "aspect.integratedtunnels.write.boolean.world.entity.energy.export": "输出所有能量给实体", - "aspect.integratedtunnels.write.boolean.world.entity.energy.export.info": "如果布尔值为true,则输出所有能量给当前实体。", + "aspect.integratedtunnels.write.boolean.world.entity.energy.export.info": "如果布尔值为真,则输出所有能量给当前实体。", "aspect.integratedtunnels.write.integer.world.entity.energy.export": "输出指定量能量给实体", - "aspect.integratedtunnels.write.integer.world.entity.energy.export.info": "每tick输出指定量的能量给当前实体。", + "aspect.integratedtunnels.write.integer.world.entity.energy.export.info": "每游戏刻输出指定量的能量给当前实体。", "aspect.integratedtunnels.write.boolean.world.entity.fluid.export": "输出所有流体给实体", - "aspect.integratedtunnels.write.boolean.world.entity.fluid.export.info": "如果布尔值为true,则输出流体给当前实体。", + "aspect.integratedtunnels.write.boolean.world.entity.fluid.export.info": "如果布尔值为真,则输出流体给当前实体。", "aspect.integratedtunnels.write.integer.world.entity.fluid.export": "输出指定量流体给实体", - "aspect.integratedtunnels.write.integer.world.entity.fluid.export.info": "每tick输出指定量的流体给当前实体。", + "aspect.integratedtunnels.write.integer.world.entity.fluid.export.info": "每游戏刻输出指定量的流体给当前实体。", "aspect.integratedtunnels.write.fluidstack.world.entity.fluid.export": "输出指定流体给实体", "aspect.integratedtunnels.write.fluidstack.world.entity.fluid.export.info": "输出指定流体给当前实体。", "aspect.integratedtunnels.write.list.world.entity.fluid.export": "输出指定列表中的流体给实体", @@ -307,54 +310,54 @@ "aspect.integratedtunnels.write.operator.world.entity.fluid.export.info": "输出所有与指定运算符匹配的流体给当前实体。", "aspect.integratedtunnels.write.nbt.world.entity.fluid.export": "输出匹配NBT流体给实体", "aspect.integratedtunnels.write.nbt.world.entity.fluid.export.info": "输出所有与指定NBT标签匹配的流体给当前实体。", - "aspect.integratedtunnels.write.boolean.world.fluid.import": "吸收所有流体", - "aspect.integratedtunnels.write.boolean.world.fluid.import.info": "从世界中吸收所有流体。", - "aspect.integratedtunnels.write.fluidstack.world.fluid.import": "吸收指定流体", - "aspect.integratedtunnels.write.fluidstack.world.fluid.import.info": "从世界中吸收指定流体。", - "aspect.integratedtunnels.write.list.world.fluid.import": "吸收指定列表中的流体", - "aspect.integratedtunnels.write.list.world.fluid.import.info": "从世界中吸收指定列表中的流体。", - "aspect.integratedtunnels.write.operator.world.fluid.import": "吸收与运算符匹配的流体", - "aspect.integratedtunnels.write.operator.world.fluid.import.info": "吸收世界上与指定运算符匹配的流体。", - "aspect.integratedtunnels.write.nbt.world.fluid.import": "吸收匹配NBT流体", - "aspect.integratedtunnels.write.nbt.world.fluid.import.info": "吸收世界上与指定NBT标签匹配的流体。", - "aspect.integratedtunnels.write.boolean.world.block.import": "拾取所有物品方块", - "aspect.integratedtunnels.write.boolean.world.block.import.info": "拾取世界上的所有物品方块。", - "aspect.integratedtunnels.write.integer.world.entityitem.import": "以指定速率拾取物品", - "aspect.integratedtunnels.write.integer.world.entityitem.import.info": "每tick从世界上拾取指定数量的物品。", - "aspect.integratedtunnels.write.itemstack.world.item.block.import": "拾取指定物品方块", - "aspect.integratedtunnels.write.itemstack.world.item.block.import.info": "从世界中拾取指定的物品方块。", - "aspect.integratedtunnels.write.list.world.item.block.import": "拾取指定列表中的物品方块", - "aspect.integratedtunnels.write.list.world.item.block.import.info": "从世界中拾取指定列表中的物品方块。", - "aspect.integratedtunnels.write.operator.world.item.block.import": "拾取与运算符匹配的物品方块", - "aspect.integratedtunnels.write.operator.world.item.block.import.info": "从世界上拾取与指定运算符匹配的物品方块。", - "aspect.integratedtunnels.write.nbt.world.item.block.import": "拾取匹配NBT物品方块", - "aspect.integratedtunnels.write.nbt.world.item.block.import.info": "从世界上拾取与指定NBT标签匹配的物品方块。", - "aspect.integratedtunnels.write.block.world.block.block.import": "破坏方块", - "aspect.integratedtunnels.write.block.world.block.block.import.info": "破坏世界上的方块。", - "aspect.integratedtunnels.write.list.world.block.block.import": "破坏指定列表中的方块", - "aspect.integratedtunnels.write.list.world.block.block.import.info": "在世界上破坏指定列表中的方块。", - "aspect.integratedtunnels.write.operator.world.block.block.import": "破坏与运算符匹配的方块", - "aspect.integratedtunnels.write.operator.world.block.block.import.info": "从世界上破坏与指定运算符匹配的方块。", - "aspect.integratedtunnels.write.nbt.world.block.block.import": "破坏匹配NBT方块", - "aspect.integratedtunnels.write.nbt.world.block.block.import.info": "从世界上破坏与指定NBT标签匹配的方块。", - "aspect.integratedtunnels.write.boolean.world.entityitem.import": "拾取所有物品", - "aspect.integratedtunnels.write.boolean.world.entityitem.import.info": "拾取所有世界上的物品。", - "aspect.integratedtunnels.write.itemstack.world.entityitem.import": "拾取指定物品", - "aspect.integratedtunnels.write.itemstack.world.entityitem.import.info": "从世界上拾取指定物品。", - "aspect.integratedtunnels.write.list.world.entityitem.import": "拾取指定列表中的物品", - "aspect.integratedtunnels.write.list.world.entityitem.import.info": "从世界上拾取指定列表中的物品。", - "aspect.integratedtunnels.write.operator.world.entityitem.import": "拾取与运算符匹配的物品", - "aspect.integratedtunnels.write.operator.world.entityitem.import.info": "从世界上拾取与指定运算符匹配的物品。", - "aspect.integratedtunnels.write.nbt.world.entityitem.import": "拾取匹配NBT物品", - "aspect.integratedtunnels.write.nbt.world.entityitem.import.info": "从世界上拾取与指定NBT标签匹配的物品。", + "aspect.integratedtunnels.write.boolean.world.fluid.import": "提取所有流体", + "aspect.integratedtunnels.write.boolean.world.fluid.import.info": "从世界中提取所有流体。", + "aspect.integratedtunnels.write.fluidstack.world.fluid.import": "提取指定流体", + "aspect.integratedtunnels.write.fluidstack.world.fluid.import.info": "从世界中提取指定流体。", + "aspect.integratedtunnels.write.list.world.fluid.import": "提取指定列表中的流体", + "aspect.integratedtunnels.write.list.world.fluid.import.info": "从世界中提取指定列表中的流体。", + "aspect.integratedtunnels.write.operator.world.fluid.import": "提取与运算符匹配的流体", + "aspect.integratedtunnels.write.operator.world.fluid.import.info": "提取世界中与指定运算符匹配的流体。", + "aspect.integratedtunnels.write.nbt.world.fluid.import": "提取匹配NBT流体", + "aspect.integratedtunnels.write.nbt.world.fluid.import.info": "提取世界中与指定NBT标签匹配的流体。", + "aspect.integratedtunnels.write.boolean.world.block.import": "提取所有物品方块", + "aspect.integratedtunnels.write.boolean.world.block.import.info": "提取世界中的所有物品方块。", + "aspect.integratedtunnels.write.integer.world.entityitem.import": "以指定速率提取物品", + "aspect.integratedtunnels.write.integer.world.entityitem.import.info": "每游戏刻从世界中提取指定数量的物品。", + "aspect.integratedtunnels.write.itemstack.world.item.block.import": "提取指定物品方块", + "aspect.integratedtunnels.write.itemstack.world.item.block.import.info": "从世界中提取指定的物品方块。", + "aspect.integratedtunnels.write.list.world.item.block.import": "提取指定列表中的物品方块", + "aspect.integratedtunnels.write.list.world.item.block.import.info": "从世界中提取指定列表中的物品方块。", + "aspect.integratedtunnels.write.operator.world.item.block.import": "提取与运算符匹配的物品方块", + "aspect.integratedtunnels.write.operator.world.item.block.import.info": "从世界中提取与指定运算符匹配的物品方块。", + "aspect.integratedtunnels.write.nbt.world.item.block.import": "提取匹配NBT物品方块", + "aspect.integratedtunnels.write.nbt.world.item.block.import.info": "从世界中提取与指定NBT标签匹配的物品方块。", + "aspect.integratedtunnels.write.block.world.block.block.import": "提取方块", + "aspect.integratedtunnels.write.block.world.block.block.import.info": "提取世界中的方块。", + "aspect.integratedtunnels.write.list.world.block.block.import": "提取指定列表中的方块", + "aspect.integratedtunnels.write.list.world.block.block.import.info": "在世界中提取指定列表中的方块。", + "aspect.integratedtunnels.write.operator.world.block.block.import": "提取与运算符匹配的方块", + "aspect.integratedtunnels.write.operator.world.block.block.import.info": "从世界中提取与指定运算符匹配的方块。", + "aspect.integratedtunnels.write.nbt.world.block.block.import": "提取匹配NBT方块", + "aspect.integratedtunnels.write.nbt.world.block.block.import.info": "从世界中提取与指定NBT标签匹配的方块。", + "aspect.integratedtunnels.write.boolean.world.entityitem.import": "提取所有物品", + "aspect.integratedtunnels.write.boolean.world.entityitem.import.info": "提取所有世界中的物品。", + "aspect.integratedtunnels.write.itemstack.world.entityitem.import": "提取指定物品", + "aspect.integratedtunnels.write.itemstack.world.entityitem.import.info": "从世界中提取指定物品。", + "aspect.integratedtunnels.write.list.world.entityitem.import": "提取指定列表中的物品", + "aspect.integratedtunnels.write.list.world.entityitem.import.info": "从世界中提取指定列表中的物品。", + "aspect.integratedtunnels.write.operator.world.entityitem.import": "提取与运算符匹配的物品", + "aspect.integratedtunnels.write.operator.world.entityitem.import.info": "从世界中提取与指定运算符匹配的物品。", + "aspect.integratedtunnels.write.nbt.world.entityitem.import": "提取匹配NBT物品", + "aspect.integratedtunnels.write.nbt.world.entityitem.import.info": "从世界中提取与指定NBT标签匹配的物品。", "aspect.integratedtunnels.write.boolean.world.entity.energy.import": "提取实体中的所有能量", - "aspect.integratedtunnels.write.boolean.world.entity.energy.import.info": "如果布尔值为true,则提取当前实体中的能量。", + "aspect.integratedtunnels.write.boolean.world.entity.energy.import.info": "如果布尔值为真,则提取当前实体中的能量。", "aspect.integratedtunnels.write.integer.world.entity.energy.import": "从实体中提取指定量能量", - "aspect.integratedtunnels.write.integer.world.entity.energy.import.info": "每tick从当前实体中提取指定量的能量。", + "aspect.integratedtunnels.write.integer.world.entity.energy.import.info": "每游戏刻从当前实体中提取指定量的能量。", "aspect.integratedtunnels.write.boolean.world.entity.item.import": "提取实体中的所有物品", - "aspect.integratedtunnels.write.boolean.world.entity.item.import.info": "如果布尔值为true,则提取当前实体的物品。", + "aspect.integratedtunnels.write.boolean.world.entity.item.import.info": "如果布尔值为真,则提取当前实体的物品。", "aspect.integratedtunnels.write.integer.world.entity.item.import": "以指定速率从实体提取物品", - "aspect.integratedtunnels.write.integer.world.entity.item.import.info": "每tick从当前实体中提取指定数量的物品。", + "aspect.integratedtunnels.write.integer.world.entity.item.import.info": "每游戏刻从当前实体中提取指定数量的物品。", "aspect.integratedtunnels.write.itemstack.world.entity.item.import": "从实体中提取指定物品", "aspect.integratedtunnels.write.itemstack.world.entity.item.import.info": "从当前实体中提取指定物品。", "aspect.integratedtunnels.write.list.world.entity.item.import": "从实体中提取指定列表中的物品", @@ -364,9 +367,9 @@ "aspect.integratedtunnels.write.nbt.world.entity.item.import": "从实体中提取匹配NBT物品", "aspect.integratedtunnels.write.nbt.world.entity.item.import.info": "从当前实体中提取与指定NBT标签匹配的所有物品。", "aspect.integratedtunnels.write.boolean.world.entity.fluid.import": "提取当前实体中的所有流体", - "aspect.integratedtunnels.write.boolean.world.entity.fluid.import.info": "如果布尔值为true,则从当前实体中提取流体。", + "aspect.integratedtunnels.write.boolean.world.entity.fluid.import.info": "如果布尔值为真,则从当前实体中提取流体。", "aspect.integratedtunnels.write.integer.world.entity.fluid.import": "从实体中提取指定量流体", - "aspect.integratedtunnels.write.integer.world.entity.fluid.import.info": "每tick从当前实体中提取指定量的流体。", + "aspect.integratedtunnels.write.integer.world.entity.fluid.import.info": "每游戏刻从当前实体中提取指定量的流体。", "aspect.integratedtunnels.write.fluidstack.world.entity.fluid.import": "从实体中提取指定流体", "aspect.integratedtunnels.write.fluidstack.world.entity.fluid.import.info": "从当前实体中提取指定流体。", "aspect.integratedtunnels.write.list.world.entity.fluid.import": "从实体中提取指定列表中的流体", @@ -390,7 +393,7 @@ "aspect.integratedtunnels.write.nbt.player.click": "匹配NBT物品点击", "aspect.integratedtunnels.write.nbt.player.click.info": "用与指定NBT标签匹配的物品进行点击。", "aspect.integratedtunnels.write.boolean.item.filter": "过滤所有物品", - "aspect.integratedtunnels.write.boolean.item.filter.info": "如果布尔值为 true,通过所有物品", + "aspect.integratedtunnels.write.boolean.item.filter.info": "如果布尔值为真,通过所有物品", "aspect.integratedtunnels.write.itemstack.item.filter": "过滤物品", "aspect.integratedtunnels.write.itemstack.item.filter.info": "仅通过给定的物品", "aspect.integratedtunnels.write.list.item.filter": "过滤多个物品", @@ -398,9 +401,9 @@ "aspect.integratedtunnels.write.operator.item.filter": "谓词过滤物品", "aspect.integratedtunnels.write.operator.item.filter.info": "通过所有匹配给定谓词的物品", "aspect.integratedtunnels.write.nbt.item.filter": "NBT过滤物品", - "aspect.integratedtunnels.write.nbt.item.filter.info": "通过所有匹配给定 NBT 标签的物品", + "aspect.integratedtunnels.write.nbt.item.filter.info": "通过所有匹配给定NBT标签的物品", "aspect.integratedtunnels.write.boolean.fluid.filter": "过滤所有流体", - "aspect.integratedtunnels.write.boolean.fluid.filter.info": "如果布尔值为 true,通过所有流体", + "aspect.integratedtunnels.write.boolean.fluid.filter.info": "如果布尔值为真,通过所有流体", "aspect.integratedtunnels.write.fluidstack.fluid.filter": "过滤流体", "aspect.integratedtunnels.write.fluidstack.fluid.filter.info": "仅通过给定的流体", "aspect.integratedtunnels.write.list.fluid.filter": "过滤多种流体", @@ -408,73 +411,75 @@ "aspect.integratedtunnels.write.operator.fluid.filter": "谓词过滤流体", "aspect.integratedtunnels.write.operator.fluid.filter.info": "通过所有匹配给定谓词的流体", "aspect.integratedtunnels.write.nbt.fluid.filter": "NBT过滤流体", - "aspect.integratedtunnels.write.nbt.fluid.filter.info": "通过所有匹配给定 NBT 标签的流体", + "aspect.integratedtunnels.write.nbt.fluid.filter.info": "通过所有匹配给定NBT标签的流体", "aspect.integratedtunnels.write.boolean.energy.filter": "过滤所有能量", - "aspect.integratedtunnels.write.boolean.energy.filter.info": "如果布尔值为 true,通过所有能量", - "info_book.integratedtunnels.section.main": "集成管道", + "aspect.integratedtunnels.write.boolean.energy.filter.info": "如果布尔值为真,通过所有能量", + "info_book.integratedtunnels.section.main": "联合管道", "info_book.integratedtunnels.introduction": "介绍", - "info_book.integratedtunnels.introduction.text1": "&l集成管道&r为&l动态联合&r的扩展内容,用于在&l动态联合&r网络中传输物品,流体和能量。", - "info_book.integratedtunnels.introduction.text2": "你可以使用&l动态联合&r的逻辑运算来设置任何你想要的过滤条件。&o\"我想每tick往这个箱子里输送3把耐久值在10以下的附魔镐\"&r或者&o\"我想往这个储罐填充燃油直至填充到1000mb,并且只有在我的机器运行时且箱子里有至少10个铁锭时才生效\"&r没问题!&l集成管道&r通通能帮你高效的完成!", + "info_book.integratedtunnels.introduction.text1": "&l联合管道&r为&l动态联合&r的扩展内容,用于在&l动态联合&r网络中传输物品,流体和能量。", + "info_book.integratedtunnels.introduction.text2": "你可以使用&l动态联合&r的逻辑运算来设置任何你想要的过滤条件。&o\"我想每游戏刻往这个箱子里输送3把耐久值在10以下的附魔镐\"&r或者&o\"我想往这个储罐填充燃油直至填充到1000mb,并且只有在我的机器运行时且箱子里有至少10个铁锭时才生效\"&r没问题!&l联合管道&r通通能帮你高效的完成!", "info_book.integratedtunnels.concepts": "概念", - "info_book.integratedtunnels.concepts.text1": "&l集成管道&r为不同类型的传输添加3个新的组件:&o输入口&r,&o输出口&r和&o接口&r。", - "info_book.integratedtunnels.concepts.text2": "输入口(蓝色)将试图从一个目标中抽取物品传输到同一网络的接口(白色)。", - "info_book.integratedtunnels.concepts.text3": "输出口(橙色)将试图从同一网络的接口(白色)向一个目标推送物品,同一网络下,物品将始终从左往右传输。", + "info_book.integratedtunnels.concepts.text1": "&l联合管道&r为不同类型的传输添加3个新的组件:&o输入器&r、&o输出器&r和&o接口&r。", + + "info_book.integratedtunnels.concepts.text2": "输入器(蓝色)将试图从一个目标中抽取物品传输到同一网络的接口(白色)。", + "info_book.integratedtunnels.concepts.text3": "输出器(橙色)将试图从同一网络的接口(白色)向一个目标推送物品;同一网络下,物品将始终从左往右传输。", + "info_book.integratedtunnels.concepts.text4": "你可以向你的网络添加多个接口,并分配优先级以指定首先应填充/清空哪些。", - "info_book.integratedtunnels.concepts.text5": "此外,您还可以添加多个输入口和输出口,具有相同的优先级。", - "info_book.integratedtunnels.concepts.text6": "要使用&l动态联合&r的变量,你必须确定哪些物品应该被移动。如果你想简单些,那就全部都搬走吧,只需在输出所有物品的设置面插一个空白的&l变量卡&r即可。", - "info_book.integratedtunnels.concepts.text7": "谨记,如果你安装了自动合成的模组,诸如&l集成合成学&r,你能够在输出口使用&o合成&r设定。这将使一种原料因为缺乏而无法输出时进行自动合成。", - "info_book.integratedtunnels.concepts.text8": "Note that if you have an autocrafting mod such as &lIntegrated Crafting&r installed, then you will be able to use the &oCraft&r setting in exporters. This will make it so that if an ingredient is not available for export, that it should be crafted.", + "info_book.integratedtunnels.concepts.text5": "如果你想要指定哪些原料可以穿过一个接口,你可以使用过滤接口。如果你想要将容器上锁,只许容纳某些物品时,这会很有用。", + "info_book.integratedtunnels.concepts.text6": "此外,您还可以添加多个输入器和输出器,它们同样具有相对的优先级。", + "info_book.integratedtunnels.concepts.text7": "要使用&l动态联合&r的变量,你必须确定哪些物品应该被移动。如果你想简单些,那就全部都搬走吧,只需在输出所有物品的设置面插一个空白的&l变量卡&r即可。", + "info_book.integratedtunnels.concepts.text8": "注意,如果你安装了类似&l联合合成&r的自动合成模组,你能够在输出器使用&o合成&r设定。这将使一种原料因为缺乏而无法输出时进行自动合成。", "info_book.integratedtunnels.item": "物品", - "info_book.integratedtunnels.item.text1": "通过网络传输物品。使用&l物品输入口&r通过&l物品接口&r将物品输入到网络。使用&l物品接口&r通过&l物品输出口&r从网络输出物品。", + "info_book.integratedtunnels.item.text1": "通过网络传输物品。使用&l物品输入器&r通过&l物品接口&r将物品输入到网络。使用&l物品接口&r通过&l物品输出器&r从网络输出物品。", "info_book.integratedtunnels.fluid": "流体", - "info_book.integratedtunnels.fluid.text1": "通过网络传输液体。使用&l流体输入口&r通过&l流体接口&r将流体输入到网络。使用&l流体接口&r通过&l流体输出口&r从网络输出流体。", + "info_book.integratedtunnels.fluid.text1": "通过网络传输液体。使用&l流体输入器&r通过&l流体接口&r将流体输入到网络。使用&l流体接口&r通过&l流体输出器&r从网络输出流体。", "info_book.integratedtunnels.energy": "能量", - "info_book.integratedtunnels.energy.text1": "通过网络传输能量。使用&l能量输入口&r通过&l能量接口&r将能量输入到网络。使用&l能量接口&r通过&l能量输出口&r从网络输出能量。", + "info_book.integratedtunnels.energy.text1": "通过网络传输能量。使用&l能量输入器&r通过&l能量接口&r将能量输入到网络。使用&l能量接口&r通过&l能量输出器&r从网络输出能量。", "info_book.integratedtunnels.world": "世界交互", "info_book.integratedtunnels.world.item": "物品", - "info_book.integratedtunnels.world.item.text1": "&l物品拾取口&r和&l物品投掷口&r可以用来拾取或投掷掉落物到世界上,还能与拥有物品栏的实体进行交互,例如潜影箱和驴。各个方面的属性都能更改,例如:分配,抛出速度,拾取延迟,俯仰角和偏转角等。", + "info_book.integratedtunnels.world.item.text1": "&l世界物品输入器&r和&l世界物品输出器&r可以用来提取或投掷掉落物到世界中,还能与拥有物品栏的实体进行交互,例如潜影箱和驴。各个方面的属性都能更改,例如:分配、抛出速度、提取延迟、俯仰角和偏转角等。", "info_book.integratedtunnels.world.fluid": "流体", - "info_book.integratedtunnels.world.fluid.text1": "你可以使用&l流体抽取口&r和&l流体排出口&r放置流体源方块或者将其装走,也能与能当做储罐的实体进行交互,比如掉落物状态下的储罐。以及对是否进行方块更新这项属性的修改。", + "info_book.integratedtunnels.world.fluid.text1": "你可以使用&l世界流体输入器&r和&l世界流体输出器&r放置流体源方块或者将其装走,也能与能当做储罐的实体进行交互,比如掉落物状态下的储罐。以及对是否进行方块更新这项属性的修改。", "info_book.integratedtunnels.world.energy": "能量", - "info_book.integratedtunnels.world.energy.text1": "&l能量汲取口&r和&l能量导出口&r能帮你与具有能量缓存的实体进行交互,比如掉落在地的电池。", + "info_book.integratedtunnels.world.energy.text1": "&l世界能量输入器&r和&l世界能量输出器&r能帮你与具有能量缓存的实体进行交互,比如掉落在地的电池。", "info_book.integratedtunnels.world.block": "方块", - "info_book.integratedtunnels.world.block.text1": "你可以用&l方块破坏口&r和&l方块放置口&r放置或破坏方块。可以在高级属性内更改是否进行精准采集。", + "info_book.integratedtunnels.world.block.text1": "你可以用&l世界方块输入器&r和&l世界方块输出器&r放置或提取方块。可以在高级属性内更改是否进行精准采集。", "info_book.integratedtunnels.player": "玩家模拟", "info_book.integratedtunnels.player.text1": "任何有经验的Minecraft玩家都知道,点击次数当然是越少越省事。你可以使用&l玩家模拟器&r来大大简化那些繁琐的点击行为。它可以自动模拟手或手持物品进行点击。你可以在高级属性内更改点击的位置。", - "info_book.integratedtunnels.section.tutorials": "集成管道教程", + "info_book.integratedtunnels.section.tutorials": "联合管道教程", "info_book.integratedtunnels.tutorials.introduction": "介绍", - "info_book.integratedtunnels.tutorials.introduction.text1": "本节包含了几个能帮助你学习&l集成管道&r的教程,以及基于&l动态联合&r额外添加的物品,流体,能量传输方式。", + "info_book.integratedtunnels.tutorials.introduction.text1": "本节包含了几个能帮助你学习&l联合管道&r的教程,以及基于&l动态联合&r额外添加的物品,流体,能量传输方式。", "info_book.integratedtunnels.tutorials.interfaces": "接口", "info_book.integratedtunnels.tutorials.interfaces.text1": "&o接口&r是一种可以附着在&l线缆&r上的部件。它拥有物品,流体和能量种类的接口,分别用来连接到容器,储罐和能量设备上。通过&o接口&r使对应目标能够访问网络。", "info_book.integratedtunnels.tutorials.importer_exporter": "输入/输出", - "info_book.integratedtunnels.tutorials.importer_exporter.text1": "&o物品输入口&r会将物品从目标容器输出到&o物品接口&r。&o物品输出口&r则相反,它从&o物品接口&r提取物品到目标容器。", + "info_book.integratedtunnels.tutorials.importer_exporter.text1": "&o物品输入器&r会将物品从目标容器输出到&o物品接口&r。&o物品输出器&r则相反,它从&o物品接口&r提取物品到目标容器。", "info_book.integratedtunnels.tutorials.import_all_items": "输入所有物品", - "info_book.integratedtunnels.tutorials.import_all_items.text1": "在&l物品输入口&r内放置一张空的&l变量卡&r以从目标容器输入所有物品到网络。", + "info_book.integratedtunnels.tutorials.import_all_items.text1": "在&l物品输入器&r内放置一张空的&l变量卡&r以从目标容器输入所有物品到网络。", "info_book.integratedtunnels.tutorials.export_items_limit": "输出有限的物品", "info_book.integratedtunnels.tutorials.export_items_limit.text1": "使用&l容器读取器&r读取目标容器中的物品数量,只有物品总数大于&610&0的情况下才移动物品。", "info_book.integratedtunnels.tutorials.import_items_list": "输入列表中的物品", "info_book.integratedtunnels.tutorials.import_items_list.text1": "将所有在指定列表中的物品输入到目标容器中。物品列表可以使用&l容器读取器&r创建。", "info_book.integratedtunnels.tutorials.export_enchantable_items": "输出可附魔物品", "info_book.integratedtunnels.tutorials.export_enchantable_items.text1": "将所有可附魔的物品输出到目标容器。可以通过使用&l运算符&r中的相应条件实现。", - "info_book.integratedtunnels.tutorials.filter_storage_day": "Filter Item Storage if Day", - "info_book.integratedtunnels.tutorials.filter_storage_day.text1": "Using the &lFiltering Item Interface&r, attach a &lChest&r to your network, and only make its contents be available to the network if it's day (and not when it's night).", - "info_book.integratedtunnels.tutorials.filter_storage_mod": "Filter Item Storage by Mod", - "info_book.integratedtunnels.tutorials.filter_storage_mod.text1": "Using the &lFiltering Item Interface&r, attach a &lChest&r to your network, and configure a predicate-based filter that only passes items from the &lIntegratedDynamics&r mod. To do this, we will create a new operator that will take an &8Item&0 as input, and returns a &9Boolean&0 as output.", - "info_book.integratedtunnels.tutorials.filter_storage_mod.text2": "To do this, first create an &2Operators&0 value containing the &lRelational Equals&r operator. Next, create a &4String&0 containing the &lIntegratedDynamics&r value. And then, use the &lApply&r operator to partially apply your &lRelational Equals&r operator to your &4String&0 value.", - "info_book.integratedtunnels.tutorials.filter_storage_mod.text3": "As a next step, we have to create another &2Operators&0 value, but this time containing the &lItem Mod&r operator. And now, we can use the &lPipe&r operator to pipe our &lItem Mod&r operator into our partially applied operator from the previous step.", - "info_book.integratedtunnels.tutorials.filter_storage_mod.text4": "This result from the &lPipe&r operator can be placed into the predicate-based aspect of your &lFiltering Item Interface&r, and all variables we depend on need to be placed into a &lVariable Store&r. If all steps are followed correctly, the filter will only pass items from the &lIntegratedDynamics&r mod, which can be customized by changing our &4String&0 constant.", + "info_book.integratedtunnels.tutorials.filter_storage_day": "白天时过滤物品存储", + "info_book.integratedtunnels.tutorials.filter_storage_day.text1": "将&l物品过滤接口&r放在&l箱子&r上,并将其与你的网络相连,使其内容只在白天时可用(夜晚时则不行)。", + "info_book.integratedtunnels.tutorials.filter_storage_mod": "按模组过滤物品存储", + "info_book.integratedtunnels.tutorials.filter_storage_mod.text1": "将&l物品过滤接口&r放在&l箱子&r上,并将其与你的网络相连,配置一个基于谓词过滤的过滤器,只允许&l动态联合s&r模组的物品通过。要做到这点,我们需要创造一个新的运算符,它以&8物品&0作为输入,返回一个&9布尔型&0作为输出。", + "info_book.integratedtunnels.tutorials.filter_storage_mod.text2": "首先创建一个含有&l关联相等&r运算符的&2运算符&0值。接下来,创建一个含有&l动态联合&r值的&4字符串&0。再然后,使用&lApply(执行)&r运算符来对你的&4字符串&0值部分执行&l关联相等&r运算符。", + "info_book.integratedtunnels.tutorials.filter_storage_mod.text3": "下一步,我们需要创建另一个&2运算符&0值,但这次它将含有&l物品所属模组&r运算符。现在开始,我们就可以使用&l管道&r运算符来将我们的&l品所属模组&r运算符传输到上一步我们部分执行的运算符中。", + "info_book.integratedtunnels.tutorials.filter_storage_mod.text4": "来自&l管道&r运算符的结果可以放置在你的&l物品过滤接口&r中谓词过滤的项目,且所有我们需要的变量卡都需要放在&l变量卡箱&r中。如果所有步骤都正确完成,过滤器将只会允许&l动态联合s&r模组的物品通过,且可以通过改变&4字符串&0常量来自定义。", "info_book.integratedtunnels.tutorials.world_item_importer_exporter": "世界物品输入/输出", - "info_book.integratedtunnels.tutorials.world_item_importer_exporter.text1": "与&o物品输入口&r和&o物品输出口&r类似,&l物品拾取口&r和&l物品投掷口&r分别可以从世界上捡起物品并输入完了或者从网络中提取物品扔到世界上。此外,它们也能与&o潜影箱&r这样带库存的掉落物进行交互。", + "info_book.integratedtunnels.tutorials.world_item_importer_exporter.text1": "与&o物品输入器&r和&o物品输出器&r类似,&l世界物品输入器&r和&l世界物品输出器&r分别可以从世界中捡起物品并输入完了或者从网络中提取物品扔到世界中。此外,它们也能与&o潜影箱&r这样带物品栏的掉落物进行交互。", "info_book.integratedtunnels.tutorials.drop_all_items": "投掷所有物品", - "info_book.integratedtunnels.tutorials.drop_all_items.text1": "在&l物品投掷口&r内放置一张空的&l变量卡&r将网络内的所有物品在投掷世界上。", - "info_book.integratedtunnels.tutorials.pickup_items_limit": "捡起有限的物品", - "info_book.integratedtunnels.tutorials.pickup_items_limit.text1": "在&l变量卡&r中写入常数&65&0,并将其放入&l物品拾取口&r以从目标位置捡起5个物品。", + "info_book.integratedtunnels.tutorials.drop_all_items.text1": "在&l世界物品输出器&r内放置一张空的&l变量卡&r将网络内的所有物品在投掷世界中。", + "info_book.integratedtunnels.tutorials.pickup_items_limit": "限制物品提取", + "info_book.integratedtunnels.tutorials.pickup_items_limit.text1": "在&l变量卡&r中写入常数&65&0,并将其放入&l世界物品输入器&r以从目标位置捡起5个物品。", "info_book.integratedtunnels.tutorials.world_block_importer_exporter": "世界方块输入/输出", - "info_book.integratedtunnels.tutorials.world_block_importer_exporter.text1": "你可以用&l方块破坏口&r与&l方块放置口&r来破坏或放置方块而不是将物品仍在世界上或从世界上捡起物品。你可以更改属性内的各项设定值,比如是否使用精准采集破坏方块。", - "info_book.integratedtunnels.tutorials.break_stone": "只破坏石头", - "info_book.integratedtunnels.tutorials.break_stone.text1": "做一个包含&8石头&0这个物品值的&l变量卡&r。将其放入&l方块破坏口&r使它只能破坏石头。也要对其属性进行修改,看看是否能进行精准采集石头,避免挖成圆石。", + "info_book.integratedtunnels.tutorials.world_block_importer_exporter.text1": "你可以用&l世界方块输入器&r与&l世界方块输出器&r来提取或放置方块而不是将物品仍在世界中或从世界中捡起物品。你可以更改属性内的各项设定值,比如是否使用精准采集提取方块。", + "info_book.integratedtunnels.tutorials.break_stone": "只提取石头", + "info_book.integratedtunnels.tutorials.break_stone.text1": "做一个包含&8石头&0这个物品值的&l变量卡&r。将其放入&l世界方块输入器&r使它只能提取石头。也要对其属性进行修改,看看是否能进行精准采集石头,避免挖成圆石。", "info_book.integratedtunnels.tutorials.place_logwood": "放置原木", - "info_book.integratedtunnels.tutorials.place_logwood.text1": "尝试用&l方块放置口&r创建一个只能放置原木的系统。使用&l矿物词典值&r运算符来检索所有矿物词典为&ologWood&r的物品。", + "info_book.integratedtunnels.tutorials.place_logwood.text1": "尝试用&l世界方块输出器&r创建一个只能放置原木的系统。使用&l矿物词典值&r运算符来检索所有矿物词典为&ologWood&r的物品。", "info_book.integratedtunnels.tutorials.click_sword": "用剑攻击", "info_book.integratedtunnels.tutorials.click_sword.text1": "厌倦了长时间的点击?不如试试用&l玩家模拟器&r代替?先合成一个玩家模拟器并放入含有&o钻石剑&r的&l变量卡&r,这样它会自动从网络中抽取一把&o钻石剑&r进行攻击。" } \ No newline at end of file