# textdomain: mods <= >= Page: @1/@2= No items found.= Reset search= Trash:= Search= X= Bag of Everything= Grants access to all items= Chest of Everything= Good Food (+1)= Punch: Eat= Good Food (+5)= Bad Food (-1)= Bad Food (-5)= Replacing Food (+1)= Punch: Eat and replace with 'Good Food (+1)'= Texture Overlay Test Item, Meta Color= Image must be a square with rainbow cross (inventory and wield)= Item meta color must only change square color= Punch: Set random color= Place: Clear color= Texture Overlay Test Item, Global Color= Image must be an orange square with rainbow cross (inventory and wield)= Image Override Meta Test Item= "normal" Drawtype Test Node= Opaque texture= "glasslike" Drawtype Test Node= Transparent node with hidden backfaces= "glasslike_framed" Drawtype Test Node= Frame connects to neighbors= "glasslike_framed" Drawtype without Detail Test Node= Frame connects to neighbors, but the 'detail' tile is not used= "glasslike_framed_optional" Drawtype Test Node= Frame connects if 'connected_glass' setting is true= "allfaces" Drawtype Test Node= Transparent node with visible internal backfaces= Rendering depends on 'leaves_style' setting:= * 'fancy': transparent with visible internal backfaces= * 'simple': transparent with hidden backfaces= * 'opaque': opaque= "allfaces_optional" Drawtype Test Node= Waving "allfaces_optional" Drawtype Test Node= "firelike" Drawtype Test Node= Changes shape based on neighbors= "fencelike" Drawtype Test Node= Floor "torchlike" Drawtype Test Node= Always on floor= Wallmounted "torchlike" Drawtype Test Node= Floor "signlike" Drawtype Test Node= Wallmounted "signlike" Drawtype Test Node= "plantlike" Drawtype Test Node= Waving "plantlike" Drawtype Test Node= Wallmounted "plantlike" Drawtype Test Node= Degrotate "plantlike" Drawtype Test Node= param2 @= horizontal rotation (0..239)= Degrotate "mesh" Drawtype Test Node= Colordegrotate "mesh" Drawtype Test Node= param2 @= color + horizontal rotation (0..23, 32..55, ...)= Leveled "plantlike" Drawtype Test Node= param2 @= height (0..255)= Meshoptions "plantlike" Drawtype Test Node= param2 @= plant shape= "rooted_plantlike" Drawtype Test Node= Wallmounted "rooted_plantlike" Drawtype Test Node= Waving "rooted_plantlike" Drawtype Test Node= Leveled "rooted_plantlike" Drawtype Test Node= Meshoptions "rooted_plantlike" Drawtype Test Node= Degrotate "rooted_plantlike" Drawtype Test Node= "liquid" Drawtype Test Node, Range @1= Drawtype only; all liquid physics are disabled= "flowingliquid" Drawtype Test Node, Range @1= param2 @= flowing liquid level= Waving "liquid" Drawtype Test Node= Waving "flowingliquid" Drawtype Test Node= "airlike" Drawtype Test Node= Invisible node= Inventory/wield image @= no_texture_airlike.png= "glasslike_framed" Drawtype with Liquid Test Node= param2 @= liquid level (0..63)= Connects to rails= Connects to lines= Connects to streets= Connects to 'groupless' rails= "raillike" Drawtype Test Node: @1 @2= Double-sized @1= Half-sized @1= * 'fancy'/'simple': transparent= Transparent node= Waving if waving leaves are enabled by client= Waves if waving leaves are enabled by client= Waves if waving plants are enabled by client= Waves if waving liquids are enabled by client= param2 @= wallmounted rotation (0..5)= Connects to neighbors= Light Source (@1)= Sunlight Filter= Lets light through, but weakens sunlight= Sunlight Propagator= Lets all light through= Mesh Test Node= Facedir Mesh Test Node= Color Facedir Mesh Test Node= 4dir Mesh Test Node= Color 4dir Mesh Test Node= Wallmounted Mesh Test Node= Color Wallmounted Mesh Test Node= Double-sized Mesh Test Node= Half-sized Mesh Test Node= Plantlike-waving Mesh Test Node= Leaflike-waving Mesh Test Node= Liquidlike-waving Mesh Test Node= param2 @= facedir rotation (0..23)= param2 @= color + facedir rotation (0..23, 32..55, ...)= param2 @= 4dir rotation (0..3)= param2 @= color + 4dir rotation (0..255)= param2 @= color + wallmounted rotation (0..5, 8..13, ...)= Fixed Nodebox Test Node= Nodebox is always the same= +50% high Nodebox Test Node= +95% high Nodebox Test Node= Leveled Nodebox Test Node= param2 @= height (0..127)= Connected Nodebox Test Node (4 Side Wall)= Connects to 4 neighbors sideways= Connected Nodebox Test Node (6 Side Cable)= Connects to 6 neighbors= Facedir Connected Nodebox Test Node (4 Side Wall)= param2 @= facedir rotation of textures (not of the nodebox!)= 4Dir Connected Nodebox Test Node= param2 @= 4dir rotation of textures (not of the nodebox!)= Facedir Node that connected Nodeboxes connect to= Neighbors connect only to left (blue 4) and top (yellow 1) face= (Currently broken for param2 >@= 4, see FIXME in nodedef.cpp)= param2 @= facedir= Texture Overlay Test Node= Uncolorized= Texture Overlay Test Node, Colorized= param2 changes color= Texture Overlay Test Node, Colorized Overlay= param2 changes color of overlay= Texture Overlay Test Node, Colorized Base= param2 changes color of base texture= Texture Overlay Test Node, Global Color= Global color @= @1= Texture Overlay Test Node, Global Color + Colorized= Texture Overlay Test Node, Global Color + Colorized Overlay= Texture Overlay Test Node, Global Color + Colorized Base= Facedir Test Node= 4dir Test Node= Facedir Nodebox Test Node= 4dir Nodebox Test Node= Wallmounted Test Node= Wallmounted Nodebox Test Node= Color Test Node= param2 @= color (0..255)= Color Facedir Test Node= Color Facedir Nodebox Test Node= Color 4dir Test Node= Color 4dir Nodebox Test Node= Color Wallmounted Test Node= Color Wallmounted Nodebox Test Node= Performance Test Node= Marble with 'clip' transparency= Marble with 'blend' transparency= Marble with overlay with 'clip' transparency= Palette for demonstration= Marble with overlay with 'blend' transparency= Falling Node= Falls down if no node below= Falling Facedir Node= param2 @= facedir rotation= Falling+Floating Node= Falls down if no node below, floats on liquids (liquidtype ~@= "none")= Floor-Attached Node= Drops as item if no solid node below= Wallmounted Attached Node= Attaches to wall; drops as item if neighbor node is gone= Floor-Attached Wallmounted Node= Ceiling-Attached Node= Facedir Attached Node= 4dir Attached Node= Non-jumping Node= You can't jump on it= Non-jumping Plant Node= You can't jump while your feet are in it= Climbable Node= You can climb up and down= Downwards-climbable Node= You can climb only downwards= Upwards-climbable Node= Horizontal-only Climbable Node= Non-jumping Liquid Source Node= Swimmable liquid, but you can't swim upwards= Non-jumping Flowing Liquid Node= No-swim Liquid Source Node= Liquid node, but swimming is disabled= No-swim Flowing Liquid Node= No-descending Liquid Source Node= No-descending Flowing Liquid Node= +@1= Fall Damage Node (+@1%)= Fall Damage Node (-@1%)= Bouncy Node (@1%), jumpy= Sneaking/jumping affects bounce= Bouncy Node (@1%), non-jumpy= Sneaking/jumping does not affect bounce= Slippery Node (@1)= Move-resistant Node (@1)= Reduces movement speed= Liquidlike Movement Node= Swimmable (no move resistance)= Move-resistant Node (@1), liquidlike= Reduces movement speed; swimmable= Climbable Move-resistant Node (4)= You can climb up and down; reduced movement speed= "buildable_to" Node= Placing a node on it will replace it= Damage Node (@1 damage per second)= Healing Node (@1 HP per second)= Drowning Node (@1 damage)= You'll drown inside it= "post_effect_color_shaded @= false" Node= "post_effect_color_shaded @= true" Node= Six Textures Test Node= Has 1 texture per face= Animated Test Node= Tiles animate from A to D in 4s cycle= Texture Alpha Test Node (@1)= Semi-transparent= Alpha Test Node (@1)= Generated Mandelbrot PNG Test Node= Generated Checker PNG Test Node= Generated In-Band Mandelbrot PNG Test Node= Generated In-Band Source Blit Mandelbrot PNG Test Node= Generated In-Band Dest Blit Mandelbrot PNG Test Node= TGA Type 1 (color-mapped RGB) 24bpp bottom-top Test Node= TGA Type 1 (color-mapped RGB) 24bpp top-bottom Test Node= TGA Type 2 (uncompressed RGB) 16bpp bottom-top Test Node= TGA Type 2 (uncompressed RGB) 16bpp top-bottom Test Node= TGA Type 2 (uncompressed RGB) 32bpp bottom-top Test Node= TGA Type 2 (uncompressed RGB) 32bpp top-bottom Test Node= TGA Type 3 (uncompressed grayscale) 16bpp bottom-top Test Node= TGA Type 3 (uncompressed grayscale) 16bpp top-bottom Test Node= TGA Type 10 (RLE-compressed RGB) 32bpp bottom-top Test Node= TGA Type 10 (RLE-compressed RGB) 32bpp top-bottom Test Node= Destination too far away! Set a destination (via placing) within a distance of @1 and try again!= Path from @1 to @2:= No path!= Time: @1 ms= Path length: @1= Destination set to @1= Algorithm: @1= Pathfinder Tester= Finds path between 2 points= Place on node: Select destination= Punch: Find path from here= Sneak+Punch: Change algorithm= Param2 Tool= Modify param2 value of nodes= Punch: +1= Sneak+Punch: +8= Place: -1= Sneak+Place: -8= Node Setter= Replace pointed node with something else= Punch: Select pointed node= Place on node: Replace node with selected node= Place in air: Manually select a node= Now placing: @1 (param2@=@2)= Node name (itemstring):= param2:= Submit= Punch a node first!= Cannot set unknown node: @1= Remover= Punch: Remove pointed node or object= Can't remove players!= Falling Node Tool= Punch: Make pointed node fall= Place: Move pointed node 2 units upwards, then make it fall= Falling node could not be spawned!= Entity Rotator= Rotate pointed entity= Punch: Yaw= Sneak+Punch: Pitch= Aux1+Punch: Roll= distance@=@1/10= Object Mover= Move pointed object towards or away from you= Punch: Move by distance= Sneak+Punch: Move by negative distance= Place: Increase distance= Sneak+Place: Decrease distance= Entity Visual Scaler= Scale visual size of entities= Punch: Increase size= Sneak+Punch: Decrease scale= Branding Iron= Give an object a temporary name.= Punch object: Brand the object= Punch air: Brand yourself= The name is valid until the object unloads.= Devices that accept the returned name also accept "player:" for players.= Entity Spawner= Spawns entities= Punch: Select entity to spawn= Place: Spawn selected entity= Select an entity first (with punch key)!= Object properties of player “@1”= Object properties of @1= Value= Object Property Editor= Edit properties of objects= Punch object: Edit object= Punch air: Edit yourself= rotation@=@1= position@=@1= Object Attacher= Attach object to another= Punch objects to first select parent object, then the child object to attach= Punch air to select yourself= Place: Incease attachment Y offset= Sneak+Place: Decease attachment Y offset= Aux1+Place: Incease attachment rotation= Aux1+Sneak+Place: Decrease attachment rotation= Object detached!= Object is not attached!= = Parent object selected: @1= Child object selected: @1= Can't attach an object to itself!= Object attached! position@=@1, rotation@=@2= Attachment failed!= Children Getter= Shows list of objects attached to object= Punch object to show its 'children'= Punch air to show your own 'children'= No children attached to @1.= Children of @1:= Current keys:= Key= Value (use empty value to delete key)= Set value= pos @= @1= item @= @1= Node Meta Editor= Place: Edit node metadata= Place an item next to the Item Meta Editor in your inventory first!= Item Meta Editor= Punch/Place: Edit item metadata of item in the next inventory slot= Light Tool= Show light values of node= Punch: Light of node above touched node= Place: Light of touched node itself=