{
	"block.create_connected.black_fan_dyeing_catalyst": "Black Fan Dyeing Catalyst",
	"block.create_connected.blue_fan_dyeing_catalyst": "Blue Fan Dyeing Catalyst",
	"block.create_connected.brake": "Brake",
	"block.create_connected.brake.tooltip.summary": "A device that produces _immense stress_ when powered, halting the network by _overstressing_ it.",
	"block.create_connected.brass_chute": "Brass Chute",
	"block.create_connected.brass_chute.tooltip.summary": "An improved chute for high throughput item transport. Moves up to _64 items_ at a time.",
	"block.create_connected.brown_fan_dyeing_catalyst": "Brown Fan Dyeing Catalyst",
	"block.create_connected.centrifugal_clutch": "Centrifugal Clutch",
	"block.create_connected.centrifugal_clutch.tooltip.summary": "A clutch that is only _coupled_ if the _input RPM_ meets a configurable threshold.",
	"block.create_connected.copycat_beam": "Copycat Beam",
	"block.create_connected.copycat_beam.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_beam.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_beam.tooltip.summary": "_Converts_ any _full block_ into a decorative beam.",
	"block.create_connected.copycat_block": "Copycat Block",
	"block.create_connected.copycat_block.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_block.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_block.tooltip.summary": "_Converts_ any _full block_ into a decorative clone.",
	"block.create_connected.copycat_board": "Copycat Board",
	"block.create_connected.copycat_board.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_board.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_board.tooltip.summary": "_Converts_ any _full block_ into a decorative board. Multiple boards can be placed in the same block space.",
	"block.create_connected.copycat_fence": "Copycat Fence",
	"block.create_connected.copycat_fence.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_fence.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_fence.tooltip.summary": "_Converts_ any _full block_ into a decorative fence.",
	"block.create_connected.copycat_fence_gate": "Copycat Fence Gate",
	"block.create_connected.copycat_fence_gate.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_fence_gate.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_fence_gate.tooltip.summary": "_Converts_ any _full block_ into a functional fence gate.",
	"block.create_connected.copycat_slab": "Copycat Slab",
	"block.create_connected.copycat_slab.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_slab.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_slab.tooltip.summary": "_Converts_ any _full block_ into a decorative slab. Can be placed _vertically_.",
	"block.create_connected.copycat_stairs": "Copycat Stairs",
	"block.create_connected.copycat_stairs.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_stairs.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_stairs.tooltip.summary": "_Converts_ any _full block_ into decorative stairs. Note: buggy connected textures.",
	"block.create_connected.copycat_vertical_step": "Copycat Vertical Step",
	"block.create_connected.copycat_vertical_step.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_vertical_step.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_vertical_step.tooltip.summary": "_Converts_ any _full block_ into a decorative vertical step.",
	"block.create_connected.copycat_wall": "Copycat Wall",
	"block.create_connected.copycat_wall.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"block.create_connected.copycat_wall.tooltip.condition1": "When R-Clicked",
	"block.create_connected.copycat_wall.tooltip.summary": "_Converts_ any _full block_ into a decorative wall.",
	"block.create_connected.creative_fluid_vessel": "Creative Fluid Vessel",
	"block.create_connected.cyan_fan_dyeing_catalyst": "Cyan Fan Dyeing Catalyst",
	"block.create_connected.dashboard": "Dashboard",
	"block.create_connected.empty_fan_catalyst": "Empty Fan Catalyst",
	"block.create_connected.empty_fan_catalyst.tooltip.summary": "_Insert_ material to catalyze _fan processing_.",
	"block.create_connected.fan_blasting_catalyst": "Fan Blasting Catalyst",
	"block.create_connected.fan_blasting_catalyst.tooltip.summary": "Dedicated _bulk blasting_ device. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_chocolate_coating_catalyst": "Fan Chocolate Coating Catalyst",
	"block.create_connected.fan_chocolate_coating_catalyst.tooltip.summary": "Dedicated _bulk chocolate coating_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_ending_catalyst_dragon_head": "Fan Ending Catalyst with Dragon Head",
	"block.create_connected.fan_ending_catalyst_dragon_head.tooltip.summary": "Dedicated _bulk ending_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_ending_catalyst_dragons_breath": "Fan Ending Catalyst with Dragon's Breath",
	"block.create_connected.fan_ending_catalyst_dragons_breath.tooltip.summary": "Dedicated _bulk ending_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_enriched_catalyst": "Fan Enriched Catalyst",
	"block.create_connected.fan_enriched_catalyst.tooltip.summary": "Dedicated _bulk enriched_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_exploding_catalyst": "Fan Exploding Catalyst",
	"block.create_connected.fan_exploding_catalyst.tooltip.summary": "Dedicated _bulk exploding_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_freezing_catalyst": "Fan Freezing Catalyst",
	"block.create_connected.fan_freezing_catalyst.tooltip.summary": "Dedicated _bulk freezing_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_glooming_catalyst": "Fan Glooming Catalyst",
	"block.create_connected.fan_glooming_catalyst.tooltip.summary": "Dedicated _bulk glooming_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_haunting_catalyst": "Fan Haunting Catalyst",
	"block.create_connected.fan_haunting_catalyst.tooltip.summary": "Dedicated _bulk haunting_ device. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_honey_coating_catalyst": "Fan Honey Coating Catalyst",
	"block.create_connected.fan_honey_coating_catalyst.tooltip.summary": "Dedicated _bulk honey coating_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_purifying_catalyst": "Fan Purifying Catalyst",
	"block.create_connected.fan_purifying_catalyst.tooltip.summary": "Dedicated _bulk purifying_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_resonance_catalyst": "Fan Resonance Catalyst",
	"block.create_connected.fan_resonance_catalyst.tooltip.summary": "Dedicated _bulk resonance_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_sanding_catalyst": "Fan Sanding Catalyst",
	"block.create_connected.fan_sanding_catalyst.tooltip.summary": "Dedicated _bulk sanding_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_sculking_catalyst": "Fan Sculking Catalyst",
	"block.create_connected.fan_sculking_catalyst.tooltip.summary": "Dedicated _bulk sculking_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_seething_catalyst": "Fan Seething Catalyst",
	"block.create_connected.fan_seething_catalyst.tooltip.summary": "Dedicated _bulk superheating_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_smoking_catalyst": "Fan Smoking Catalyst",
	"block.create_connected.fan_smoking_catalyst.tooltip.summary": "Dedicated _bulk smoking_ device. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_soul_stripping_catalyst": "Fan Soul Stripping Catalyst",
	"block.create_connected.fan_soul_stripping_catalyst.tooltip.summary": "Dedicated _bulk soul stripping_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_splashing_catalyst": "Fan Washing Catalyst",
	"block.create_connected.fan_splashing_catalyst.tooltip.summary": "Dedicated _bulk washing_ device. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_transmutation_catalyst": "Fan Transmutation Catalyst",
	"block.create_connected.fan_transmutation_catalyst.tooltip.summary": "Dedicated _bulk transmutation_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fan_withering_catalyst": "Fan Withering Catalyst",
	"block.create_connected.fan_withering_catalyst.tooltip.summary": "Dedicated _bulk withering_ device for compatible mods. Content of the catalyst does not interact with the environment.",
	"block.create_connected.fluid_vessel": "Fluid Vessel",
	"block.create_connected.fluid_vessel.tooltip.behaviour1": "_Cycle_ window shapes.",
	"block.create_connected.fluid_vessel.tooltip.condition1": "When R-Clicked with Wrench",
	"block.create_connected.fluid_vessel.tooltip.summary": "A _horizontal_ fluid tank. Less efficient when used as a boiler.",
	"block.create_connected.freewheel_clutch": "Freewheel Clutch",
	"block.create_connected.freewheel_clutch.tooltip.summary": "A clutch that is only _coupled_ if the input spins in the _correct direction_ as configured.",
	"block.create_connected.gray_fan_dyeing_catalyst": "Gray Fan Dyeing Catalyst",
	"block.create_connected.green_fan_dyeing_catalyst": "Green Fan Dyeing Catalyst",
	"block.create_connected.inventory_access_port": "Inventory Access Port",
	"block.create_connected.inventory_bridge": "Inventory Bridge",
	"block.create_connected.inverted_clutch": "Inverted Clutch",
	"block.create_connected.inverted_gearshift": "Inverted Gearshift",
	"block.create_connected.item_silo": "Item Silo",
	"block.create_connected.item_silo.tooltip.summary": "A _vertical_ item vault.",
	"block.create_connected.kinetic_bridge": "Kinetic Bridge",
	"block.create_connected.kinetic_bridge_destination": "Kinetic Bridge",
	"block.create_connected.light_blue_fan_dyeing_catalyst": "Light Blue Fan Dyeing Catalyst",
	"block.create_connected.light_gray_fan_dyeing_catalyst": "Light Gray Fan Dyeing Catalyst",
	"block.create_connected.lime_fan_dyeing_catalyst": "Lime Fan Dyeing Catalyst",
	"block.create_connected.linked_acacia_button": "Linked Acacia Button",
	"block.create_connected.linked_analog_lever": "Linked Analog Lever",
	"block.create_connected.linked_bamboo_button": "Linked Bamboo Button",
	"block.create_connected.linked_birch_button": "Linked Birch Button",
	"block.create_connected.linked_cherry_button": "Linked Cherry Button",
	"block.create_connected.linked_crimson_button": "Linked Crimson Button",
	"block.create_connected.linked_dark_oak_button": "Linked Dark Oak Button",
	"block.create_connected.linked_jungle_button": "Linked Jungle Button",
	"block.create_connected.linked_lever": "Linked Lever",
	"block.create_connected.linked_mangrove_button": "Linked Mangrove Button",
	"block.create_connected.linked_oak_button": "Linked Oak Button",
	"block.create_connected.linked_polished_blackstone_button": "Linked Polished Blackstone Button",
	"block.create_connected.linked_spruce_button": "Linked Spruce Button",
	"block.create_connected.linked_stone_button": "Linked Stone Button",
	"block.create_connected.linked_warped_button": "Linked Warped Button",
	"block.create_connected.magenta_fan_dyeing_catalyst": "Magenta Fan Dyeing Catalyst",
	"block.create_connected.orange_fan_dyeing_catalyst": "Orange Fan Dyeing Catalyst",
	"block.create_connected.overstress_clutch": "Overstress Clutch",
	"block.create_connected.overstress_clutch.tooltip.behaviour1": "_Reset_ to coupled state.",
	"block.create_connected.overstress_clutch.tooltip.condition1": "When R-Clicked with Wrench",
	"block.create_connected.overstress_clutch.tooltip.summary": "A clutch that _uncouples_ after a set delay when the network is _overstressed_.",
	"block.create_connected.pink_fan_dyeing_catalyst": "Pink Fan Dyeing Catalyst",
	"block.create_connected.purple_fan_dyeing_catalyst": "Purple Fan Dyeing Catalyst",
	"block.create_connected.red_fan_dyeing_catalyst": "Red Fan Dyeing Catalyst",
	"block.create_connected.sequenced_pulse_generator": "Sequenced Pulse Generator",
	"block.create_connected.white_fan_dyeing_catalyst": "White Fan Dyeing Catalyst",
	"block.create_connected.wrapped_copycat_fence": "Wrapped Copycat Fence",
	"block.create_connected.wrapped_copycat_fence_gate": "Wrapped Copycat Fence Gate",
	"block.create_connected.wrapped_copycat_stairs": "Wrapped Copycat Stairs",
	"block.create_connected.wrapped_copycat_wall": "Wrapped Copycat Wall",
	"block.create_connected.yellow_fan_dyeing_catalyst": "Yellow Fan Dyeing Catalyst",
	"create.gui.sequenced_gearshift.instruction.loop": "Loop",
	"create.gui.sequenced_gearshift.instruction.loop.descriptive": "Restart whole sequence",
	"create.gui.sequenced_gearshift.instruction.turn_await": "Sustain",
	"create.gui.sequenced_gearshift.instruction.turn_await.descriptive": "Turn until new Redstone Pulse",
	"create.gui.sequenced_gearshift.instruction.turn_time": "Time",
	"create.gui.sequenced_gearshift.instruction.turn_time.descriptive": "Turn for time",
	"create.gui.sequenced_gearshift.instruction.turn_time.duration": "Duration",
	"create.item_attributes.id_contains": "has the word \"%1$s\" in ID",
	"create.item_attributes.id_contains.inverted": "does not have the word \"%1$s\" in ID",
	"create.item_attributes.max_damage": "has %1$s max durability",
	"create.item_attributes.max_damage.inverted": "does not have %1$s max durability",
	"create.item_attributes.stack_size": "stacks to %1$s",
	"create.item_attributes.stack_size.inverted": "does not stack to %1$s",
	"create_connected.battery.charge": "Charge",
	"create_connected.battery.rotation_direction": "Rotation direction during discharge",
	"create_connected.battery.status": "Battery status: %1$s",
	"create_connected.battery.status.charging": "Charging",
	"create_connected.battery.status.discharging": "Discharging",
	"create_connected.battery.status.empty": "Empty",
	"create_connected.battery.status.full": "Full",
	"create_connected.battery.status.power_saving": "Discharging (power saving)",
	"create_connected.centrifugal_clutch.max_speed": "Maximum Speed",
	"create_connected.centrifugal_clutch.min_speed": "Minimum Speed",
	"create_connected.centrifugal_clutch.speed_threshold": "Speed Threshold",
	"create_connected.dashboard.activate_hud": "Sending info to player HUD",
	"create_connected.dashboard.deactivate_hud": "Stopped sending info to player HUD",
	"create_connected.display_source.boiler_status": "Boiler Status",
	"create_connected.display_source.kinetic_battery": "Battery Charge",
	"create_connected.display_source.kinetic_battery.display": "Display Format",
	"create_connected.display_source.kinetic_battery.number": "Number",
	"create_connected.display_source.kinetic_battery.percentage": "Percentage",
	"create_connected.display_source.kinetic_battery.progress_bar": "Progress Bar",
	"create_connected.generic.unit.su_hours": "su-hours",
	"create_connected.gui.overstress_clutch.uncoupled": "Uncoupled",
	"create_connected.gui.overstress_clutch.uncoupled_explanation": "This clutch is _uncoupled_ due to stress. Fix the network before _resetting_ this clutch with a _wrench_ or a _redstone pulse_.",
	"create_connected.gui.sequenced_pulse_generator.instruction": "Instruction",
	"create_connected.gui.sequenced_pulse_generator.instruction.end": "End",
	"create_connected.gui.sequenced_pulse_generator.instruction.end.descriptive": "End",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop": "Loop",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop.descriptive": "Loop forever",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_for": "Loop for",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_for.descriptive": "Loop X times",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_for.param": "Loop count",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if": "Loop if state",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if.descriptive": "Loop if target state matches",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if.param": "Target state",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_exact": "Loop if exact signal",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_exact.descriptive": "Loop if exact signal strength reached",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_exact.param": "Target signal strength",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_max": "Loop if max signal",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_max.descriptive": "Loop if max signal strength reached",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_max.param": "Maximum signal strength",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_min": "Loop if min signal",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_min.descriptive": "Loop if min signal strength reached",
	"create_connected.gui.sequenced_pulse_generator.instruction.loop_if_min.param": "Minimum signal strength",
	"create_connected.gui.sequenced_pulse_generator.instruction.output": "Output",
	"create_connected.gui.sequenced_pulse_generator.instruction.output.descriptive": "Output for duration",
	"create_connected.gui.sequenced_pulse_generator.instruction.output.param": "Duration",
	"create_connected.gui.sequenced_pulse_generator.instruction.transform": "Transform until change",
	"create_connected.gui.sequenced_pulse_generator.instruction.transform.descriptive": "Transform input until signal change",
	"create_connected.gui.sequenced_pulse_generator.instruction.transform.param": "Formula (I=Input, C=Constant)",
	"create_connected.gui.sequenced_pulse_generator.instruction.transform.signal": "Constant (C)",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for": "Output until state",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for.descriptive": "Output until target state",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for.param": "Target state",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_exact": "Output until exact signal",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_exact.descriptive": "Output until exact signal strength is reached",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_exact.param": "Target signal strength",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_max": "Output until max signal",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_max.descriptive": "Output until max signal strength is reached",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_max.param": "Maximum signal strength",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_min": "Output until min signal",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_min.descriptive": "Output until min signal strength is reached",
	"create_connected.gui.sequenced_pulse_generator.instruction.wait_for_min.param": "Minimum signal strength",
	"create_connected.gui.sequenced_pulse_generator.off": "Off",
	"create_connected.gui.sequenced_pulse_generator.on": "On",
	"create_connected.gui.sequenced_pulse_generator.param": "Parameter",
	"create_connected.gui.sequenced_pulse_generator.signal": "Output Signal Strength",
	"create_connected.gui.sequenced_pulse_generator.title": "Sequenced Pulse Generator",
	"create_connected.kinetic_bridge.not_enough_space": "Clear Blocks for Placement",
	"create_connected.kinetic_bridge.stress_impact": "Stress Impact per RPM",
	"create_connected.kinetic_bridge.stress_impact_short": "Stress Impact",
	"create_connected.overstress_clutch.uncouple_delay": "Uncouple Delay",
	"create_connected.ponder.chain_cogwheel_relay.header": "Relaying rotational force with Chain Cogwheels",
	"create_connected.ponder.chain_cogwheel_relay.text_1": "Chain Cogwheels are Chain Drives with an extra cogwheel",
	"create_connected.ponder.chain_cogwheel_relay.text_2": "They connect to other chained components in a row",
	"create_connected.ponder.chain_cogwheel_relay.text_3": "All shafts connected like this will rotate in the same direction",
	"create_connected.ponder.chain_cogwheel_relay.text_4": "Cogwheels can connect to Chain Cogwheels anywhere in the row",
	"create_connected.ponder.chain_cogwheel_relay.text_5": "Any part of the row can be rotated by 90 degrees",
	"create_connected.ponder.chute.header": "Transporting Items downward via Chutes",
	"create_connected.ponder.chute.text_1": "Chutes can transport items vertically from and to inventories",
	"create_connected.ponder.chute.text_2": "Using the Wrench, a window can be created",
	"create_connected.ponder.chute.text_3": "Using Industrial Iron Blocks, chutes can be encased",
	"create_connected.ponder.chute.text_4": "Placing chutes targeting the side faces of another will make it diagonal",
	"create_connected.ponder.chute_upward.header": "Transporting Items upward via Chutes",
	"create_connected.ponder.chute_upward.text_1": "Using Encased Fans at the top or bottom, a Chute can move items upward",
	"create_connected.ponder.chute_upward.text_2": "Inspecting chutes with Engineers' Goggles reveals information about the movement direction",
	"create_connected.ponder.chute_upward.text_3": "On the 'blocked' end, items will have to be inserted/taken from the sides",
	"create_connected.ponder.crank_wheel.header": "Generating Rotational Force using Crank Wheels",
	"create_connected.ponder.crank_wheel.text_1": "Crank Wheels can be used by players to apply rotational force manually",
	"create_connected.ponder.crank_wheel.text_2": "Hold Right-Click to rotate it Counter-Clockwise",
	"create_connected.ponder.crank_wheel.text_3": "Sneak and Hold Right-Click to rotate it Clockwise",
	"create_connected.ponder.dashboard.header": "Using Dashboards",
	"create_connected.ponder.dashboard.text_1": "A Dashboard is a mini-display with 4 lines",
	"create_connected.ponder.dashboard.text_2": "Static text can be applied using written Clipboards",
	"create_connected.ponder.dashboard.text_3": "And dynamic text through the use of Display Links",
	"create_connected.ponder.dashboard.text_4": "Dyes and Glow Ink Sac can be applied to the dashboard",
	"create_connected.ponder.dashboard.text_5": "Information displayed on the dashboard is sent to the HUD of players sitting in front of it",
	"create_connected.ponder.dashboard.text_6": "This can be disabled using a wrench",
	"create_connected.ponder.dashboard.text_7": "The dashboard can be reset by clicking it with an empty hand",
	"create_connected.ponder.inventory_access_port.header": "Connecting to inventories with Inventory Access Port",
	"create_connected.ponder.inventory_access_port.text_1": "Accessing inventory can be challenging in tight spaces",
	"create_connected.ponder.inventory_access_port.text_2": "Inventory Access Ports extend inventories to help with that",
	"create_connected.ponder.inventory_access_port.text_3": "Multiple ports can be attached to one inventory",
	"create_connected.ponder.inventory_access_port.text_4": "Ports do not provide additional storage space",
	"create_connected.ponder.inventory_access_port.text_5": "But components attached to ports can access inventories...",
	"create_connected.ponder.inventory_access_port.text_6": "...as if they are directly connected",
	"create_connected.ponder.inventory_access_port.text_7": "Ports cannot be daisy-chained",
	"create_connected.ponder.inventory_access_port.text_8": "But they can be disabled with redstone",
	"create_connected.ponder.inventory_bridge.header": "Connecting two inventories with Inventory Bridge",
	"create_connected.ponder.inventory_bridge.text_1": "Inventory Bridge provides an interface to access two inventories simultaneously",
	"create_connected.ponder.inventory_bridge.text_2": "It does not provide additional storage space",
	"create_connected.ponder.inventory_bridge.text_3": "Only components attached to the bridge itself can access both inventories",
	"create_connected.ponder.inventory_bridge.text_4": "Multiple bridges can be attached to the same set of inventories",
	"create_connected.ponder.inventory_bridge.text_5": "But bridges cannot be daisy-chained",
	"create_connected.ponder.inventory_bridge.text_6": "Use a redstone signal to disable the bridge",
	"create_connected.ponder.inventory_bridge_filter.header": "Filtering items with Inventory Bridge",
	"create_connected.ponder.inventory_bridge_filter.text_1": "Filter slots on the Inventory Bridge specify which inventory the inserted items should go to",
	"create_connected.ponder.inventory_bridge_filter.text_2": "Items that do not match either filter cannot be inserted into the bridge",
	"create_connected.ponder.inventory_bridge_filter.text_3": "Non-empty filters take precedence over empty ones...",
	"create_connected.ponder.inventory_bridge_filter.text_4": "...and prevent matching items from going to the unfiltered side",
	"create_connected.ponder.inventory_bridge_filter.text_5": "Filters are ignored when extracting items from inventories",
	"create_connected.ponder.inverted_clutch.header": "Controlling rotational force using an Inverted Clutch",
	"create_connected.ponder.inverted_clutch.text_1": "Inverted Clutches will not relay rotation...",
	"create_connected.ponder.inverted_clutch.text_2": "...unless they are powered by Redstone",
	"create_connected.ponder.inverted_gearshift.header": "Controlling rotational force using an Inverted Gearshift",
	"create_connected.ponder.inverted_gearshift.text_1": "Inverted Gearshifts will reverse rotation in a straight line",
	"create_connected.ponder.inverted_gearshift.text_2": "When powered by Redstone, it relays rotation with its direction unchanged",
	"create_connected.ponder.kinetic_battery.header": "Storing kinetic stress with Kinetic Battery",
	"create_connected.ponder.kinetic_battery.text_1": "The Kinetic Battery stores stress units for future use",
	"create_connected.ponder.kinetic_battery.text_2": "When unpowered, it consumes kinetic stress from the front to charge up",
	"create_connected.ponder.kinetic_battery.text_3": "When powered by redstone, it discharges by generating a fixed amount of stress units at a fixed speed",
	"create_connected.ponder.kinetic_battery.text_4": "If the network has zero stress impact, the battery enters power saving mode and only consumes a tiny amount of stress units",
	"create_connected.ponder.kinetic_battery.text_5": "A comparator can be used to read the current battery level",
	"create_connected.ponder.kinetic_battery.text_6": "Use a Threshold Switch for a more accurate reading",
	"create_connected.ponder.kinetic_battery_automation.header": "Automating energy transfer",
	"create_connected.ponder.kinetic_battery_automation.text_1": "When the battery is fully charged...",
	"create_connected.ponder.kinetic_battery_automation.text_2": "the charge is retained in item form",
	"create_connected.ponder.kinetic_battery_automation.text_3": "When a battery is discharging, right click with a charged battery to recharge",
	"create_connected.ponder.kinetic_battery_automation.text_4": "When a battery is fully charged, right click with an empty battery to discharge",
	"create_connected.ponder.kinetic_battery_automation.text_5": "Deployers and mechanical arms can automate the energy transfer",
	"create_connected.ponder.kinetic_battery_chaining.header": "Chaining multiple Kinetic Batteries",
	"create_connected.ponder.kinetic_battery_chaining.text_1": "The Kinetic Battery has a rear output...",
	"create_connected.ponder.kinetic_battery_chaining.text_2": "which is coupled to the front input when it finishes charging/discharging...",
	"create_connected.ponder.kinetic_battery_chaining.text_3": "but is disconnected when the battery is operating",
	"create_connected.ponder.kinetic_battery_chaining.text_4": "This allows you to chain batteries to extend the discharge duration",
	"create_connected.ponder.kinetic_battery_chaining.text_5": "To increase the total stress capacity, connect batteries in parallel instead",
	"create_connected.ponder.kinetic_bridge.header": "Relaying rotational force using a Kinetic Bridge",
	"create_connected.ponder.kinetic_bridge.text_1": "A Kinetic Bridge transfers a constant amount of stress capacity from one network to another...",
	"create_connected.ponder.kinetic_bridge.text_10": "72+72+144 su > 256 su",
	"create_connected.ponder.kinetic_bridge.text_11": "the bridge is unable to transfer stress capacity...",
	"create_connected.ponder.kinetic_bridge.text_12": "but it still tries to consume the full amount",
	"create_connected.ponder.kinetic_bridge.text_13": "You may add an Overstress Clutch in front to free up the capacity consumed by an overstressed bridge",
	"create_connected.ponder.kinetic_bridge.text_14": "256 su",
	"create_connected.ponder.kinetic_bridge.text_15": "72 su",
	"create_connected.ponder.kinetic_bridge.text_16": "72 su",
	"create_connected.ponder.kinetic_bridge.text_17": "0 su",
	"create_connected.ponder.kinetic_bridge.text_18": "72+72+0 su < 256 su",
	"create_connected.ponder.kinetic_bridge.text_2": "...while keeping the two networks separate",
	"create_connected.ponder.kinetic_bridge.text_3": "The amount of stress capacity transferred can be changed via the value panel",
	"create_connected.ponder.kinetic_bridge.text_4": "When one network is overstressed, the other network is unaffected",
	"create_connected.ponder.kinetic_bridge.text_5": "However, when the source network is overstressed...",
	"create_connected.ponder.kinetic_bridge.text_6": "256 su",
	"create_connected.ponder.kinetic_bridge.text_7": "72 su",
	"create_connected.ponder.kinetic_bridge.text_8": "72 su",
	"create_connected.ponder.kinetic_bridge.text_9": "144 su",
	"create_connected.ponder.linked_transmitter.header": "Using Linked Transmitters",
	"create_connected.ponder.linked_transmitter.text_1": "Right-click a redstone input with a Linked Transmitter to attach it to the input",
	"create_connected.ponder.linked_transmitter.text_10": "Right-click the transmitter with a wrench to detach it from the input",
	"create_connected.ponder.linked_transmitter.text_2": "Linked Transmitters can transmit input signals wirelessly",
	"create_connected.ponder.linked_transmitter.text_3": "Receivers emit the redstone power of transmitters within 128 blocks",
	"create_connected.ponder.linked_transmitter.text_4": "Place items in the two slots to specify a frequency",
	"create_connected.ponder.linked_transmitter.text_5": "Only the links with matching frequencies will communicate",
	"create_connected.ponder.linked_transmitter.text_6": "To avoid misclicks...",
	"create_connected.ponder.linked_transmitter.text_7": "...right-click the transmitter with honeycomb to wax it",
	"create_connected.ponder.linked_transmitter.text_8": "Right-click again with an axe to edit the frequencies again",
	"create_connected.ponder.linked_transmitter.text_9": "Linked Transmitters also work on buttons and analog levers",
	"create_connected.ponder.parallel_gearbox.header": "Relaying rotational force using Parallel Gearboxes",
	"create_connected.ponder.parallel_gearbox.text_1": "This setup is simple but currently impossible",
	"create_connected.ponder.parallel_gearbox.text_2": "A parallel gearbox encapsulates this into a block",
	"create_connected.ponder.parallel_gearbox.text_3": "Shafts around corners rotate in the same direction",
	"create_connected.ponder.parallel_gearbox.text_4": "Straight connections will be reversed",
	"create_connected.ponder.sequenced_pulse_generator.header": "Controlling signals using Sequenced Pulse Generators",
	"create_connected.ponder.sequenced_pulse_generator.text_1": "Seq. Pulse Gen. outputs signals by following a timed list of instructions",
	"create_connected.ponder.sequenced_pulse_generator.text_2": "Right-click it to open the Configuration UI",
	"create_connected.ponder.sequenced_pulse_generator.text_3": "Upon receiving a signal from its back...",
	"create_connected.ponder.sequenced_pulse_generator.text_4": "...it will start running its configured sequence",
	"create_connected.ponder.sequenced_pulse_generator.text_5": "Once finished, it waits for the next signal and starts over",
	"create_connected.ponder.sequenced_pulse_generator.text_6": "A redstone comparator can be used to read the current progress",
	"create_connected.ponder.sequenced_pulse_generator.text_7": "Upon receiving a signal from its sides...",
	"create_connected.ponder.sequenced_pulse_generator.text_8": "...it will reset and terminate the sequence immediately",
	"item.create_connected.copycat_box": "Copycat Box",
	"item.create_connected.copycat_box.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"item.create_connected.copycat_box.tooltip.condition1": "When R-Clicked",
	"item.create_connected.copycat_box.tooltip.summary": "_Copycat boards_ pre-assembled into a box for convenient placement.",
	"item.create_connected.copycat_catwalk": "Copycat Catwalk",
	"item.create_connected.copycat_catwalk.tooltip.behaviour1": "Applies _held item_ as its _material_ if possible. _Click again_ to cycle _orientation_ or _powered_ state. Use a _Wrench_ to _reset_ the material.",
	"item.create_connected.copycat_catwalk.tooltip.condition1": "When R-Clicked",
	"item.create_connected.copycat_catwalk.tooltip.summary": "_Copycat boards_ pre-assembled into a catwalk for convenient placement.",
	"item.create_connected.linked_transmitter": "Linked Transmitter",
	"item.create_connected.music_disc_elevator": "Music Disc",
	"item.create_connected.music_disc_elevator.desc": "Kevin MacLeod - Casa Bossa Nova",
	"item.create_connected.music_disc_interlude": "Music Disc",
	"item.create_connected.music_disc_interlude.desc": "Kevin MacLeod - Local Forecast - Elevator",
	"item.create_connected.redstone_link_wildcard": "Redstone Link Wildcard",
	"item.create_connected.redstone_link_wildcard.tooltip.summary": "Allow Redstone Links to match any frequency for the slot it is placed in.",
	"itemGroup.create_connected.main": "Create: Connected"
}
