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2 changes: 1 addition & 1 deletion SignalsLink/assets/signalslink/lang/de.json

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2 changes: 1 addition & 1 deletion SignalsLink/assets/signalslink/lang/en.json
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"signalslink:managedchute-info-unlimited": "Transports indefinitely",
"signalslink:managedchute-info-remaining": "Transports {0}",
"signalslink:block-handbooktitle-signalslink": "Usage",
"signalslink:block-handbooktext-blocksensor": "The block sensor detects the presence of a block at the selected adjacent position and, based on its type or the input signal, provides output information about its state or slot fill level. <br> <font size=\"20\" color=\"6082B6\">Currently supported blocks are:</font> <br> <strong>Anvil</strong> - if there is a sufficiently hot ingot on the anvil for forging, the output signal is 1. Otherwise it sends signal 0. <br> <strong>Doors, gates, trapdoors</strong> - For doors and gates, you need to monitor the ground-level block on the hinge side. If the block is open, the output signal is 1; if it is closed, the output signal is 0. <br> <strong>Chest or generally a container or any blocks that have inventory slots</strong> (e.g., hearth, barrel, trough, etc.). The output signal depends on the input signal. <br> The input signal determines which slot is to be scanned. <br> Signal 1-14 specifies slots 0-13. The output is information about the slot’s fill level relative to the maximum stack capacity of the item in that slot, converted to a signal 0-15. <br> Signal 15 specifies that the sensor should detect the total fill level of all slots, e.g., the entire chest. <br> <strong>Some other block not listed above</strong> - If there is nothing in the monitored space (it is air), the output signal is 0. If there is water, the output is 2 for fresh water or 3 for salt water. If there is any other block, the output signal is 1. <br><br> <font size=\"20\" color=\"6082B6\">Paper conditions</font><br> <a href=\"handbook://signalslink:usageinfo-paperconditions\">Paper conditions</a> are relevant for the block sensor when monitoring containers or, in general, blocks with an inventory. <strong>If you have paper conditions set, the block sensor’s behavior changes as follows</strong>: If you are monitoring a specific slot (input signal 1-14), the conditions are applied to the item in that slot, and if it matches the conditions, the signal set in the <strong>output</strong> instruction in the condition block where the match was found is returned. If <strong>output</strong> is not specified, signal 15 is returned.<br> If you are monitoring the overall inventory fill level (input signal 15), the conditions are applied to all items in all monitored slots. As soon as an item matches the conditions, the signal set in the <strong>output</strong> instruction in the condition block where the match was found is returned. If the <strong>output</strong> instruction is not specified in the conditions, the number of the first slot in which a match was found is returned.<br> <strong>Tip:</strong> You can use this to find out a slot number. Place an item into the slot whose number you want to know. Leave the other slots empty, then monitor this block with the block sensor to which you apply paper conditions \"*\" and send signal 15 to its input. The output will then be the signal with the number of the slot that contains the item.<br> If no item in the slots matches the paper conditions, signal 0 is returned. ",
"signalslink:block-handbooktext-blocksensor": "The block sensor detects the presence of a block at the selected adjacent position and, based on its type or an input signal, provides output information about its state or slot fill level. <br> <font size=\"20\" color=\"6082B6\">Currently supported blocks are:</font> <br> <strong>Anvil</strong> - if there is a sufficiently hot ingot on the anvil ready for forging, the Output signal is 1. Otherwise it sends signal 0. <br> <strong>Doors, gates, trapdoors</strong> - For doors and gates, you need to monitor the ground-level block on the hinge side. If the block is open, the Output signal is 1; if it is closed, the Output signal is 0. <br> <strong>Chest or generally a container or any blocks that have inventory slots</strong> (e.g. hearth, barrel, trough, etc.). The Output signal depends on the input signal. <br> The input signal determines which slot should be scanned. <br> Signal 1-14 specifies slots 0-13. The output is information about the slot fill level relative to the maximum stack capacity of the item in that slot, converted to a signal 0-15. <br> Signal 15 specifies that the sensor should detect the total fill level of all slots, e.g. the entire chest. <br> <strong>Any other block not listed above</strong> - If there is nothing (air) in the monitored space, the Output signal is 0. If there is water, the output is 2 for fresh water or 3 for salt water. If there is any other block, the Output signal is 1. <br><br> <font size=\"20\" color=\"6082B6\">Conditions on paper</font><br> <a href=\"handbook://signalslink:usageinfo-paperconditions\">Conditions on paper</a> are relevant for the block sensor when monitoring containers or, in general, blocks with an inventory. <strong>If you have conditions on paper set, the block sensor behavior changes as follows</strong>: If you monitor a specific slot (input signal 1-14), the conditions are applied to the item in that slot and, if it matches the conditions, the signal set in the <strong>output</strong> instruction in the condition block where the match was found is returned. If <strong>output</strong> is not specified, signal 15 is returned.<br> If you monitor the overall inventory fill level (input signal 15), the conditions are applied to all items in all monitored slots. As soon as any item matches the conditions, the signal set in the <strong>output</strong> instruction in the condition block where the match was found is returned. If the <strong>output</strong> instruction is not specified in the conditions, the number of the first slot in which a match was found is returned.<br> <strong>Tip:</strong> You can use this to find out the slot number. Place an item into the slot whose number you want to know. Leave the other slots empty and then monitor this block with the block sensor to which you apply the paper conditions \"*\" and send signal 15 to its input. The output will then be the signal with the number of the slot in which the item is located.<br> If no item in the slots matches the paper conditions, signal 0 is returned. ",
"signalslink:block-handbooktext-entitysensor": "The Entity Sensor detects the presence of entities (players, livestock, wild animals, or monsters) in the marked area and can provide information on its outputs about their count, type, or status. The sensor requires charging with one or more Temporal Gears to operate. The consumption rate then depends on the size of the monitored area. <br> <strong>Inputs x, y, z</strong> determine the size of the monitored area in blocks. <br> On the <strong>Error</strong> output there is signal 1 if the sensor is discharged, otherwise 0. <br> Inputs <strong>Output 1 setting</strong> and <strong>Output 2 setting</strong> determine what information will be provided on outputs 1 and 2. You can thus obtain different information on each output, based on these input settings. <br> The options are: <br> 1 - The output returns <strong>Count</strong>. The number of detected entities. <br> 2 - The output returns <strong>Category</strong>. Bit flags of entity category 0–3: player, creature, animal, wild animal. <br> 3 - The output returns <strong>Life state</strong>. All detected entities are: 1–dead, 2–alive, or 15–mixed. <br> 4 - The output returns <strong>Sex</strong>. All detected entities are: 1–male, 2–female, or 15–mixed. <br> 5 - The output returns <strong>Age</strong>. All detected entities are: 1–young, 2–adult, or 15–mixed. <br> 6 - The output returns <strong>Species</strong>. All detected entities are: 1–player, 2–animal, 3–wild animal, 4–creature, or 15–mixed. <br> 7 - The output returns <strong>Reproductive state</strong>. All detected entities are: 1–ready to mate, 2–pregnant, 3–lactating, or 15–mixed. <br> 8 - The output returns <strong>Reproductive state flags</strong>. Bit flags 0–2: ready to mate, pregnant, lactating. <br> 9 - The output returns <strong>Minimum generation</strong>. The minimum detected generation is: 0–15. Present entities without a generation specified are ignored. <br> 10 - The output returns <strong>Maximum generation</strong>. The maximum detected generation is: 0–15. Present entities without a generation specified are ignored. <br> 11 - The output returns <strong>Minimum weight</strong>. The minimum detected weight is: 1–starving, 2–low, 3–decent, 4–good. Present entities without a weight specified (not animals) are ignored. <br> 12 - The output returns <strong>Maximum weight</strong>. The maximum detected weight is: 1–starving, 2–low, 3–decent, 4–good. Present entities without a weight specified (not animals) are ignored. <br> ",
"signalslink:block-handbooktext-managedchute": "The Managed Chute enables automated transport of items between various blocks. It moves items in only one direction, indicated on the chute by a white arrow.<br> Unlike a chute, the managed chute has no inventory of its own and transports items from the block on the source side directly into the block on the target side. This means items are not stored in the chute, but are only passed through it.<br> The Managed Chute has three Signals connectors: <strong>Input</strong>, <strong>Source</strong> and <strong>Target</strong>.<br> • <strong>Input</strong> is used to control transport. If the Input signal is 0, the chute is inactive and transports no items. A non-zero value on the input triggers transport of items from source to target. The following input values are supported:<br> 1 - Transport 1 item<br> 2 - Transport 2 items<br> 3 - Transport 4 items<br> 4 - Transport 8 items<br> 5 - Transport 16 items<br> 6 - Transport 32 items<br> 7 - Transport 64 items<br> 15 - Transport continuously.<br> Input values 1-7 allow transporting items in batches. If there are not enough items in the source block to transport the requested amount, the chute will transport as many as it can and the remainder will be transported once another input appears. If you want to transport a different amount, you can send different signal values to the input in the range 1 to 7 in sequence and thus compose the desired batch size.<br> Input value 15 causes the chute to transport items from source to target continuously, regardless of how many items need to be transported. The chute will continue transporting items as they appear in the source until the input signal is changed to another value.<br> Transport occurs if there is something available to transport on the source side and at the same time there is space on the target side to store the items. If either of these conditions is not met, the chute will attempt to transport items, but if it is not possible, it will remain inactive until the situation changes (e.g. items appear in the source or space is freed in the target).<br> • <strong>Source</strong> is relevant if the input block is a block with an inventory. In that case, the signal on Source determines from which slot items should be taken. Signal 1-14 selects slots 0-13. Signal 15 means items should be taken from the last slot.<br> Signal 0 means items should be taken from any slot. In this case the chute searches all slots and takes items from the first slot that is not empty. If the source block has no inventory, this input is ignored.<br> • <strong>Target</strong> is relevant if the output block is a block with an inventory or air. For inventories, the signal on Target determines into which slot items should be placed. Signal 1-15 selects slots 0-14.<br> If the target block is air and there is ground below it, these target values are relevant: 1 - the chute will try to place a block from the source on the ground, 2 - the chute will try to place an item on the ground if it is placeable. For now this only works with coal and is useful e.g. for automatic fueling under a steel furnace.<br><br> If the source block is air, the chute will collect floating items from a 3x3 block area, where the middle block of this cube is the block in front of the chute mouth.<br><br> In addition to the above, the Managed Chute can also insert items of type Ingot, Iron Bloom and Blister Steel into an anvil if the anvil is placed on the target side of the chute. When inserting ingots onto the anvil, the plate forging recipe is selected automatically. In the case of Iron Blooms and Blister Steel, the slag knocking recipe is selected so that they turn into ingots. This is very useful for automating forging using an automatic hammer. Before inserting onto the anvil, however, you must ensure that the inserted items are heated to the temperature required for forging. <br><br> <font size=\"20\" color=\"6082B6\">Transport filtering</font><br> The Managed Chute allows you to set conditions for filtering which items should be transported. Conditions are set using <strong>Conditions on Paper</strong>, whose usage is explained <a href=\"handbook://signalslink:usageinfo-paperconditions\">on this page</a><br> ",
"signalslink:block-handbooktext-managedwallchute": "A Managed Chute embedded in a wall enables automated transport of items between various blocks. It allows transporting items through walls, which can be very useful for hidden transport systems or for moving items from a cellar or into a cellar without disturbing the cool cellar environment, important for long-term food storage.<br> It works on the same principle as the Managed Chute. You can therefore find the usage description on the page <a href=\"handbook://block-signalslink:managedchute-north-down\">describing the Managed Chute</a>.<br> ",
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