forked from Mirrorlandia_minetest/minetest
Remove junk translation file
This commit is contained in:
parent
6cf9b7472a
commit
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@ -1,357 +0,0 @@
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# textdomain: mods
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<=
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>=
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Page: @1/@2=
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No items found.=
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Reset search=
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Trash:=
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Search=
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X=
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Bag of Everything=
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Grants access to all items=
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Chest of Everything=
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Good Food (+1)=
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Punch: Eat=
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Good Food (+5)=
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Bad Food (-1)=
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Bad Food (-5)=
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Replacing Food (+1)=
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Punch: Eat and replace with 'Good Food (+1)'=
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Texture Overlay Test Item, Meta Color=
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Image must be a square with rainbow cross (inventory and wield)=
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Item meta color must only change square color=
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Punch: Set random color=
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Place: Clear color=
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Texture Overlay Test Item, Global Color=
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Image must be an orange square with rainbow cross (inventory and wield)=
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Image Override Meta Test Item=
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"normal" Drawtype Test Node=
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Opaque texture=
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"glasslike" Drawtype Test Node=
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Transparent node with hidden backfaces=
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"glasslike_framed" Drawtype Test Node=
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Frame connects to neighbors=
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"glasslike_framed" Drawtype without Detail Test Node=
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Frame connects to neighbors, but the 'detail' tile is not used=
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"glasslike_framed_optional" Drawtype Test Node=
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Frame connects if 'connected_glass' setting is true=
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"allfaces" Drawtype Test Node=
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Transparent node with visible internal backfaces=
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Rendering depends on 'leaves_style' setting:=
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* 'fancy': transparent with visible internal backfaces=
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* 'simple': transparent with hidden backfaces=
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* 'opaque': opaque=
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"allfaces_optional" Drawtype Test Node=
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Waving "allfaces_optional" Drawtype Test Node=
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"firelike" Drawtype Test Node=
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Changes shape based on neighbors=
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"fencelike" Drawtype Test Node=
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Floor "torchlike" Drawtype Test Node=
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Always on floor=
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Wallmounted "torchlike" Drawtype Test Node=
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Floor "signlike" Drawtype Test Node=
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Wallmounted "signlike" Drawtype Test Node=
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"plantlike" Drawtype Test Node=
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Waving "plantlike" Drawtype Test Node=
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Wallmounted "plantlike" Drawtype Test Node=
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Degrotate "plantlike" Drawtype Test Node=
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param2 @= horizontal rotation (0..239)=
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Degrotate "mesh" Drawtype Test Node=
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Colordegrotate "mesh" Drawtype Test Node=
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param2 @= color + horizontal rotation (0..23, 32..55, ...)=
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Leveled "plantlike" Drawtype Test Node=
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param2 @= height (0..255)=
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Meshoptions "plantlike" Drawtype Test Node=
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param2 @= plant shape=
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"rooted_plantlike" Drawtype Test Node=
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Wallmounted "rooted_plantlike" Drawtype Test Node=
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Waving "rooted_plantlike" Drawtype Test Node=
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Leveled "rooted_plantlike" Drawtype Test Node=
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Meshoptions "rooted_plantlike" Drawtype Test Node=
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Degrotate "rooted_plantlike" Drawtype Test Node=
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"liquid" Drawtype Test Node, Range @1=
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Drawtype only; all liquid physics are disabled=
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"flowingliquid" Drawtype Test Node, Range @1=
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param2 @= flowing liquid level=
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Waving "liquid" Drawtype Test Node=
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Waving "flowingliquid" Drawtype Test Node=
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"airlike" Drawtype Test Node=
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Invisible node=
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Inventory/wield image @= no_texture_airlike.png=
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"glasslike_framed" Drawtype with Liquid Test Node=
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param2 @= liquid level (0..63)=
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Connects to rails=
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Connects to lines=
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Connects to streets=
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Connects to 'groupless' rails=
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"raillike" Drawtype Test Node: @1 @2=
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Double-sized @1=
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Half-sized @1=
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* 'fancy'/'simple': transparent=
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Transparent node=
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Waving if waving leaves are enabled by client=
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Waves if waving leaves are enabled by client=
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Waves if waving plants are enabled by client=
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Waves if waving liquids are enabled by client=
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param2 @= wallmounted rotation (0..5)=
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Connects to neighbors=
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Light Source (@1)=
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Sunlight Filter=
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Lets light through, but weakens sunlight=
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Sunlight Propagator=
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Lets all light through=
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Mesh Test Node=
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Facedir Mesh Test Node=
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Color Facedir Mesh Test Node=
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4dir Mesh Test Node=
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Color 4dir Mesh Test Node=
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Wallmounted Mesh Test Node=
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Color Wallmounted Mesh Test Node=
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Double-sized Mesh Test Node=
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Half-sized Mesh Test Node=
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Plantlike-waving Mesh Test Node=
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Leaflike-waving Mesh Test Node=
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Liquidlike-waving Mesh Test Node=
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param2 @= facedir rotation (0..23)=
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param2 @= color + facedir rotation (0..23, 32..55, ...)=
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param2 @= 4dir rotation (0..3)=
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param2 @= color + 4dir rotation (0..255)=
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param2 @= color + wallmounted rotation (0..5, 8..13, ...)=
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Fixed Nodebox Test Node=
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Nodebox is always the same=
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+50% high Nodebox Test Node=
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+95% high Nodebox Test Node=
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Leveled Nodebox Test Node=
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param2 @= height (0..127)=
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Connected Nodebox Test Node (4 Side Wall)=
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Connects to 4 neighbors sideways=
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Connected Nodebox Test Node (6 Side Cable)=
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Connects to 6 neighbors=
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Facedir Connected Nodebox Test Node (4 Side Wall)=
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param2 @= facedir rotation of textures (not of the nodebox!)=
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4Dir Connected Nodebox Test Node=
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param2 @= 4dir rotation of textures (not of the nodebox!)=
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Facedir Node that connected Nodeboxes connect to=
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Neighbors connect only to left (blue 4) and top (yellow 1) face=
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(Currently broken for param2 >@= 4, see FIXME in nodedef.cpp)=
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param2 @= facedir=
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Texture Overlay Test Node=
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Uncolorized=
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Texture Overlay Test Node, Colorized=
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param2 changes color=
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Texture Overlay Test Node, Colorized Overlay=
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param2 changes color of overlay=
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Texture Overlay Test Node, Colorized Base=
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param2 changes color of base texture=
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Texture Overlay Test Node, Global Color=
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Global color @= @1=
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Texture Overlay Test Node, Global Color + Colorized=
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Texture Overlay Test Node, Global Color + Colorized Overlay=
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Texture Overlay Test Node, Global Color + Colorized Base=
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Facedir Test Node=
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4dir Test Node=
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Facedir Nodebox Test Node=
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4dir Nodebox Test Node=
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Wallmounted Test Node=
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Wallmounted Nodebox Test Node=
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Color Test Node=
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param2 @= color (0..255)=
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Color Facedir Test Node=
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Color Facedir Nodebox Test Node=
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Color 4dir Test Node=
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Color 4dir Nodebox Test Node=
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Color Wallmounted Test Node=
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Color Wallmounted Nodebox Test Node=
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Performance Test Node=
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Marble with 'clip' transparency=
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Marble with 'blend' transparency=
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Marble with overlay with 'clip' transparency=
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Palette for demonstration=
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Marble with overlay with 'blend' transparency=
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Falling Node=
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Falls down if no node below=
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Falling Facedir Node=
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param2 @= facedir rotation=
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Falling+Floating Node=
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Falls down if no node below, floats on liquids (liquidtype ~@= "none")=
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Floor-Attached Node=
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Drops as item if no solid node below=
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Wallmounted Attached Node=
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Attaches to wall; drops as item if neighbor node is gone=
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Floor-Attached Wallmounted Node=
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Ceiling-Attached Node=
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Facedir Attached Node=
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4dir Attached Node=
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Non-jumping Node=
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You can't jump on it=
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Non-jumping Plant Node=
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You can't jump while your feet are in it=
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Climbable Node=
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You can climb up and down=
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Downwards-climbable Node=
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You can climb only downwards=
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Upwards-climbable Node=
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Horizontal-only Climbable Node=
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Non-jumping Liquid Source Node=
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Swimmable liquid, but you can't swim upwards=
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Non-jumping Flowing Liquid Node=
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No-swim Liquid Source Node=
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Liquid node, but swimming is disabled=
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No-swim Flowing Liquid Node=
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No-descending Liquid Source Node=
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No-descending Flowing Liquid Node=
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+@1=
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Fall Damage Node (+@1%)=
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Fall Damage Node (-@1%)=
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Bouncy Node (@1%), jumpy=
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Sneaking/jumping affects bounce=
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Bouncy Node (@1%), non-jumpy=
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Sneaking/jumping does not affect bounce=
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Slippery Node (@1)=
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Move-resistant Node (@1)=
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Reduces movement speed=
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Liquidlike Movement Node=
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Swimmable (no move resistance)=
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Move-resistant Node (@1), liquidlike=
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Reduces movement speed; swimmable=
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Climbable Move-resistant Node (4)=
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You can climb up and down; reduced movement speed=
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"buildable_to" Node=
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Placing a node on it will replace it=
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Damage Node (@1 damage per second)=
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Healing Node (@1 HP per second)=
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Drowning Node (@1 damage)=
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You'll drown inside it=
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"post_effect_color_shaded @= false" Node=
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"post_effect_color_shaded @= true" Node=
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Six Textures Test Node=
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Has 1 texture per face=
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Animated Test Node=
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Tiles animate from A to D in 4s cycle=
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Texture Alpha Test Node (@1)=
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Semi-transparent=
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Alpha Test Node (@1)=
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Generated Mandelbrot PNG Test Node=
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Generated Checker PNG Test Node=
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Generated In-Band Mandelbrot PNG Test Node=
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Generated In-Band Source Blit Mandelbrot PNG Test Node=
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Generated In-Band Dest Blit Mandelbrot PNG Test Node=
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TGA Type 1 (color-mapped RGB) 24bpp bottom-top Test Node=
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TGA Type 1 (color-mapped RGB) 24bpp top-bottom Test Node=
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TGA Type 2 (uncompressed RGB) 16bpp bottom-top Test Node=
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TGA Type 2 (uncompressed RGB) 16bpp top-bottom Test Node=
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TGA Type 2 (uncompressed RGB) 32bpp bottom-top Test Node=
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TGA Type 2 (uncompressed RGB) 32bpp top-bottom Test Node=
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TGA Type 3 (uncompressed grayscale) 16bpp bottom-top Test Node=
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TGA Type 3 (uncompressed grayscale) 16bpp top-bottom Test Node=
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TGA Type 10 (RLE-compressed RGB) 32bpp bottom-top Test Node=
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TGA Type 10 (RLE-compressed RGB) 32bpp top-bottom Test Node=
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Destination too far away! Set a destination (via placing) within a distance of @1 and try again!=
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Path from @1 to @2:=
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No path!=
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Time: @1 ms=
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Path length: @1=
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Destination set to @1=
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Algorithm: @1=
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Pathfinder Tester=
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Finds path between 2 points=
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Place on node: Select destination=
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Punch: Find path from here=
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Sneak+Punch: Change algorithm=
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Param2 Tool=
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Modify param2 value of nodes=
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Punch: +1=
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Sneak+Punch: +8=
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Place: -1=
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Sneak+Place: -8=
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Node Setter=
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Replace pointed node with something else=
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Punch: Select pointed node=
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Place on node: Replace node with selected node=
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Place in air: Manually select a node=
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Now placing: @1 (param2@=@2)=
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Node name (itemstring):=
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param2:=
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Submit=
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Punch a node first!=
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Cannot set unknown node: @1=
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Remover=
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Punch: Remove pointed node or object=
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Can't remove players!=
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Falling Node Tool=
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Punch: Make pointed node fall=
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Place: Move pointed node 2 units upwards, then make it fall=
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Falling node could not be spawned!=
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Entity Rotator=
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Rotate pointed entity=
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Punch: Yaw=
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Sneak+Punch: Pitch=
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Aux1+Punch: Roll=
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distance@=@1/10=
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Object Mover=
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Move pointed object towards or away from you=
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Punch: Move by distance=
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Sneak+Punch: Move by negative distance=
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Place: Increase distance=
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Sneak+Place: Decrease distance=
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Entity Visual Scaler=
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Scale visual size of entities=
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Punch: Increase size=
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Sneak+Punch: Decrease scale=
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Branding Iron=
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Give an object a temporary name.=
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Punch object: Brand the object=
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Punch air: Brand yourself=
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The name is valid until the object unloads.=
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Devices that accept the returned name also accept "player:<playername>" for players.=
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Entity Spawner=
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Spawns entities=
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Punch: Select entity to spawn=
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Place: Spawn selected entity=
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Select an entity first (with punch key)!=
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Object properties of player “@1”=
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Object properties of @1=
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Value=
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Object Property Editor=
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Edit properties of objects=
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Punch object: Edit object=
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Punch air: Edit yourself=
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rotation@=@1=
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position@=@1=
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Object Attacher=
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Attach object to another=
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Punch objects to first select parent object, then the child object to attach=
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Punch air to select yourself=
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Place: Incease attachment Y offset=
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Sneak+Place: Decease attachment Y offset=
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Aux1+Place: Incease attachment rotation=
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Aux1+Sneak+Place: Decrease attachment rotation=
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Object detached!=
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Object is not attached!=
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<unknown>=
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Parent object selected: @1=
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Child object selected: @1=
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Can't attach an object to itself!=
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Object attached! position@=@1, rotation@=@2=
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Attachment failed!=
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Children Getter=
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Shows list of objects attached to object=
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Punch object to show its 'children'=
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Punch air to show your own 'children'=
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No children attached to @1.=
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Children of @1:=
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Current keys:=
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Key=
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Value (use empty value to delete key)=
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Set value=
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pos @= @1=
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item @= @1=
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Node Meta Editor=
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Place: Edit node metadata=
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Place an item next to the Item Meta Editor in your inventory first!=
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Item Meta Editor=
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Punch/Place: Edit item metadata of item in the next inventory slot=
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Light Tool=
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Show light values of node=
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Punch: Light of node above touched node=
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Place: Light of touched node itself=
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