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BuildCraftCore部分手册汉化 (#4577)
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* LDoH Tweaks 翻译提交

* Add files via upload

* mv projects/1.12.2/last-days-of-humanity-tweaks projects/1.12.2/assets

Co-authored-by: xckie <[email protected]>

* mv projects/1.12.2/assets projects/1.12.2/last-days-of-humanity-tweaks

Co-authored-by: xckie <[email protected]>

* Revert "mv projects/1.12.2/assets projects/1.12.2/last-days-of-humanity-tweaks"

This reverts commit 752f711.

* Revert "Revert "mv projects/1.12.2/assets projects/1.12.2/last-days-of-humanity-tweaks""

This reverts commit df466e4.

* Revert "Revert "Revert "mv projects/1.12.2/assets projects/1.12.2/last-days-of-humanity-tweaks"""

This reverts commit 0e61398.

* Create lang

* Delete projects/1.12.2/assets/last-days-of-humanity-tweaks/ldoh/lang

* Create zh_cn.lang

* 提交“LDOH Tweak”模组翻译

* 提交原语言文件

* Delete projects/1.12.2/assets/ldoh directory

* LDoH Tweaks提交原文

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* Update zh_cn.lang

* 检查了全半角标点

* Update zh_cn.lang

* "尖刺围栏"改成"刺绳"

* BCcore部分手册汉化

* Update inventory_full.md

* 改掉无效的标点符号

* 想起来html不能直接用大小号

* Update fluid_below_75.md

* Update inventory_below_25.md

* Update inventory_below_50.md

* Update inventory_below_75.md

* Update machine_control_loop.md

* Update machine_control_off.md

* Update machine_control_off.md

* Update machine_control_loop.md

* Update engine_wood.md

* Update redstone.md

* Update machine_control_on.md

* Update gear_diamond.md

* Update gear_diamond.md

* Update gear_gold.md

* Update gear_diamond.md

* Update gear_iron.md

* Update gear_stone.md

* Update gear_wood.md

* 更新list.md

* Update list.md

* Update list.md

* Update machine_control_on.md

* Update gear_diamond.md

* wip

* Update wrench.md

* Update engine_blue.md

* Update engine_blue.md

* Update engine_green.md

* Update engine_overheat.md

* Update engine_red.md

* Update fluid_below_25.md

* Update engine_yellow.md

* 需求 → 条件 固定下句式

* 改完

---------

Co-authored-by: cfpa-bot[bot] <101878103+cfpa-bot[bot]@users.noreply.github.com>
Co-authored-by: xckie <[email protected]>
Co-authored-by: SlimeSB <[email protected]>
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<lore>
Making the machine run over and over again.
</lore>
<no_lore>
Loop is a gate action provided on any gate that is placed next to a machine which could be operating.
</no_lore>

<chapter name="Requirements"/>
When the action is activated, the machine will repeatedly complete its operating cycle over and over again.
Note: Not all machines support the Loop action.

<chapter name="Trigger directions"/>
Gates may show the Loop action multiple times in different colours to represent each of the different connected machines.
The colour of the action represents the direction of the machine in relation of the pipe so you can differentiate between each machine.
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<lore>
This will turn the machine off,
</lore>
<no_lore>
Off is a gate action provided on any gate that is placed next to a machine which could be operating.
</no_lore>

<chapter name="Requirements"/>
When the action is activated, the machine will stop operating.
Note: Not all machines support the Off action.

<chapter name="Trigger directions"/>
Gates may show the Off action multiple times in different colours to represent each of the different connected machines.
The colour of the action represents the direction of the machine in relation of the pipe so you can differentiate between each machine.
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<lore>
This will turn the machine on,
</lore>
<no_lore>
On is a gate action provided on any gate that is placed next to a machine which could be operating.
</no_lore>

<chapter name="Requirements"/>
When the action is activated, the machine will start operating.
Note: Not all machines support the On action.

<chapter name="Trigger directions"/>
Gates may show the On action multiple times in different colours to represent each of the different connected machines.
The colour of the action represents the direction of the machine in relation of the pipe so you can differentiate between each machine.
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<lore>
When triggered, a redstone signal will be emitted.
</lore>
<no_lore>
Redstone Signal is a gate action provided on any gate placed.
</no_lore>

<chapter name="Requirements"/>
When the action is activated, it will emit a Redstone signal.

<chapter name="Parameters"/>
When Redstone Signal and the gate installed has parameters available, the Gate Side Only becomes available as a parameter.
Selecting Gate side only means it will only emit a Redstone signal out the specific side the gate is placed on.
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Engine basics
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<chapter name="tile.engineWood.name"/>
<lore>
In a quest to create power, you have discovered a way to produce a small amount of power using just a redstone signal.
</lore>
<no_lore>
The Redstone engine is a basic engine that only requires a redstone signal to run. It only produces a tiny amount of power.
</no_lore>
<chapter name="Information"/>
Due to the little amount of MJ they produce, they are only suitable to operate simple devices such as extraction pipes or pumps.
<recipes_usages stack="buildcraftcore:engine"/>


<chapter name="Engine Mechanics"/>
BuildCraft engines have 5 temperature stages, which determines the speed the engine runs at: Blue, Green, Yellow, Red and Black.
Unlike more powerful engines when activated, Redstone Engines <bold>cannot overheat</bold> and turn black when the power has nowhere to go and it will keep running.
Engines will always connect to the nearest compatible MJ consumer but Redstone engines will not connect to kinesis pipes and will only connect to certain machines.
You can use a Wrench to rotate it to change which block it is powering.

As with all engines, it <bold>requires a redstone signal to run.</bold>
Gates can be used to detect the engines temperature stages to help you control them.
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<lore>
Land Marks can be awkward at times: they require a lot of break breaking and replacing in order to change the size. The Volume Marker provides a simpler solution: each corner of the box can be moved easily.
</lore>
<no_lore>
Volumes Markers simplify the land marker process, without requiring block breaking and placing in order to change their size.
</no_lore>
<chapter name="Information"/>
The Volume Marker is a laser box which is controlled with a Marker Connector.
<recipes_usages stack="buildcraftcore:volume_box"/>
Click the corner of it you want to move with the Marker Connector and move where you are pointing and the box size will move with you.
Click with the marker again where you want to stop it moving and it will stop. You can shift click it with the Marker Connector to remove the Volume Marker completely
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<chapter name="item.diamondGearItem.name"/>
<lore>
Within your deep mining excavations, you discover the rarest but strongest material of them all: diamonds.
Due to its strength, diamond gears allows for the most demanding of tasks to be completed without breaking down or wearing out the gears.
</lore>
<no_lore>
The final tier of gear, The Diamond Gear is the strongest gear which is required for the most complex of machines.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_diamond"/>
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<chapter name="item.goldGearItem.name"/>
<lore>
More complex tasks require lots of very small interlocking gears, and iron gears break easily when used in this fashion.
Gold never breaks when crafted into tiny gears, which allows it to be used for complex mechanisms.
</lore>
<no_lore>
The Gold Gear is the next tier of gear which is used by machines which work over a large areas.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_gold"/>
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<chapter name="item.ironGearItem.name"/>
<lore>
Stone has proven to be useful for simple machines, but doesn't hold up very well under the high stresses and temperatures found in engines and complex machinery.
Iron however is much better at these more demanding tasks.
</lore>
<no_lore>
Upgrading your gears again allows you to obtain more complex machinery due to the nature of the metal.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_iron"/>
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<chapter name="item.stoneGearItem.name"/>
<lore>
Wood has proven tough to use in proper machines so you decide to make a new gear out of stone.
As an added bonus it doesn't catch fire at all.
</lore>
<no_lore>
The Stone Gear is basically an upgrade of the Wooden Gear, used to make stronger machines due to the hardness of stone.
</no_lore>
<recipes_usages stack="buildcraftcore:gear_stone"/>
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<lore>
In your efforts to create simple automation you have found a useful part: a turnable gear!
Its only made of wood so it must be upgraded for more demanding tasks...
</lore>
<no_lore>
The Wooden Gear is the first crafting step when entering BuildCraft and is used as the base of a lot of things.
</no_lore>
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<chapter name="item.list.name"/>
<lore>
With so many blocks and items, 9 slots isn't very practical when trying to route every single possibility of items through diamond pipes.
</lore>
<no_lore>
A List is used as a way to expand the capabilities of your item filtering.
</no_lore>
<chapter name="Information"/>
To access the List GUI, hold it in your hand and right click it. You can then name your List at the top then insert the items you want to filter into the slots to create ghost items.
<recipes_usages stack="buildcraftcore:list"/>

<chapter name="Buttons"/>
Just insert the item you want the other items to revolve around in the furthest left slot and select the right button you want.

Having to collect insert every single item of a certain item you want to filter can be tedious, that's why the List has different modes:
Exact Match: The item inserted is the same item. E.g.Has the same amount of damage and enchantments.
Type: Items which the same but made of a different materials. E.g. for an iron gear, this would match against any sort of gear, for example a wooden gear, stone gear, etc.
Material: Items which are made of exactly the same material. E.g. for an iron gear, this would match against anything made directly out of iron: such as iron blocks, ingots, ore, or nuggets.

Unfortunatly not all items in the game are supported, for example this doesn't .

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<chapter name="item.markerConnector.name"/>
<lore>
Finer control over the areas that your machines work is vital in any large scale engineering project and you need a tool to control that.
</lore>
<no_lore>
The Marker Connector is used manipulate the size of a volume box or the direction of a connected path marker.
</no_lore>
<chapter name="Information"/>
To use the Marker Connector, hold it in your had and click any laser box you want to adjust and move your cursor to adjust it. The click it again to stop adjusting it.
You can shift click the laser boxes with the marker connector in hand to remove the laser box
<recipes_usages stack="buildcraftcore:marker_connector"/>
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<chapter name="tile.markerBlock.name"/>
<lore>
Controlling where you want your machines to run is very important during construction, otherwise they may end up out of control.
</lore>
<no_lore>
The Land Mark is used to designate where you want your large scale machines to work.
</no_lore>
<chapter name="Information"/>
To mark out the area, you must connect your Land Marks to ensure that the area is set.
To connect your Land Marks, place them on the same axis of the world as each other and click them.
<recipes_usages stack="buildcraftcore:marker_volume"/>
Then a laser will appear connecting the two. Land Marks can connect up to 6 other land marks for the 6 axis but only 4 is really necessary to make a Land Marked cube.
Land Marks have a 64 block limit to connect to each other which may limit your creativity.
Applying a redstone signal to a land mark will lead it to emit constant lasers indicating where you can place other Land Marks so they connect.
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<chapter name="tile.pathMarkerBlock.name"/>
The path marker is useful for <bold>stuffs</bold> and linking up a builders oart path woops that was spelt wrong lol oh well I guess this is just filler.
<chapter name="Other"/>
Other <bold>details <underline>include</underline> bold<italic> text</italic></bold>:

Just <blue>in</blue> c<bold>ase</bold> <green>you <red><italic>d<underline>id</red>n</italic>'t</underline> get</green> that...

<recipes_usages stack="buildcraftcore:marker_path"/>
<chapter name="Information"/>
<lore>
Some loric information that is totally not just a lot of really long filler text to test next page logic.
</lore>
<no_lore>
This should NOT appear in-game, unless lore has been turned off.
</no_lore>
<image src="buildcraftcore:textures/items/marker_path.png" width="64" height="64"/>
<image src="buildcraftlib:textures/items/guide_book.png" width="64" height="64"/>
<image src="buildcraftenergy:textures/gui/combustion_engine_gui.png"/>

<hint>
Path markers are really useless.
</hint>
<new_page/>
To ensure that new pages <italic>work</italic>.
HI THIS SHOULD BE ON ANOTHER PAGE

<note id="mark_info">
Hi there, I am a note!
Just in case you wanted to know, this is how you make a path mark.
<recipes stack="buildcraftcore:marker_path" join="false"/>
</note>
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<chapter name="item.paintbrush.name"/>
<lore>
While the amount of splash and colour that is found around the world is quite amazing, imagine being able to change the color of certain blocks in world with a simple stroke.
While painting blocks for decoration is nice, it can also have a practical use such as separating pipes.
</lore>
<no_lore>
Paintbrushes can be used to paint various different blocks into one of 16 colours.
Painting a block is normally only useful for decoration, however some blocks have special properties once painted.
For example pipes will not connect to other pipes if they are painted different colours.
</no_lore>
<recipes_usages stack="buildcraftcore:paintbrush"/>
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<chapter name="item.wrenchItem.name"/>
<lore>
Creating and using machines is very useful, however sometimes it is necessary to change the way they operate, or perhaps rotate them to face a different direction.
A wrench provides the solution: this can modify the state of a machine or many blocks with a whack.
</lore>
<no_lore>
The wrench is the basic tool which is used to rotate and manipulate blocks, machines and some entities with a click.
</no_lore>
<recipes_usages stack="buildcraftcore:wrench"/>
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<lore>
No matter what happens, this trigger will always be on.
</lore>
<no_lore>
Always On is a gate trigger provided on any gate placed.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions are always activated.
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<lore>
What colour is the engine next to the gate? Is it blue?
</lore>
<no_lore>
Engine Blue is a gate trigger provided on any gate that has an Engine next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the adjacent engine is at its blue temperature stage.

<chapter name="Trigger directions"/>
Gates may show the Engine Blue trigger multiple times in different colours to represent each of the different connected engines.
The colour of the Trigger represents the direction of the engine in relation of the pipe so you can differentiate between each engine.
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<lore>
What colour is the engine next to the gate? Is it green?
</lore>
<no_lore>
Engine Green is a gate trigger provided on any gate that has an Engine next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the adjacent engine is at its green temperature stage.

<chapter name="Trigger directions"/>
Gates may show the Engine Green trigger multiple times in different colours to represent each of the different connected engines.
The colour of the Trigger represents the direction of the engine in relation of the pipe so you can differentiate between each engine.
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<lore>
What colour is the engine next to the gate? Is it black and overheating?
</lore>
<no_lore>
Engine Overheat is a gate trigger provided on any gate that has an Engine next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the adjacent engine is at its overheating temperature stage.

<chapter name="Trigger directions"/>
Gates may show the Engine Overheat trigger multiple times in different colours to represent each of the different connected engines.
The colour of the Trigger represents the direction of the engine in relation of the pipe so you can differentiate between each engine.
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<lore>
What colour is the engine next to the gate? Is it blue?
</lore>
<no_lore>
Engine Red is a gate trigger provided on any gate that has an Engine next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the adjacent engine is at its red temperature stage.

<chapter name="Trigger directions"/>
Gates may show the Engine Red trigger multiple times in different colours to represent each of the different connected engines.
The colour of the Trigger represents the direction of the engine in relation of the pipe so you can differentiate between each engine.
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<lore>
What colour is the engine next to the gate? Is it yellow?
</lore>
<no_lore>
Engine Yellow is a gate trigger provided on any gate that has an Engine next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the adjacent engine is at its yellow temperature stage.

<chapter name="Trigger directions"/>
Gates may show the Engine Yellow trigger multiple times in different colours to represent each of the different connected engines.
The colour of the Trigger represents the direction of the engine in relation of the pipe so you can differentiate between each engine.
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<lore>
Is the tank next to the gate only holding less than a quarter of what it can hold?
</lore>
<no_lore>
Contains less than 25% is a gate trigger provided on any gate that has a tank placed next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the connected tank is at less than 25% capacity.

<chapter name="Parameters"/>
When Contains less than 25% and the gate installed has parameters available, the Filter slot next to it becomes available as a parameter.
Placing a fluid container in the filter slot allows you check if the tank has less than 25% of the fluid selected in the filter slot before triggering.

<chapter name="Trigger directions"/>
Gates may show the Contains less than 25% trigger multiple times in different colours to represent each of the different connected tanks.
The colour of the Trigger represents the direction on the tank in relation of the pipe so you can differentiate between each tank.
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<lore>
Is the tank next to the gate only holding less than half of what it can hold?
</lore>
<no_lore>
Contains less than 50% is a gate trigger provided on any gate that has a tank placed next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the connected tank is at less than 50% capacity.

<chapter name="Parameters"/>
When Contains less than 50% and the gate installed has parameters available, the Filter slot next to it becomes available as a parameter.
Placing a fluid container in the filter slot allows you check if the tank has less than 50% of the fluid selected in the filter slot before triggering.

<chapter name="Trigger directions"/>
Gates may show the Contains less than 50% trigger multiple times in different colours to represent each of the different connected tanks.
The colour of the Trigger represents the direction on the tank in relation of the pipe so you can differentiate between each tank.
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<lore>
Is the tank next to the gate only holding less than three quarters of what it can hold?
</lore>
<no_lore>
Contains less than 75% is a gate trigger provided on any gate that has a tank placed next to it.
</no_lore>

<chapter name="Requirements"/>
When selected, the connected actions will only be activated when the connected tank is at less than 75% capacity.

<chapter name="Parameters"/>
When Contains less than 75% and the gate installed has parameters available, the Filter slot next to it becomes available as a parameter.
Placing a fluid container in the filter slot allows you check if the tank has less than 75% of the fluid selected in the filter slot before triggering.

<chapter name="Trigger directions"/>
Gates may show the Contains less than 75% trigger multiple times in different colours to represent each of the different connected tanks.
The colour of the Trigger represents the direction on the tank in relation of the pipe so you can differentiate between each tank.
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