# suppress inspection "TrailingSpacesInProperty" for whole file
# suppress inspection "UnusedProperty" for whole file
dialog.accelerators.accelerator=Accelerator
dialog.accelerators.action=Action
dialog.accelerators.title=Accelerator map
dialog.workspace_selector.new_workspace=New workspace...
dialog.workspace_selector.open_workspace=Open workspace...
dialog.workspace_selector.import=Import from file...
dialog.workspace_selector.clone=Clone remote...
dialog.workspace_selector.clone.setup_failed=<html>Failed to setup remote workspace. Reason:<br><b>{0}
dialog.workspace_selector.clone.setup_failed.title=Remote workspace setup failed
dialog.workspace_selector.vcs_info=<html>Please enter the URL of the repository/remote workspace you would like to clone below. In order to be able<br>\
  to sync back to the remote workspace, you need to be have proper permissions on the remote repository for<br>\
  the Git account you will enter here. Note that Git account is not your MCreator account.<br>
dialog.workspace_selector.no_workspaces_loaded=<html><center>Failed to load recent workspaces<br>shortcuts. Re-open them to add<br>them to the list again.
dialog.workspace_selector.no_workspaces=No recent workspaces
dialog.workspace_selector.version=\  Version {0}
dialog.workspace_selector.preferences=Preferences
dialog.workspace_selector.donate=Donate
dialog.workspace_selector.news=Latest news from MCreator website:
dialog.workspace_selector.motw=Mod of the week:
dialog.workspace_selector.webdata.loading=Loading data ...
action.gradle.clean_build=Clean build files
action.mcreator_website=MCreator''s website
action.mcreator_community=MCreator''s community
action.publish_modification=Publish my modification...
action.preferences=Preferences...
action.exit=Exit MCreator
action.wiki=Online help
action.support=Support
action.create_texture=Create texture...
action.create_armor_texture=Create armor texture...
action.create_animated_texture=Create animated texture...
action.import_block_texture=Import block texture(s)...
action.import_item_texture=Import item texture(s)...
action.import_entity_texture=Import entity texture(s)...
action.import_effect_texture=Import effect texture(s)...
action.import_particle_texture=Import particle texture(s)...
action.import_screen_texture=Import GUI, overlay, etc. texture(s)...
action.import_armor_texture=Import armor texture...
action.import_other_texture=Import painting, logo, etc. texture(s)...
action.workspace.close=Close this workspace
action.show_console=Show console tab
action.show_workspace=Show workspace tab
action.close_all_tabs=Close all tabs
action.close_tab=Close current tab
action.replace=Replace
action.replace_all=Replace all
action.show_workspace_browser=Show workspace file browser
action.hide_workspace_browser=Hide workspace file browser
action.open_workspace_folder=Open workspace folder
action.gradle.build_gradle_project=Build gradle project only
action.gradle.build_gradle_project.tooltip=This action will trigger gradle project build without changing any source files
action.gradle.build_workspace=Build workspace
action.gradle.build_workspace.tooltip=This action will regenerate base mod source files and build the gradle project
action.gradle.cancel_task=Cancel gradle task
action.gradle.disabled=<html><b>This action is currently disabled as Gradle task is active in the console.</b><br>\
  <small>This can be caused by Minecraft being open in MCreator, active build, active setup or other<br>\
  Gradle action. Check the Console tab for more information or wait for the task to complete.
action.gradle.clear_caches=Clear all Gradle caches...
action.gradle.clear_caches.option.gradle_caches=Clear Gradle caches
action.gradle.clear_caches.option.gradle_folder=Clear entire Gradle folder
action.gradle.clear_caches.option.message=<html><b>This action will clear all Gradle caches for all generators and workspaces.</b><br>\
  Doing this can resolve some cases of Gradle build errors.<br><br>\
  This action will not affect your files or workspaces, but after clearing the caches,<br>\
  build of every generator type and version will take a bit longer the first time.<br>\
  In some cases, clearing entire Gradle folder is needed to resolve Gradle errors.<br><br>\
  <small>Any running build tasks or open test clients will be closed during this action.
action.common.apply=Apply
action.common.create=Create
action.common.resize=Resize
action.gradle.clear_caches.option.title=Clear all Gradle caches
action.gradle.close_mcreator_while_installation_message=<html><b>Gradle is still setting up the workspace!</b><br>You can not close MCreator while the Gradle is setting up. Wait until the setup is complete.<br>You can monitor the progress of the setup in the Console tab.
action.gradle.close_mcreator_while_installation_title=Gradle setting up
action.gradle.close_mcreator_while_running_message=<html><b>There are some Gradle tasks running in the background.</b><br>Are you sure you want to close this workspace?<br><small><br>If you proceed, running tasks will be canceled!
action.gradle.close_mcreator_while_running_title=Close workspace
dialog.ai_condition.additional_start=Additional start condition
dialog.ai_condition.additional_continue=Additional continue condition
dialog.ai_condition.panel_name=AI condition editor
dialog.animation_editor.title_wizard=Model animation definition wizard
dialog.animation_editor.action_set_new=Set new animations
dialog.animation_editor.action_keep_current=Keep current animations
dialog.animation_editor.action_set=Set animations
dialog.animation_maker.frame_duration=<html>Duration of one frame:<br><small>In ticks; 20 ticks = 1s)
dialog.animation_maker.interpolate_frame=<html>Interpolate frames:<br><small>Not visible in preview
dialog.animation_maker.settings=Animation settings
dialog.animation_maker.next_frame=Next frame
dialog.animation_maker.previous_frame=Previous frame
dialog.animation_maker.animation_timeline=Animation timeline
dialog.animation_maker.add_frames=Add frame(s) ...
dialog.animation_maker.add_frames_from_template=Add frames from template ...
dialog.animation_maker.add_frames_from_strip=Add frames from animation strip ...
dialog.animation_maker.add_frames_from_gif=Add frames from GIF ...
dialog.animation_maker.gif_importing=GIF import
dialog.animation_maker.gif_reading=Reading GIF
dialog.animation_maker.gif_processing=Processing GIF
dialog.animation_maker.gif_format_unsupported=Compressed GIF format is not supported!
dialog.animation_maker.remove_selected_frames=Remove selected frames
dialog.animation_maker.save_animated_texture=Save this animated texture
dialog.animation_maker.kind_of_texture=What kind of texture is this?
dialog.animation_maker.type_of_texture=Texture type
dialog.animation_maker.enter_texture_name=Enter name of texture (without spaces): 
dialog.animation_maker.resource_error=Resource error
dialog.animation_maker.texture_already_exists={0} with this name already exists!
dialog.animation_maker.size_selection=Size selection
dialog.animation_maker.animation_size=Select the size of the animation:
dialog.animation_maker.template_color_choice=Choose template and color
dialog.animation_maker.template=Animation template:
dialog.animation_maker.color=Animation color:
dialog.animation_maker.saturation_lightness_lock=Lock saturation and lightness:
dialog.animation_maker.preview=Preview
dialog.animation_maker.strip_color_choice=<html><b>Choose texture strip and optionally a color
dialog.animation_maker.strip=Texture strip file:
dialog.animation_maker.colorize=Colorize:
dialog.animation_maker.add_frames_from_file=Add frames from file
dialog.armor_image_maker.type=Armor texture type: 
dialog.armor_image_maker.color=Texture color: 
dialog.armor_image_maker.saturation_lightness_lock=Lock saturation and lightness: 
dialog.armor_image_maker.properties=Armor texture properties
dialog.armor_image_maker.preview=Armor texture preview
dialog.armor_image_maker.save=Save this armor
dialog.armor_image_maker.name=Name of armor texture (without spaces): 
dialog.armor_image_maker.resource_error=Resource error
dialog.armor_image_maker.name_already_exists=Armor with this name already exists!
dialog.common.save_changes=Save changes
dialog.cache_cleanup.title=Gradle caches cleanup
dialog.cache_cleanup.progress.stopping_daemons=Stopping running Gradle daemons
dialog.cache_cleanup.progress.clearing_gradle_caches_folder=Clearing the Gradle caches folder
dialog.cache_cleanup.progress.build_task=Running Gradle build task
dialog.code_error.compilation_desc=<html><b color=#ffc40d>One or more of your main mod files did not compile properly.</b><br><br>This is usually caused by inconsistencies in the mod code during builds.<br>MCreator can solve this issue for you by regenerating entire mod''s code.<br><br>If you have locked mod elements or mod base files, they can cause this error too.</small><br><br>Click <b>Regenerate code</b> button to proceed with this action.<br>
dialog.code_error.compilation_title=Main mod file compilation errors
dialog.code_error.compilation_list=<html><b color=#ffc40d>Your workspace contains mod elements that don''t compile properly.</b><br><br>This was most likely caused by the last mod element you added or edited. Try altering the settings of mod elements<br>that cause build errors (such elements are listed below) to try to fix this problem.<br><br>If you can''t resolve this problem, export the workspace to shareable ZIP file from the <i>File</i> menu and send it to us via<br>our Issue tracker on GitHub so we can try to help you.<br><br><b>List of mod elements that cause compilation errors (trimmed to up to 10 elements):<br><br>
dialog.code_error.regenerate_code=Regenerate code
dialog.code_error.ignore_error=Ignore error
dialog.code_error.show_in_workspace=Show in workspace
dialog.code_error.show_build_log=Show build log
dialog.code_error.title=Some mod elements cause compilation errors
dialog.console_search.match=Match Case
dialog.console_search.no_result=No results
dialog.element_order.instructions=Click on the element or selection and drag to reorder them
dialog.element_order.editor_title=Creative tab element order editor
dialog.element_order.change_message=<html>MCreator will now rebuild the workspace code to apply changes.<br><br><b>Existing map saves will keep the old order!
dialog.element_order.change_title=Elements order change
dialog.file.error_save_inside_workspace_root_message=You can not make a workspace inside workspaces root folder. Make a subdirectory here first!
dialog.file.error_save_inside_workspace_root_title=Workspace error
dialog.file.error_save_inside_folder_not_empty_message=The directory you have selected for the workspace is not empty!
dialog.file.error_save_inside_folder_not_empty_title=Directory not empty
dialog.file.error_invalid_path=<html>The directory you have selected for the workspace has invalid path!<br><br>You selected the following directory:<br><kbd> {0}</kbd><br><br>Only English letters, numbers, <kbd>_/+-\\:()[].,@$=`</kbd> and whitespace are allowed in the path.
dialog.file.error_invalid_path_title=Invalid workspace directory path
dialog.file.error_invalid_name=<html>The directory you have selected for the workspace has invalid name!<br><br>Workspace folder should not contain the following characters: /\\:>\"?*| and whitespace.
dialog.file.error_invalid_name_title=Invalid workspace directory name
dialog.file.error_directory_doesnt_exist=Directory in which you are trying to make a workspace does not exist!
dialog.file.error_directory_doesnt_exist_title=Workspace error
dialog.file.error_no_access=<html>The directory you have selected for the workspace<br>is located in a folder MCreator can''t write or read to!
dialog.file.error_no_access_title=Workspace directory permissions error
dialog.file.error_already_exists=<html>The file <b>{0}</b> already exists. Do you want to replace the existing file?
dialog.file.error_already_exists_title=Overwrite file
dialog.file.select_directory_title=Select directory for the workspace
dialog.gui.button_add_title=Button editor
dialog.gui.button_change_width=After you click OK, right-click with the mouse to change button width
dialog.gui.button_resize=To resize the button, use move tool and right-click with the mouse when moving
dialog.gui.button_text=Text of the button: 
dialog.gui.button_event_on_clicked=On button clicked
dialog.gui.button_display_condition=Button display condition
dialog.gui.image_texture=Texture: 
dialog.gui.image_use_scale=Use original scale (1X instead of Minecraft 2X scale)
dialog.gui.image_display_condition=Image display condition
dialog.gui.image_title=Image editor
dialog.gui.label_event_display_condition=Label display condition
dialog.gui.label_text=Text: 
dialog.gui.label_component_title=Label editor
dialog.gui.label_text_color=Text color:
dialog.gradle_console.clear_log=Clear log
dialog.gradle_console.search=Search in gradle console
dialog.gradle_console.start_build=<html>Click this to build the whole workspace<br><small>You can start build by Ctrl + clicking on the Console tab too
dialog.gradle_console.run_specific_task=<html>Click this to run a specific Gradle task<br><small>This tool can only be used when there are no active Gradle tasks running.
dialog.gradle_console.copy_contents_clipboard=Copy console contents to clipboard
dialog.gradle_console.clear=Clear console
dialog.gradle_console.show_info_log=Show info log in console
dialog.gradle_console.show_errors=Show errors in console
dialog.gradle_console.lock_scroll=Scroll lock
dialog.gradle_console.offline_mode_message=<html><b>You have set MCreator to run in offline mode!</b><br><br>MCreator can not setup the generator in offline mode.<br>The offline mode will be disabled.
dialog.gradle_console.offline_mode_title=Offline mode warning
dialog.gradle_console.gradle_caches_corrupted_message=<html><b>MCreator detected Gradle caches got corrupted.</b><br>Don''t worry, we can fix this for you, we just need to rebuild these caches.<br><br>This action will not affect your files or workspaces, but after clearing the caches,<br>build of every generator type and version will take a bit longer the first time.<br>In some cases, clearing entire Gradle folder is needed to resolve Gradle errors.<br><br><small>Any running build tasks or open test clients will be closed during this action.
dialog.gradle_console.gradle_caches_corrupted_title=Gradle caches corrupted
dialog.gui.slot_id_already_used=This slot ID is already in use
dialog.gui.slot_id_must_be_number=Slot ID must be a number
dialog.gui.slot_id=Slot ID: 
dialog.gui.slot_custom_color=<html>Custom color<br><small>Click only if you intend to use custom color: 
dialog.gui.slot_limit_stack_input=<html>Limit stack input to:<br><small>If empty, there is no limit. Does not affect automation.
dialog.gui.slot_disable_player_interaction=<html>Disable player interaction with this slot (can''t take item from it or insert in it)<br><small>\
  This will not disable interaction with this slot via automation (eg. hoppers). This is controlled by the block mod element
dialog.gui.slot_drop_item_when_gui_closed=Drop items when GUI not bound to any external inventory is closed
dialog.gui.slot_event_slot_content_changes=When slot contents change
dialog.gui.slot_event_item_taken_from_slot=When item taken from slot
dialog.gui.slot_event_transferred_from_slot=When transferred from slot (shift-click)
dialog.gui.slot_input_editor_title=Input slot editor
dialog.gui.slot_output_editor_title=Output slot editor
dialog.gui.save_slot=Save slot
dialog.gui.textfield_change_width=After you click OK, right-click with the mouse to change text field width
dialog.gui.textfield_resize=To resize the text field, use move tool and right-click with the mouse when moving
dialog.gui.textfield_input_name=Text input machine name: 
dialog.gui.textfield_add=Text field editor
dialog.gui.textfield_initial_text=Initial text:
dialog.gui.textfield_name_validator=Text field machine name
dialog.gui.checkbox_is_checked=Default state:
dialog.gui.checkbox_procedure_value=Checked when GUI open
dialog.gui.checkbox_add=Checkbox editor
dialog.gui.checkbox_name=Checkbox machine name:
dialog.gui.checkbox_text=Text next to the checkbox:
dialog.gui.checkbox_name_validator=Checkbox machine name
action.gradle.reload_project=Reload Gradle project
dialog.imageeditor.base_color=Base color:
dialog.imageeditor.base_texture=Base texture:
dialog.imageeditor.width=Width:
dialog.imageeditor.height=Height:
dialog.imageeditor.color=Color:
dialog.imageeditor.color_layer_type=Color
dialog.imageeditor.transparency=Transparency
dialog.imageeditor.template=Template
dialog.imageeditor.no_layer=No Layer
dialog.imageeditor.saturation=Saturation:
dialog.imageeditor.hsv_noise_hue=Max hue variation
dialog.imageeditor.hsv_noise_saturation=Max saturation variation
dialog.imageeditor.hsv_noise_value=Max value variation
dialog.imageeditor.saturation_brightness_lock=Lock saturation and brightness
dialog.imageeditor.desaturate_title=Desaturate Layer
dialog.imageeditor.desaturate_action=Desaturate
dialog.imageeditor.template_from_title=From template
dialog.imageeditor.template_generator=Generator template:
dialog.imageeditor.template_select_texture=Select texture
dialog.imageeditor.template_layer_one=Layer 1: 
dialog.imageeditor.template_layer_two=Layer 2: 
dialog.imageeditor.template_layer_three=Layer 3: 
dialog.imageeditor.template_layer_four=Layer 4: 
dialog.imageeditor.template_rotation=Rotation: 
dialog.imageeditor.template_randomize=Randomize
dialog.imageeditor.template_create_and_merge=Create and merge
dialog.imageeditor.template_merged_layer=Merged layer
dialog.imageeditor.noise_apply=Apply Noise to Layer
dialog.imageeditor.noise_randomize_seed=Randomize seed
dialog.imageeditor.noise_seed=Seed:
dialog.imageeditor.new_image_title=New Image
dialog.imageeditor.new_image_fill_with=Fill with:
dialog.imageeditor.new_image_add_transparent_layer=Adds a transparent layer
dialog.imageeditor.new_image_add_no_layer=Adds no layers
dialog.imageeditor.new_layer=New Layer
dialog.imageeditor.new_layer_name=Layer name:
dialog.imageeditor.new_layer_fill_with=Fill with:
dialog.imageeditor.new_layer_fills_transparency=Fills the layer with transparency
dialog.imageeditor.new_layer_x_offset=Offset X:
dialog.imageeditor.new_layer_y_offset=Offset Y:
dialog.imageeditor.recolor_layer=Recolor Layer
dialog.imageeditor.recolor_action=Recolor
dialog.imageeditor.resize_canvas=Resize Canvas
dialog.imageeditor.resize_layer=Resize Layer
dialog.imageeditor.resize_enable_anti_aliasing=Enable anti-aliasing:
dialog.imageeditor.resize_affect_canvas=Adapt canvas to the layer size
dialog.imageeditor_tool.use_canvas=Click on the canvas to use
dialog.imageeditor.layer_panel_no_image=No image
dialog.imageeditor.layer_panel_no_layers=No layers
dialog.imageeditor.layer_panel_new_layer=New layer
dialog.imageeditor.layer_panel_move_up=Move up
dialog.imageeditor.layer_panel_move_down=Move down
dialog.imageeditor.layer_panel_rename_layer=Rename layer
dialog.imageeditor.layer_panel_toggle_visibility=Toggle visibility
dialog.imageeditor.layer_panel_delete_layer=Delete layer
dialog.imageeditor.layer_panel_duplicate_layer=Duplicate layer
dialog.imageeditor.layer_panel_confirm_layer_deletion_message=<html>Are you sure you want to delete following layers:<br>
dialog.imageeditor.layer_panel_confirm_layer_deletion_title=Delete layer
dialog.imageeditor.layer_panel_enter_new_name=Enter new layer name:
dialog.imageeditor.stamp_tool_lock_saturation_brightness=Lock saturation and brightness
dialog.imageeditor.stamp_tool_smooth_resizing=Smooth resizing
dialog.imageeditor.stamp_tool_connect_points=Connect points
dialog.imageeditor.stamp_tool_base_texture=Base texture:
dialog.image_maker.save=Save this texture
dialog.image_maker.save_as_new=Save as a new texture
dialog.image_maker.generate_from_template=Generate from template
dialog.image_maker.texture_type.message=What kind of texture is this?
dialog.image_maker.texture_type.title=Texture type
dialog.image_maker.enter_name=Enter name of texture (without spaces): 
dialog.image_maker.image_name=Image name
dialog.image_maker.texture_name=Texture name
dialog.image_maker.texture_type_name_exists=Texture of this type with this name already exists!
dialog.image_maker.resource_error=Resource error
dialog.image_maker.tools.general=General
dialog.image_maker.tools.drawing=Drawing
dialog.image_maker.tools.filters=Filters
dialog.image_maker.tools.constraints=Move and resize
dialog.image_maker.tools.undo=Undo (Ctrl + Z)
dialog.image_maker.tools.redo=Redo (Ctrl + Y)
dialog.image_maker.tools.undo_description=Undoes the last action
dialog.image_maker.tools.redo_description=Redoes the last action
dialog.image_maker.tools.types.eraser=Eraser
dialog.image_maker.tools.types.eraser_description=A basic erasing tool
dialog.image_maker.tools.types.colorize=Colorize
dialog.image_maker.tools.types.colorize_description=A tool for applying color to layers
dialog.image_maker.tools.types.colorpicker=Color picker
dialog.image_maker.tools.types.colorpicker_description=A tool that sets foreground color to the pointed color (shift-click to set background color)
dialog.image_maker.tools.types.desaturate=Desaturate
dialog.image_maker.tools.types.desaturate_description=A tool for desaturating layers
dialog.image_maker.tools.types.floodfill=Flood fill
dialog.image_maker.tools.types.floodfill_description=A tool for filling in larger areas
dialog.image_maker.tools.types.noise=Noise tool
dialog.image_maker.tools.types.noise_description=A tool for adding noise to layers
dialog.image_maker.tools.types.move=Move tool
dialog.image_maker.tools.types.move_layer=Move layer
dialog.image_maker.tools.types.move_description=A tool for moving active layers
dialog.image_maker.tools.types.pencil=Pencil
dialog.image_maker.tools.types.pencil_description=A basic drawing tool
dialog.image_maker.tools.types.resizecanvas=Resize canvas
dialog.image_maker.tools.types.resizecanvas_description=A tool for resizing the main canvas
dialog.image_maker.tools.types.resize=Resize
dialog.image_maker.tools.types.resize_layer=Resize layer
dialog.image_maker.tools.types.resize_description=A tool for resizing layers
dialog.image_maker.tools.types.shapetool=Shape
dialog.image_maker.tools.types.shapetool_description=Shape creation tool
dialog.image_maker.tools.types.linetool=Line
dialog.image_maker.tools.types.linetool_description=Line creation tool
dialog.image_maker.tools.types.stamp=Stamp
dialog.image_maker.tools.types.stamp_description=A tool for applying textures from templates
dialog.image_maker.tools.types.threshold=Threshold:
dialog.image_maker.tools.types.shape=Shape:
dialog.image_maker.tools.types.smooth_edge=Smooth edge
dialog.image_maker.tools.types.saturation=Saturation:
dialog.image_maker.tools.types.drawing_size=Size:
dialog.image_maker.tools.types.drawing_connect_points=Connect points
dialog.image_maker.tools.component.colorselector_foreground=Foreground color
dialog.image_maker.tools.component.colorselector_background=Background color
dialog.image_maker.tools.component.colorselector_reset=Reset foreground and background colors
dialog.image_maker.tools.component.colorselector_swap=Swap foreground and background colors
dialog.image_maker.tools.component.colorselector_select_foreground=Select foreground color: 
dialog.image_maker.tools.component.colorselector_select_background=Select background color: 
dialog.item_selector.title=Block/item selector
dialog.item_selector.use_selected=Use selected item
dialog.item_selector.use_tag=Use tag
dialog.item_selector.enter_tag_name=<html>Enter the tag name below (check the list for templates):<br>
dialog.item_selector.error_invalid_tag_name_message=The name you have entered is not a valid tag name!
dialog.item_selector.error_invalid_tag_name_title=Invalid tag name
dialog.item_selector.all=<html><small>All
dialog.item_selector.blocks=<html><small>Blocks
dialog.item_selector.items=<html><small>Items
dialog.item_selector.potions=<html><small>Potions
dialog.item_selector.custom_elements=<html><small>Custom elements
dialog.item_selector.name=Name: 
dialog.item_selector.display_filter=\  Display filter: 
dialog.item_selector.selector=Block/item selector
dialog.modelement_id.info_message=<html>This mod element has locked code!<br>When code is locked, MCreator can''t alter its source code.
dialog.modelement_id.info_message_title=Mod element code is locked
dialog.modelement_id.registry_name=Registry name: 
dialog.modelement_id.registry_name_info=Registry name (not all mod elements use it)
dialog.modelement_id.registry_name_validator=Registry name
dialog.modelement_id.use_caution_warn=<html><b><font color=#F08080>Use this tool with caution!<br><br></font>Changing registry names can break your existing world saves and cause<br>conflicts with other mod element from your mod!
dialog.modelement_id.id_and_registry_names="{0} - Registry name"
dialog.modelement_id.invalid_registry_name=<html>The registry name you entered is not valid!<br>The changes have not been saved.
dialog.modelement_id.invalid_registry_name_title=Invalid registry name
dialog.modelement_id.registry_name_changed=<html><b>You have changed registry name of your mod element!</b><br><br>If this mod element is referenced in other mod element types, especially achievements or recipes,<br>you may need to rebuild code to update references to the new name.<br><br>Do you want to start code rebuild now?
dialog.modelement_id.registry_name_changed_title=Changed registry name
dialog.new_modelement.registry_name=Registry name: {0}
dialog.new_modelement.registry_name.empty=<enter mod element name first>
dialog.new_modelement.desc=<html><font style="font-size: 13px;">Enter the name of {0}:</font><br><font style="font-size: 8px;">Do not use existing vanilla names (Dirt, Coal, Diamond, ...) for better compatibility.<br>Use upper-camel-cased names if possible (eg. CustomGem)<br>Avoid using type names in element names (eg. CustomGemItem, CustomTab, ...)
dialog.new_modelement.title_window=Enter {0} name
dialog.new_modelement.create_new=Create new {0}
dialog.option_pane.invalid_input=Invalid input
dialog.option_pane.invalid_text=<html>You have entered invalid text.<br><br>Error message:<br><b>
dialog.preferences.change_language=<html><font style="font-size: 16px;">Custom {0}</big><br><font style="font-size: 9px; color: gray;">You can manage custom {0} (*.{1}) here
dialog.preferences.add_language=Add {0}
dialog.preferences.remove_selected_language=Remove selected
dialog.preferences.manage_plugins=<html><font style="font-size: 16px;">Manage plugins</big><br><font style="font-size: 9px; color: gray;">Here you can load plugins that extend functionality or add new generator types.<br>It is recommended to restart MCreator after adding new plugins!
dialog.preferences.load_plugins=Load plugin... 
dialog.preferences.explore_plugins=Explore plugins
dialog.preferences.open_folder=Open {0} folder
dialog.preferences.plugins=Plugins
dialog.preferences.title_mcreator=MCreator''s Preferences
dialog.preferences.save=Save
dialog.preferences.restore_defaults=Restore defaults
dialog.preferences.restore_defaults_confirmation=Are you sure you want to restore preferences to default values?
dialog.preferences.page_ui_backgrounds=UI backgrounds
dialog.preferences.page_plugins=Manage plugins
dialog.preferences.page_themes=UI themes
dialog.preferences.page_procedure_templates=Procedure templates
dialog.preferences.page_ai_builder_templates=AI builder templates
dialog.preferences.page_cmd_builder_templates=Command templates
dialog.preferences.page_texture_templates=Texture templates
dialog.preferences.page_armor_templates=Armor templates
dialog.preferences.java_plugins=<html>Enable Java plugins<br><small>\
  Check this to enable loading of Java plugins. Java plugins have full access to your workspaces and computer, so be careful with this option.\
  <br>Use at your own risk only with plugins you trust. Program restart is needed if this option is changed.
dialog.preferences.plugins_list=Loaded plugins:
dialog.preferences.themes=<html><font style="font-size: 16px;">UI Themes</big><br><font style="font-size: 9px; color: gray;">\
  On this page you can see the available themes from the loaded plugins.\
  <br>To change the theme to use, select the theme''s ID in the dropdown below. Restart MCreator to see the changes.
dialog.preferences.themes.list=<html><br><font style="font-size: 14px;">List of available themes:</big>
dialog.preferences.description=<html><font style="font-size: 16px;">{0}</big><br><div width=700><font style="font-size: 9px; color: gray;">{1}
dialog.preferences.entry_description=<html>{0}:<br><font style="font-size: 8px; color: gray;">{1}
dialog.preferences.unknown_property_type={0}: unknown property type
dialog.remote_workspace.local_uncommited_changes=<html>Local uncommited/unsynced files:<br><br>
dialog.remote_workspace.added=\u2022 {0} (added)
dialog.remote_workspace.changed=\u2022 {0} (changed)
dialog.remote_workspace.removed=\u2022 {0} (removed)
dialog.remote_workspace.missing=\u2022 {0} (missing)
dialog.remote_workspace.modified=\u2022 {0} (modified)
dialog.remote_workspace.conflicting=\u2022 {0} (conflicting)
dialog.sounds.name=Sound name
dialog.sounds.registry_name=<html>Sound registry name:<br><small>If you rename the sound in use, existing references will break
dialog.sounds.files=<html>Sound files:
dialog.sounds.category=<html>Sound category: 
dialog.sounds.subtitle=<html>Sound subtitle: 
dialog.sounds.edit=Sound edit
dialog.sounds.error_name_not_valid=<html>The sound name you entered is not valid!<br>Changes will not be saved.
dialog.sounds.error_name_not_valid_title=Invalid sound name
dialog.sounds.error_select_valid_file=<html>Select at least one sound file!<br>Changes will not be saved.
dialog.sounds.error_select_valid_file_title=No sound files
dialog.textures_import.texture_type=Texture type
dialog.textures_import.block=Block
dialog.textures_import.item=Item
dialog.textures_import.entity=Entity
dialog.textures_import.effect=Effect
dialog.textures_import.particle=Particle
dialog.textures_import.screen=Screen
dialog.textures_import.armor=Armor
dialog.textures_import.other=Other
dialog.textures_import.armor_needs_two_files=Armor layer texture needs two files:
dialog.textures_import.armor_layers=*layer_1*.png and *layer_2*.png
dialog.textures_import.armor_part_one=Armor texture part 1 (*layer_1*.png):
dialog.textures_import.armor_part_two=Armor texture part 2 (*layer_2*.png):
dialog.textures_import.import_armor_texture=Import armor texture
dialog.textures_import.error_both_texture_files_not_selected=<html><font color=red>You haven''t selected both texture files!
dialog.textures_import.error_texture_already_exists=<html>Texture {0} already exists!<br>You can enter a new name or cancel the import
dialog.textures_import.error_texture_import_title=Import error
dialog.textures_mapping.title_for_model=Texture mappings for model
dialog.textures_mapping.add_new=Add new texture mapping
dialog.textures_mapping.enter_name_message=<html>Enter your texture mapping name.<br>This name is used to identify your set of textures when<br>selecting a texture mapping for your model.
dialog.textures_mapping.enter_name_title=New texture mapping
dialog.textures_mapping.jump_to=Jump to ...
dialog.textures_mapping.save=Save mappings
dialog.textures_mapping.model_texture_part=<html><small>Model texture part:</small><br><font size=5>{0} 
dialog.textures_mapping.confirm_deletion_message=<html>Are you sure that you want to delete this texture mapping?<br>You can get broken textures if the mapping is still in use!
dialog.textures_selector.title_window=Texture selector
dialog.textures_selector.select=Select
dialog.textures_selector.select_texture=Select the texture:
dialog.textures_selector.title={0} texture selection
dialog.textures_selector.no_texture=<html><center><br><br><br><br><br><h1>In order to select texture, you need to make one.</h1>To make one, click "Resources" in the toolbar and click "Create item/block texture."
dialog.textures_selector.search=Search: 
dialog.textures_selector.create_from_scratch=<html>Create texture<br><small>From scratch
dialog.textures_selector.import=<html>Import texture<br><small>For {0}
dialog.tools.armor_pack_title=Armor pack maker
dialog.tools.armor_pack_info=<html><center>Using this tool, you can make the base for your armor in just a few clicks.<br>This tool will make: <b>Armor, Armor Recipes
dialog.tools.armor_pack_base_item=Armor pack base item:
dialog.tools.armor_pack_name=Armor name:
dialog.tools.armor_pack_name_validator=Armor pack name
dialog.tools.armor_pack_color_accent=Armor color accent:
dialog.tools.armor_pack_power_factor=<html>Armor power factor:<br><small>Relative to iron armor
dialog.tools.armor_pack_create=Create armor pack
dialog.tools.material_pack_title=Material pack maker
dialog.tools.material_pack_info=<html><center>Using this tool, you can make the base for your material pack in just a few clicks.<br>This tool will make: <b>Ore, Ore Block, Ore Item, Basic Ore Recipes, Pickaxe, Axe, Sword,<br>Shovel, Hoe, Tool Recipes, Armor, Armor Recipes
dialog.tools.material_pack_name=Material pack name:
dialog.tools.material_pack_name_validator=Material pack name
dialog.tools.material_pack_type=Material pack type:
dialog.tools.material_pack_color_accent=Material pack color accent:
dialog.tools.material_pack_power_factor=<html>Material pack power factor:<br><small>Relative to iron material pack
dialog.tools.material_pack_create=Create material pack
dialog.tools.ore_pack_title=Ore pack maker
dialog.tools.ore_pack_info=<html><center>Using this tool, you can make the base for your ore pack in just a few clicks.<br>This tool will make: <b>Ore, Ore Block, Ore Item, Basic Ore Recipes
dialog.tools.ore_pack_name=Ore pack name:
dialog.tools.ore_pack_name_validator=Ore pack name
dialog.tools.ore_pack_type=Ore pack type:
dialog.tools.ore_pack_color_accent=Ore pack color accent:
dialog.tools.ore_pack_power_factor=<html>Ore pack power factor:<br><small>Relative to iron ore pack
dialog.tools.ore_pack_create=Create ore pack
dialog.tools.tool_pack_title=Tool pack maker
dialog.tools.tool_pack_info=<html><center>Using this tool, you can make the base for your tool pack in just a few clicks.<br>This tool will make: <b>Pickaxe, Axe, Sword, Shovel, Hoe, Tool Recipes
dialog.tools.tool_pack_base_item=Tool pack base item:
dialog.tools.tool_pack_name=Tool pack name:
dialog.tools.tool_pack_name_validator=Tool pack name
dialog.tools.tool_pack_color_accent=Tool pack color accent:
dialog.tools.tool_pack_power_factor=<html>Tool pack power factor:<br><small>Relative to iron tool pack
dialog.tools.tool_pack_create=Create tool pack
dialog.tools.wood_pack_title=Wood pack maker
dialog.tools.wood_pack_info=<html><center>Using this tool, you can make the base for your wood pack in just a few clicks.<br>This tool will make: <b>Leaves, Log, Wood, Planks, Stairs, Slab, Fence, Fence gate,<br>Pressure plate, Button, Recipes and Tag
dialog.tools.wood_pack_name=Wood pack name:
dialog.tools.wood_pack_name_validator=Wood pack name
dialog.tools.wood_pack_color_accent=Wood pack color accent:
dialog.tools.wood_pack_power_factor=<html>Wood pack power factor:<br><small>Relative to oak wood pack
dialog.tools.wood_pack_create=Create wood pack
dialog.unsaved_changes.message=<html>There may be unsaved changes of this mod element.<br>Do you want to discard these changes?
dialog.unsaved_changes.title=Unsaved changes
dialog.update_notify.message=<html><font size=5>You are using an outdated version of MCreator</font><br>Consider updating your MCreator to get the latest features and bug fixes!<br><br>Your version: {0} <br>The latest version: <b>{1}</b><br><br>Changelog of the latest releases:<br>
dialog.update_notify.update_title=MCreator update
dialog.update_notify.more_recent_build=<html><font size=5>There is a more recent build for version {0} available</font><br>Consider <b>re-downloading the current version</b> to get the latest features and bug fixes!<br><br>Your build number: {1}<br>The latest build number: <b>{2} </b><br><br>Changelog of {3} builds:<br>
dialog.update_notify.error_failed_check_internet_message=Failed to check for updates. Reason: no internet
dialog.update_notify.error_failed_check_internet_title=No internet
dialog.update_notify.no_update_message=You have the latest version of MCreator installed!
dialog.update_notify.no_update_title=No updates
dialog.update_notify.open_download_page=Open download page
dialog.update_notify.remind_later=Remind me later
dialog.plugin_update_notify.message=MCreator detected the following plugins can be updated:
dialog.plugin_update_notify.update=Update plugin
dialog.plugin_update_notify.close=Close this window
dialog.plugin_update_notify.update_title=Plugin updates
dialog.plugin_update_notify.version_message=<html><b>{0}</b><br>Currently installed version: <b>{1}</b>, new version: <b>{2}</b>
dialog.setup_workspace.title=Workspace setup for selected generator
dialog.reload_gradle_project.title=Reloading Gradle project
dialog.setup_workspace.progress.reloading_gradle_project=Reloading Gradle project
dialog.setup_workspace.progress.reloading_gradle_dependencies=Reloading Gradle dependencies
action.run_client=Run client
action.run_server_and_client=Run server and client
dialog.run_server_and_client.eula_intro=<html>In order to run Minecraft Server, you need to agree with the Minecraft EULA (End User License Agreement).<br>After you click OK, you will be redirected to the website of their EULA.<br><b>After you read it, go back to the MCreator to agree or disagree with the EULA.
dialog.run_server_and_client.agree=Yes, I agree
dialog.run_server_and_client.disagree=No, I don''t agree
dialog.run_server_and_client.eula_confirmation.message=Do you agree with the Minecraft EULA you read before on their website?
dialog.run_server_and_client.eula_confirmation.title=EULA Agreement
dialog.run_server_and_client.eula_rejected.message=<html><b>In order to run Minecraft Server, you need to agree with the Minecraft EULA (End User License Agreement).</b><br>\
  You can redo your action by running Minecraft Server again.
dialog.variables.enter_name_select_type=Enter the name and select the type of variable: 
dialog.variables.variable_name=Variable name: 
dialog.variables.variable_type=Variable type: 
dialog.variables.variable_scope=Variable scope: 
dialog.variables.new_title=New variable
action.vcs.tooltip.disabled=<html><b>Disabled as remote workspace is not set up yet.</b><br>\
  <small>To setup Remote workspace, go to Remote workspace menu.
action.vcs.unlink=Unlink remote workspace
dialog.vcs.unlink.message=Are you sure you want to unlink remote workspace?
action.vcs.setup_settings=Remote workspace setup/settings
action.vcs.setup=Setup remote workspace...
dialog.vcs.setup.message=<html><b>Enter details about the remote repository (GitHub, GitLab, BitBucket, ...) to which the project will be synced.<br></b>As you are making a new remote workspace, <b>the remote repository must be empty (newly created) for the</b><br>setup to work.
dialog.vcs.setup.workspace_folder_not_empty.message=<html>Failed to clone remote workspace. Reason:<br><b>The remote workspace you entered is not empty!
dialog.vcs.setup.workspace_folder_not_empty.title=Remote workspace clone failed
action.vcs.show_unsynced_changes=Show unsynced local changes...
dialog.vcs.show_unsynced_changes.title=Unsynced local changes
dialog.vcs.commit_short_message=<html>Enter a short message describing your changes since the last sync:<br><small>This message (commit message) is used to keep note of changes on the remote workspace.<br><br>
dialog.vcs.commit_enter_message=Enter commit message
dialog.vcs.file_merge_all_local=All local
dialog.vcs.file_merge_all_remote=All remote
dialog.vcs.file_merge_manual_required=Manual files merge required
dialog.vcs.file_merge_manual_message=<html><b>Some of the workspace files were changed both on remote and your local side.</b><br><small>For such files, you need to choose if you want to keep your local changes or the changes from the<br>remote workspace. To do this, select local or remote side to be preserved for each file listed below<br>and click \"Finish merge\" after you are done.
dialog.vcs.info_remember_password=Remember password/token (stored in a local store)
dialog.vcs.info_enter_password=<html>Enter the password/access token for your Git account <b>{0}</b>:
dialog.vcs.info_account_authentication=Git account authentication
dialog.vcs.merge_handle_accept_mine=<html>Accept mine<br><small>Local, {0}
dialog.vcs.merge_handle_accept_theirs=<html>Accept theirs<br><small>Remote, {0}
dialog.vcs.merge_handle_workspace_settings=Workspace Settings
dialog.vcs.setup_save_password=Save password/access token to encrypted vault (if not selected, you will be prompted each time when required)
dialog.vcs.setup_remove_repository_url=Remote Git repository HTTPS URL: 
dialog.vcs.setup_git_username=Your Git account username: 
dialog.vcs.setup_git_password=<html>Your Git account password / access token:<br><small>For GitHub, use personal access token with <i>repo</i> access as the password
dialog.vcs.setup_store_password=<html><small>If selected, MCreator will store the password/token for the current workspace securely in an encrypted local password store. It will only be<br>used for authentication with the remote repository. Your login data will not be shared with any other server than the one entered in<br>the Remote GIT repository URL field.
dialog.vcs.setup_remote_workspace_details=Remote workspace details
dialog.vcs.setup_invalid_parameters=Invalid repository parameters
dialog.vcs.setup_incorrect_username_password=<html><b>Username or password is incorrect!</b><br><br>Make sure the username and password you entered are correct<br>and that your user has proper permissions on the remote repository.
dialog.vcs.setup_url_unaccessible=<html><b>Repository URL is not valid or you can''t access it!</b><br><br>Make sure that remote repository URL is valid and that the repository exists.<br>If this is true, make sure that your user account has proper permissions on the remote repository.
dialog.vcs.setup_one_invalid_parameter=<html><b>One of the parameters of your repository is not valid!</b><br><br>Make sure that remote repository URL is valid and that the repository exists.<br>If this is true, make sure the username and password you entered are correct<br>and that your user has proper permissions on the remote repository.
workspace.elements.list.locked=Locked
workspace.elements.folders.add_tooltip=Add new folder into the current folder
workspace.elements.folders.up_tooltip=Move back to the parent folder
workspace.elements.folders.rename_tooltip=Rename the selected folder
workspace.elements.folders.add.message=Enter the folder name:
workspace.elements.folders.add.title=Add folder
workspace.elements.folders.add.error_letters=Folder name can only contain English alphabet letters, numbers, ._- and whitespace.
workspace.elements.folders.add.error_exists=Folder with this name already exists.
workspace.elements.folders.rename.title=Rename folder
workspace.elements.folders.rename.message=Enter new folder name:
workspace.elements.list.folder=Folder
workspace.elements.list.notlocked=Not locked
workspace.elements.list.compiles=Compiles
workspace.elements.list.compile_errors=Compile errors
workspace.elements.list.folder_actions=Folder actions: 
workspace.elements.list.icon_size=Display type: 
workspace.elements.list.large=Large
workspace.elements.list.medium=Medium
workspace.elements.list.small=Small
workspace.elements.list.tiles=Tiles
workspace.elements.list.details=Details
workspace.elements.list.list=List
workspace.elements.list.icon_size.tooltip=You can also use Ctrl + Scroll on the list to change icon size
workspace.elements.list.search_list=Search on the list
workspace.elements.list.search_folder=Search in the current folder
workspace.elements.list.descending=Descending
workspace.elements.list.sort_name=Name
workspace.elements.list.sort_date=Creation date
workspace.elements.list.sort_type=Type
workspace.elements.list.sort_loading_order=Loading order
workspace.elements.list.search.tooltip=<html>Use this to search to workspace.<br>\
  <small>For mod elements, you can use block quotes for literal search and spaces for multiple keys.<br>\
  Search keys can be mod element type, name,  base type or filters such as f:locked, f:ok or f:err
workspace.elements.list.sort=Sort
workspace.elements.list.filter=Filter
workspace.elements.list.filter_all=Show all
workspace.elements.list.filter_locked=Locked elements
workspace.elements.list.filter_witherrors=Elements with build errors
workspace.elements.list.ascending=Ascending
workspace.category.mod_elements=Mod  elements
workspace.category.resources=Resources
workspace.category.variables=Variables
workspace.category.localization=Localization
workspace.category.remote_workspace=Remote  workspace
workspace.elements.add.tooltip=Add new mod element
workspace.elements.edit.tooltip=Edit selected mod element
workspace.elements.duplicate.tooltip=Duplicate/copy selected mod element
workspace.elements.details.name=Mod element name
workspace.elements.details.id=Registry name
workspace.elements.details.type=Mod element type
workspace.elements.details.lock=Is locked?
workspace.elements.details.compile=Can compile?
workspace.elements.list.edit.open=Open / edit
workspace.elements.list.edit.delete=Delete
workspace.elements.list.edit.duplicate=Duplicate mod element...
workspace.elements.list.edit.code=Open mod element in code editor
workspace.elements.list.edit.lock=Lock/unlock mod element
workspace.elements.list.edit.id=Edit mod element IDs...
workspace.elements.list.edit.add.folder=Add new folder...
workspace.elements.list.edit.rename.folder=Rename selected folder...
workspace.elements.confirm_delete_message=<html><b>Are you sure that you want to delete selected ({0}) elements?</b>\
  <br><br><small>If you used selected mod elements''s data in other mod elements (as recipe, in event, as tab, ...) you\
  <br>have to delete elements that are dependent on this one too! Otherwise your will get build errors.\
  <br><br>Mod elements in deleted folder and sub-folders will be moved to the parent folder
workspace.elements.delete.tooltip=Delete selected mod element
workspace.elements.edit_code.tooltip=Edit code of selected mod element
workspace.elements.lock_code_tooltip=<html>Lock/unlock element''s code<br><small>When you lock the code, MCreator won''t change the code, so the mod type becomes<br>editable from the code view and the code is preserved even when switching workspaces.<br><b>Use this only if you intend to manually edit the code and are aware of the consequences<br>of locking the code of a mod element!
workspace.elements.edit_registry_names.tooltip=Edit mod element IDs and registry names
workspace.elements.empty.tip=Press %1 to add mod elements
workspace.elements.lock_modelement_message=<html><b>You are trying to lock/unlock the code of the mod element!</b><br><br>When the code is locked, MCreator won''t change the source code, but this means<br>that when updating MCreator, bug fixes and Minecraft version upgrades won''t be<br>applied to the elements that are locked.<br><br>The mod elements that are locked right now and were selected will be unlocked.<br>This means that any custom code for these mod element will be overwritten by MCreator.<br><br><small>Please read the wiki page on MCreator''s website about locking code before using this action.
workspace.elements.lock_modelement_confirm=Lock/unlock mod element code?
workspace.elements.lock_modelement_title=Mod element lock/unlock
workspace.elements.lock_modelement_lock_unlock=Lock/unlock the code
workspace.elements.lock_modelement_locking_unlocking=Locking/unlocking mod elements
workspace.elements.lock_modelement_regeneration=Regenerating code of unlocked elements
workspace.elements.lock_modelement_rebuilding_workspace=Rebuilding workspace
workspace.elements.duplicate_message=<html><font style="font-size: 13px;">Enter the name of the new mod element:</font><br><small>This mod element will be the same as {0}, but with this name.</font>
workspace.elements.duplicate_element=Duplicate {0}
workspace.elements.duplicate=Duplicate
workspace.elements.edit_modelement_nosavedinstance=<html>This mod does not have saved instance. If you want to make it editable,<br>you need to remake it.<br><small>You probably see this because you have updated MCreator and your mod was made before saving was possible.
action.vcs.sync_with_remote_workspace=Sync local changes with remote workspace...
dialog.vcs.sync_with_remote_workspace.too_new_error.message=<html><b>Remote workspace uses a newer version of MCreator!</b><br><br>In order to sync with this workspace, you need to update MCreator first.<br>Your current sync action will be reverted to the previous workspace state.
dialog.vcs.sync_with_remote_workspace.too_new_error.title=Newer version on the remote workspace
dialog.vcs.sync_with_remote_workspace.general_fail.message=<html>Remote workspace sync failed. Message:<br>{0}
dialog.vcs.sync_with_remote_workspace.general_fail.title=Sync failed
statusbar.vcs.sync_with_remote_workspace.diff_message=Synced to remote workspace. Local workspace was {0} changes ahead and {1} changes behind
dialog.vcs.sync_with_remote_workspace.push_fail.message=<html>Remote workspace sync failed!<br><br><b>{0}
dialog.vcs.sync_with_remote_workspace.push_fail.title=Sync failed
blockly.compile_notes=Warnings and errors ({0}):
blockly.templates.ai_setup=AI templates
blockly.templates.ai_setup.export=Export AI setup
blockly.templates.ai_setup.export_failed.message=<html><b>Failed to export the AI setup!</b><br>Your AT task setup may be empty or corrupted.
blockly.templates.ai_setup.export_failed.title=Export failed
blockly.templates.ai_setup.import=Import AI setup
blockly.templates.ai_setup.import_failed.message=<html><b>Failed to import the AI setup!</b><br>The AI task setup file you are importing is invalid.
blockly.templates.ai_setup.import_failed.title=Import failed
blockly.templates.cmd_setup=Parameter templates
blockly.templates.cmd_setup.export=Export parameters setup
blockly.templates.cmd_setup.export_failed.message=<html><b>Failed to export the parameter setup!</b><br>Your parameter setup may be empty or corrupted.
blockly.templates.cmd_setup.export_failed.title=Export failed
blockly.templates.cmd_setup.import=Import parameters setup
blockly.templates.cmd_setup.import_failed.message=<html><b>Failed to import the parameters setup!</b><br>The parameter setup file you are importing is invalid.
blockly.templates.cmd_setup.import_failed.title=Import failed
blockly.templates.procedures=Procedure templates
blockly.templates.procedures.export=Export procedure
blockly.templates.procedures.export_failed.message=<html><b>Failed to export the procedure!</b><br>Your procedure may be empty or corrupted.
blockly.templates.procedures.export_failed.title=Export failed
blockly.templates.procedures.import=Import procedure
blockly.templates.procedures.import_failed.message=<html><b>Failed to import the procedure!</b><br>The procedure file you are importing is invalid.
blockly.templates.procedures.import_failed.title=Import failed
blockly.search_procedure_blocks=Search procedure blocks
trigger.triggers_on_client_side_only=This trigger triggers procedure on client-side only
trigger.triggers_on_server_side_only=This trigger triggers procedure on server-side only
trigger.block_break=A block is broken
trigger.block_multiplace=A block is multiplaced
trigger.block_place=A block is placed
trigger.bonemeal_used=Bonemeal is used
trigger.bucket_filled=Bucket is filled
trigger.chat_sent=Player sent chat
trigger.command_executed=Command executed
trigger.crop_attempts_growth=Crop attempts to grow
trigger.entity_attacked=Entity attacked
trigger.entity_dies=Entity dies
trigger.entity_dropxp=Entity drops experience
trigger.entity_falls=Entity falls
trigger.entity_grief=Entity about to grief the world
trigger.entity_healed=Entity is healed
trigger.entity_item_pickup=Entity picks up item
trigger.entity_joins_world=Entity joins the world
trigger.entity_jumps=Entity jumps
trigger.entity_pickupxp=Entity picks up experience
trigger.entity_pre_hurt=Before entity is hurt
trigger.entity_sets_attack_target=Entity sets its attack target
trigger.entity_spawns=Entity spawns
trigger.entity_struck_by_lightning=Entity struck by lightning
trigger.entity_tamed=Entity is tamed
trigger.entity_travels_to_dimension=Entity travels to a dimension
trigger.explosion_occurs=An explosion occurs
trigger.farmland_trampled=Farmland is trampled
trigger.gem_dropped=Gem dropped
trigger.gem_expired=Gem expires
trigger.item_crafted=Item is crafted
trigger.item_destroyed=Item is destroyed
trigger.item_smelted=Item is smelted
trigger.minecraft_world_loaded=Minecraft loads a world
trigger.minecraft_world_unloaded=Minecraft unloads a world
trigger.mod_clientload=Mod client-side loaded
trigger.mod_load=Mod loaded in the game
trigger.mod_serverload=Mod server-side loaded
trigger.player_completes_advancement=Player completes advancement
trigger.player_critical_hit=Player deals critical hit
trigger.player_fishes_item=Player fishes item
trigger.player_in_bed=Player goes to bed
trigger.player_left_click_block=Player left clicks block
trigger.player_log_in=Player joins the world
trigger.player_log_out=Player leaves the world
trigger.player_respawn=Player respawns
trigger.player_right_click_block=Player right clicks block
trigger.player_right_click_entity=Player right clicks on entity
trigger.player_right_click_item=Player right clicks with item
trigger.player_ticks=On player tick update
trigger.entity_ticks=On loaded entity tick update
trigger.player_use_hoe=Player uses hoe
trigger.player_useitem_finish=Player finishes using item
trigger.player_useitem_start=Player uses item
trigger.player_useitem_stop=Player stops using item
trigger.player_wakes_up=Player wakes up
trigger.player_xp_change=Player XP amount changes
trigger.player_xp_level_change=Player XP level changes
trigger.sapling_glow=Sapling grows
trigger.village_siege=Zombies siege a village
trigger.world_ticks=On world tick update
trigger.no_ext_trigger=No additional trigger
blockly.category.blockactions=Block management
blockly.category.blockdata=Block data
blockly.category.directionactions=Direction procedures
blockly.category.energyandfluid=Energy &amp; fluid tanks
blockly.category.entitydata=Entity data
blockly.category.entitymanagement=Entity management
blockly.category.itemmanagement=Item procedures
blockly.category.playermanagement=Player procedures
blockly.category.projectilemanagement=Projectile procedures
blockly.category.guimanagement=Slot &amp; GUI procedures
blockly.category.worlddata=World data
blockly.category.worldmanagement=World management
blockly.category.basictasks=Basic tasks
blockly.category.combattasks=Combat tasks
blockly.category.movementtasks=Movement tasks
blockly.category.othertasks=Other tasks
blockly.category.parentownertasks=Animal tasks
blockly.category.targettasks=Target tasks
blockly.category.villagetasks=Village related tasks
blockly.category.blocks=Block related triggers
blockly.category.items=Item related triggers
blockly.category.utility=Utility triggers
blockly.category.world=World related triggers
blockly.category.minecraft_components=Minecraft components
blockly.category.custom_variables=Custom variables
blockly.category.logic=Logic
blockly.category.logic_and_loops=Flow control
blockly.category.math=Math
blockly.category.text=Text
blockly.category.time=Date and time
blockly.category.advanced=Advanced
blockly.category.commands=Command parameters
blockly.category.return=Return blocks
blockly.category.arg_types=Parameters
blockly.category.actions=Actions
blockly.block.action_result_type=Action result of type %1
blockly.block.advancement_isequalto=Is provided advancement equal to %1
blockly.block.block_add=Place %1 at x: %2 y: %3 z: %4
blockly.block.block_energy_can_extract=Can block at x: %1 y: %2 z: %3 extract energy on side %4
blockly.block.block_energy_can_receive=Can block at x: %1 y: %2 z: %3 receive energy on side %4
blockly.block.block_energy_check_extract=Test extracting %4 energy from block at x: %1 y: %2 z: %3 from side %5 and return amount extracted
blockly.block.block_energy_check_receive=Test sending %4 energy to block at x: %1 y: %2 z: %3 to side %5 and return amount sent
blockly.block.block_energy_extract=Extract %4 energy from block at x: %1 y: %2 z: %3 from side %5 if it has energy storage
blockly.block.block_energy_get=Get energy of block at x: %1 y: %2 z: %3 on side %4
blockly.block.block_energy_get_max=Get energy capacity of block at x: %1 y: %2 z: %3 on side %4
blockly.block.block_energy_receive=Send %4 energy to block at x: %1 y: %2 z: %3 to side %5 if it has energy storage
blockly.block.block_fluid_to_bucket=Convert fluid %1 to bucket item %2
blockly.block.block_fluidtank_check_drain=Test draining %4 fluid from block at x: %1 y: %2 z: %3 from side %5 and return amount drained
blockly.block.block_fluidtank_check_fill=Test filling %4 fluid to block at x: %1 y: %2 z: %3 to side %5 and return amount filled, fluid type:
blockly.block.block_fluidtank_drain=Drain %4 fluid from block at x: %1 y: %2 z: %3 from side %5 if it has fluid tank
blockly.block.block_fluidtank_fill=Fill %4 fluid to block at x: %1 y: %2 z: %3 to side %5 if it has fluid tank, fluid type:
blockly.block.block_fluidtank_get=Get level of tank %4 of block at x: %1 y: %2 z: %3 on side %5
blockly.block.block_fluidtank_get_max=Get capacity of tank %4 of block at x: %1 y: %2 z: %3 on side %5
blockly.block.block_fluidtank_tanks=Get number of tanks of block at x: %1 y: %2 z: %3 on side %4
blockly.block.block_inv_clear_slot=Clear slot %4 of block at x: %1 y: %2 z: %3 if it has inventory
blockly.block.block_inv_damage_item=Deal %4 damage to item in slot %5 of block at x: %1 y: %2 z: %3 if it has inventory
blockly.block.block_inv_get_amount_inslot=Get number of items from slot %4 of block at x: %1 y: %2 z: %3 if it has inventory
blockly.block.block_inv_get_item_inslot=Get a copy of item from slot %4 of block at x: %1 y: %2 z: %3 if it has inventory
blockly.block.block_inv_remove_items=Remove %4 items from slot %5 of block at x: %1 y: %2 z: %3 if it has inventory
blockly.block.block_inv_set_items=Set %4 %6 in slot %5 of block at x: %1 y: %2 z: %3 if it has inventory
blockly.block.block_is_fluid=Is %1 a fluid
blockly.block.block_is_fluid_source=Is %1 a fluid source
blockly.block.block_is_tagged_in=Is %1 tagged in block tags as %2
blockly.block.block_is_fertilizable=Can %1 be fertilized with bonemeal
blockly.block.block_is_valid_position=Is x: %2 y: %3 z: %4 a valid position for %1
blockly.block.block_is_waterloggable=Is %1 waterloggable
blockly.block.block_nbt_logic_get=Get NBT logic tag %4 of block at x: %1 y: %2 z: %3 if it has block entity
blockly.block.block_nbt_logic_set=Set NBT logic tag %4 of block at x: %1 y: %2 z: %3 to %5 if it has block entity
blockly.block.block_nbt_num_get=Get NBT number tag %4 of block at x: %1 y: %2 z: %3 if it has block entity
blockly.block.block_nbt_num_set=Set NBT number tag %4 of block at x: %1 y: %2 z: %3 to %5 if it has block entity
blockly.block.block_nbt_text_get=Get NBT text tag %4 of block at x: %1 y: %2 z: %3 if it has block entity
blockly.block.block_nbt_text_set=Set NBT text tag %4 of block at x: %1 y: %2 z: %3 to %5 if it has block entity
blockly.block.block_notify=Update/notify block at x: %1 y: %2 z: %3
blockly.block.block_play_break_effect=Play break effect of %1 at x: %2 y: %3 z: %4
blockly.block.block_random_from_tag=Random block from tag %1 or AIR if no block is found
blockly.block.block_remove=Remove block at x: %1 y: %2 z: %3
blockly.block.block_remove_drop=Remove block at x: %1 y: %2 z: %3 drop at x: %4 y: %5 z: %6
blockly.block.block_remove_with_particles=Remove block at x: %1 y: %2 z: %3 and spawn break particles
blockly.block.block_replace=Replace block at x: %2 y: %3 z: %4 with %1 keep state %5 keep NBT/inventory %6
blockly.block.block_schedule_tick=Schedule tick update of block at x: %1 y: %2 z: %3 in %4 ticks
blockly.block.block_set_boolean_property=Set boolean property %1 of block at x: %2 y: %3 z: %4 to %5
blockly.block.block_set_direction=Set direction of block at x: %1 y: %2 z: %3 to %4
blockly.block.block_set_enum_property=Set enum property %1 of block at x: %2 y: %3 z: %4 to %5
blockly.block.block_set_integer_property=Set integer property %1 of block at x: %2 y: %3 z: %4 to %5
blockly.block.block_simulate_right_click=Simulate right click of %4 on block at x: %1 y: %2 z: %3
blockly.block.blockat_enchant_power_bonus=Get enchant power bonus of block at x: %1 y: %2 z: %3
blockly.block.blockat_hardness=Get hardness of a block at x: %1 y: %2 z: %3
blockly.block.blockat_harvestlevel=Get block harvest level at x: %1 y: %2 z: %3
blockly.block.blockat_is_solid=Is block at x: %1 y: %2 z: %3 solid
blockly.block.blockat_is_side_solid=Is side %1 of block at x: %2 y: %3 z: %4 solid
blockly.block.blockat_lightlevel=Get light level of a block at x: %1 y: %2 z: %3
blockly.block.blockat_opacity=Get opacity of a block at x: %1 y: %2 z: %3
blockly.block.blockat_plant_type=Is block at x: %1 y: %2 z: %3 of plant type
blockly.block.blockitem_to_mcitem=Convert %3 %1 to %2
blockly.block.blockstate_from_deps=Provided blockstate
blockly.block.blockstate_get_boolean_property=Get boolean property %1 of %3 %2
blockly.block.blockstate_get_direction=Get direction of %2 %1
blockly.block.blockstate_get_enum_property=Get enum property %1 of %3 %2
blockly.block.blockstate_get_integer_property=Get integer property %1 of %3 %2
blockly.block.blockstate_with_boolean_property=%1 with boolean property %2 set to %3 %4
blockly.block.blockstate_with_direction=%1 with direction set to %2 %3
blockly.block.blockstate_with_enum_property=%1 with enum property %2 set to %3 %4
blockly.block.blockstate_with_integer_property=%1 with integer property %2 set to %3 %4
blockly.block.compare_blockstates=Is %3 %1 the same blockstate as %4 %2
blockly.block.compare_dimensionids=%1 = %2
blockly.block.compare_directions=%1 = %2
blockly.block.compare_entities=%1 = %2
blockly.block.compare_mcblock_material=Is %2 %1 material type
blockly.block.compare_mcblocks=Is %3 %1 the same block as %4 %2
blockly.block.compare_mcitems=%3 %1 = %4 %2
blockly.block.compare_mcitems_oredictionary=Is %1 tagged in item tags as %2
blockly.block.console_log=Log %1 with log level %2
blockly.block.copy_mcitem=Make a copy of %2 %1
blockly.block.deal_damage=Deal %1 damage to %2 type:
blockly.block.direction_compare_axes=Are directions %1 and %2 on the same axis
blockly.block.direction_foreach=For each direction as %1 do %2
blockly.block.direction_foreach_horizontal=For each horizontal direction as %1 do %2
blockly.block.direction_iterator=Direction iterator
blockly.block.direction_offset_x=X offset of direction %1
blockly.block.direction_offset_y=Y offset of direction %1
blockly.block.direction_offset_z=Z offset of direction %1
blockly.block.direction_opposite=Opposite of %1
blockly.block.direction_random=Random direction
blockly.block.direction_rotated_clockwise=%1 rotated 90 deg. clockwise around Y axis
blockly.block.direction_rotated_counterclockwise=%1 rotated 90 deg. counterclockwise around Y axis
blockly.block.empty_itemstack=Empty itemstack
blockly.block.entity_add_achievement=Add achievement %2 to %1
blockly.block.entity_add_exhaustion=Increase exhaustion of %1 by %2
blockly.block.entity_add_item=Add %2 %1 to %3 inventory
blockly.block.entity_add_potion=Add potion %4 with level %1 for %2 ticks to %3
blockly.block.entity_add_potion_advanced=Add potion %6 with level %1 for %2 ticks ambient %3 particles %4 to %5
blockly.block.entity_add_recipe=Add recipe %2 to %1
blockly.block.entity_add_xp=Add %1 XP to %2
blockly.block.entity_add_xp_level=Add %1 XP levels to %2
blockly.block.entity_allow_building=Allow %2 to build if %1 otherwise don''t
blockly.block.entity_allow_flying=Allow %2 to fly if %1 otherwise don''t
blockly.block.entity_armor_value=Armor value of %1
blockly.block.entity_canusecommand=Does %2 have command permission level %1
blockly.block.entity_check_creature_type=Is %1 creature type %2
blockly.block.entity_checkgamemode=Is %1 in game mode
blockly.block.entity_clear_inventory=Clear inventory of %1
blockly.block.entity_clearpotions=Clear all potion effects of %1
blockly.block.entity_close_gui=Close any GUI open for %1
blockly.block.entity_deal_custom_damage=Deal %1 custom damage to %2 localized as death.attack.%3
blockly.block.entity_despawn=Despawn %1
blockly.block.entity_dimension_id=ID of dimension %1 is in
blockly.block.entity_direction=Direction (yaw) in deg. relative to S of %1
blockly.block.entity_direction_value=Direction of %1
blockly.block.entity_disable_damage=Disable damage of %2 if %1 otherwise enable it
blockly.block.entity_execute_command=Execute command /%1 in the name of %2
blockly.block.entity_extinguish=Extinguish %1
blockly.block.entity_foodlevel=Get food level of %1
blockly.block.entity_get_absorption=Get absorption health level of %1
blockly.block.entity_get_armor_slot_item=Get item from armor slot %1 of %2
blockly.block.entity_get_controlling_passenger=%2 Get passenger that is controlling %1
blockly.block.entity_get_fire_ticks=Get remaining ticks on fire of %1
blockly.block.entity_get_fly_speed=Get fly speed of %1
blockly.block.entity_get_oxygen=Get oxygen of %1
blockly.block.entity_get_root_vehicle=Get lowest entity that %1 is riding, or self if not riding anything
blockly.block.entity_get_saturation=Get food saturation level of %1
blockly.block.entity_get_scoreboard_score=Get %2 scoreboard score for %1
blockly.block.entity_get_shootpower=Get shoot power if %1 is a projectile
blockly.block.entity_get_slot=Get a copy of item from slot %1 of %2 if it has inventory
blockly.block.entity_get_walk_speed=Get walk speed of %1
blockly.block.entity_getowner=%2 Get owner of %1 if tamed
blockly.block.entity_getridingentity=%2 Get entity %1 is riding
blockly.block.entity_gettargetentity=%2 Get entity %1 is targeting for attack
blockly.block.entity_has_achievement=Has %1 completed achievement %2
blockly.block.entity_has_recipe=Has %1 unlocked recipe %2
blockly.block.entity_has_item_inventory=Has %2 in inventory %1
blockly.block.entity_has_nogravity=Has %1 no-gravity
blockly.block.entity_haspotioneffect=Has %1 active potion %2
blockly.block.entity_health=Current health of %1
blockly.block.entity_health_max=Max health of %1
blockly.block.entity_inventory_foreach=For each slot of inventory of %1 get contents copy as %2 do %3
blockly.block.entity_is_elytra_flying=Is %1 elytra flying
blockly.block.entity_is_glowing=Is %1 glowing
blockly.block.entity_is_swimming=Is %1 swimming
blockly.block.entity_is_tagged_in=Is %1 tagged in entity tags as %2
blockly.block.entity_isalive=Is %1 alive
blockly.block.entity_isbeingridden=Is %1 being ridden
blockly.block.entity_isblocking=Is %1 blocking
blockly.block.entity_isburning=Is %1 burning
blockly.block.entity_ischild=Is %1 a child
blockly.block.entity_iscreative=Has %1 creative mode ability enabled
blockly.block.entity_isimmunetoexplosions=Is %1 immune to explosions
blockly.block.entity_isimmunetofire=Is %1 immune to fire
blockly.block.entity_isinlava=Is %1 in lava
blockly.block.entity_isinvisible=Is %1 invisible
blockly.block.entity_isinvulnerable=Is %1 invulnerable
blockly.block.entity_isinwall=Is %1 inside a solid wall
blockly.block.entity_isinwater=Is %1 in water
blockly.block.entity_isinwater_orbubblecolumn=Is %1 in water or bubble column
blockly.block.entity_isinwaterrain_orbubblecolumn=Is %1 in water, rain, or bubble column
blockly.block.entity_isleashed=Is %1 leashed
blockly.block.entity_isnonboss=Can %1 change dimensions
blockly.block.entity_isonground=Is %1 on ground
blockly.block.entity_isriding=Is %1 riding
blockly.block.entity_issleeping=Is %1 sleeping
blockly.block.entity_issneaking=Is %1 sneaking
blockly.block.entity_issprinting=Is %1 sprinting
blockly.block.entity_istamed=Is %1 tamed
blockly.block.entity_istamed_by=Is %1 tamed by %2
blockly.block.entity_iteminhand=Item in main-hand of %1
blockly.block.entity_iteminoffhand=Item in off-hand of %1
blockly.block.entity_look_angle_x=X value of look angle vector of %1
blockly.block.entity_look_angle_y=Y value of look angle vector of %1
blockly.block.entity_look_angle_z=Z value of look angle vector of %1
blockly.block.entity_look_face=Block face %2 is looking at with raytrace distance %1 fluid mode %3 block mode %4
blockly.block.entity_looking_at_block=Is %2 looking at a block with raytrace distance %1 fluid mode %3 block mode %4
blockly.block.entity_lookpos_x=Look X position of %2 with raytrace distance %1 fluid mode %3 block mode %4
blockly.block.entity_lookpos_y=Look Y position of %2 with raytrace distance %1 fluid mode %3 block mode %4
blockly.block.entity_lookpos_z=Look Z position of %2 with raytrace distance %1 fluid mode %3 block mode %4
blockly.block.entity_makeride=Make %1 ride %2
blockly.block.entity_maketamed=Tame %1 by %2
blockly.block.entity_name=Get (display) name of %1
blockly.block.entity_nbt_logic_get=Get %2 custom logic NBT tag %1
blockly.block.entity_nbt_logic_set=Set %3 custom logic NBT tag %1 to %2
blockly.block.entity_nbt_num_get=Get %2 custom number NBT tag %1
blockly.block.entity_nbt_num_set=Set %3 custom number NBT tag %1 to %2
blockly.block.entity_nbt_text_get=Get %2 custom text NBT tag %1
blockly.block.entity_nbt_text_set=Set %3 custom text NBT tag %1 to %2
blockly.block.entity_open_gui=Open screen for %4 pass location x: %1 y: %2 z: %3 GUI:
blockly.block.entity_override_fall=Override fall distance of %2 with %1 blocks for the next tick
blockly.block.entity_passengers_direct_foreach=For each direct passenger of %1 as %2 do %3
blockly.block.entity_passengers_indirect_foreach=For each direct or indirect passenger of %1 as %2 do %3
blockly.block.entity_pitch=Head pitch of %1 in degrees
blockly.block.entity_pos_x=X position of %1
blockly.block.entity_pos_y=Y position of %1
blockly.block.entity_pos_z=Z position of %1
blockly.block.entity_potioneffectlevel=Get effect level/amplifier of potion %2 for %1
blockly.block.entity_potioneffectremaining=Get remaining ticks of potion %2 for %1
blockly.block.entity_remove_item=Remove %2 %1 from %3 main inventory
blockly.block.entity_remove_recipe=Remove recipe %2 from %1
blockly.block.entity_remove_specific_potion_effect=Remove specific potion effect %2 from %1
blockly.block.entity_remove_xp=Remove %1 XP from %2
blockly.block.entity_remove_xp_level=Remove %1 XP levels from %2
blockly.block.entity_run_function=Run function %1 in the name %2
blockly.block.entity_send_chat=Send message %1 to %3 Show in action bar: %2
blockly.block.entity_set_armor_slot_item=Set %2 in armor slot %1 of %3
blockly.block.entity_set_display_name=Set display name of %2 to %1
blockly.block.entity_set_fire=Set %2 on fire for %1 seconds
blockly.block.entity_set_flying=Make %2 fly if %1 otherwise don''t
blockly.block.entity_set_foodlevel=Set food level of %2 to %1
blockly.block.entity_set_gamemode=Set gamemode of %1 to:
blockly.block.entity_set_health=Set health of %2 to %1
blockly.block.entity_set_mainhand_item=Set item in main-hand of %3 to %2 %1
blockly.block.entity_set_movement=Attempt to override motion vector of %4 to vx: %1 vy: %2 vz: %3
blockly.block.entity_set_nogravity=Set no-gravity of %1 to %2
blockly.block.entity_set_offhand_item=Set item in off-hand of %3 to %2 %1
blockly.block.entity_set_oxygen=Set oxygen of %1 to %2
blockly.block.entity_set_rotation=Set rotation of %3 yaw: %1 pitch: %2
blockly.block.entity_set_saturation=Set food saturation of %1 to %2
blockly.block.entity_set_scoreboard_score=Set score %1 to %2 on the scoreboard of %3
blockly.block.entity_set_slot=Set %4 %3 in slot %1 of %2 if it has inventory
blockly.block.entity_set_sneaking=Set sneaking of %1 to %2
blockly.block.entity_set_spawn=Set %4 spawn to x: %1 y: %2 z: %3
blockly.block.entity_set_sprinting=Set sprinting of %1 to %2
blockly.block.entity_setinweb=Set %1 in cobweb for one tick
blockly.block.entity_size_height=Get height of %1
blockly.block.entity_size_width=Get width of %1
blockly.block.entity_submerged_height=Get submerged height of %1
blockly.block.entity_swing_mainhand=Swing main hand of %1
blockly.block.entity_swing_offhand=Swing off hand of %1
blockly.block.entity_switch_dimension=Switch dimension of %1 to:
blockly.block.entity_vel_x=X velocity of %1 %2
blockly.block.entity_vel_y=Y velocity of %1 %2
blockly.block.entity_vel_z=Z velocity of %1 %2
blockly.block.entity_xplevel=Get XP level of %1
blockly.block.entity_xp_until_next_level=Get amount of XP needed by %1 to gain a level
blockly.block.execute_command=Execute command /%1 at x: %2 y: %3 z: %4
blockly.block.explode=Explode at x: %2 y: %3 z: %4 with power %1 type: %5
blockly.block.get_command_parameters=Get accept-all command parameter with index %1 as string
blockly.block.get_command_parameter_blockpos_x=X position of command block position parameter %1
blockly.block.get_command_parameter_blockpos_y=Y position of command block position parameter %1
blockly.block.get_command_parameter_blockpos_z=Z position of command block position parameter %1
blockly.block.get_command_parameter_blockstate=Get command block parameter %1
blockly.block.get_command_parameter_entity=%2 Get command entity parameter %1
blockly.block.get_command_parameter_entities_foreach=For each entity provided by command parameter %1 as %2 do %3
blockly.block.get_command_parameter_itemstack=Get command item parameter %1
blockly.block.get_command_parameter_logic=Get command logic parameter %1
blockly.block.get_command_parameter_message=Get command message parameter %1
blockly.block.get_command_parameter_number=Get command number parameter %1
blockly.block.get_command_parameter_string=Get command string parameter %1
blockly.block.get_dimensionid=
blockly.block.provided_dimensionid=Provided dimension type
blockly.block.projectile_shoot_from_entity=Shoot %1 from entity: %2 with speed: %3 inaccuracy: %4
blockly.block.projectile_shoot_from_pos=Shoot %1 from x: %2 y: %3 z: %4 with direction dx: %5 dy: %6 dz: %7 speed: %8 inaccuracy: %9
blockly.block.projectiles_arrow=Arrow of type %1 with damage: %2 knockback: %3 piercing: %4 shooter: %5 fire: %6 particles: %7 pickup type: %8
blockly.block.projectiles_fireball=Fireball of type %1 with acceleration ax: %2 ay: %3 az: %4 shooter: %5
blockly.block.projectiles_throwable=Throwable projectile of type %1 with shooter: %2
blockly.block.get_localized_text=Get localized text for key %1 %2
blockly.block.gui_clear_slot=Clear slot %1 of the currently open GUI of %2
blockly.block.gui_damage_item=Deal %1 damage to item in slot %2 of the currently open GUI of %3
blockly.block.gui_get_amount_inslot=Get number of items from slot %1 of the currently open GUI of %2
blockly.block.gui_get_item_inslot=Get item from slot %1 of the currently open GUI of %2
blockly.block.gui_get_text_textfield=Get text inside textfield %1 %2
blockly.block.gui_get_value_checkbox=Is %1 checkbox checked %2
blockly.block.gui_set_text_textfield=Set text inside textfield %1 to %3 %2
blockly.block.gui_remove_items=Remove %1 items from slot %2 of the currently open GUI of %3
blockly.block.gui_set_items=Set %1 %3 in slot %2 of the currently open GUI of %4
blockly.block.item_add_enhancement=Add enchantment %3 with level %1 to %2
blockly.block.item_bucket_to_fluid=Convert bucket %2 %1 to fluid %3 or AIR if conversion fails
blockly.block.item_can_harvest=Can %3 %1 harvest %4 %2
blockly.block.item_can_smelt=Can %1 be smelted
blockly.block.item_check_rarity=Is %1 of rarity %2
blockly.block.item_cooldown_for=Cooldown %3 for %1 ticks for %2
blockly.block.item_damage=Deal %1 damage to %2
blockly.block.item_enchanted_with_xp=%1 enchanted with %2 XP levels, treasure enchantments: %3
blockly.block.item_fuel_power=Get fuel power of %1
blockly.block.item_get_damage=Get damage of %1
blockly.block.item_get_enhancement=Get level of enchantment %2 of %1
blockly.block.item_get_max_damage=Get max possible damage of %1
blockly.block.item_is_enchantable=Is %1 enchantable
blockly.block.item_is_enchanted=Is %1 enchanted
blockly.block.item_istool=Is %1 tooltype %2
blockly.block.item_is_food=Is %1 food
blockly.block.item_get_food_value=Get food value of %1
blockly.block.item_get_saturation_value=Get saturation value of %1
blockly.block.item_name=Get display name of %1
blockly.block.item_nbt_copy=Copy NBT tags of %1 (if it has any) onto %2
blockly.block.item_nbt_logic_get=Get NBT logic tag %1 of %2
blockly.block.item_nbt_logic_set=Set NBT logic tag %1 of %3 to %2
blockly.block.item_nbt_num_get=Get NBT number tag %1 of %2
blockly.block.item_nbt_num_set=Set NBT number tag %1 of %3 to %2
blockly.block.item_nbt_text_get=Get NBT text tag %1 of %2
blockly.block.item_nbt_text_set=Set NBT text tag %1 of %3 to %2
blockly.block.item_random_from_tag=Random item from tag %1 or AIR if no item is found
blockly.block.item_set_damage=Set damage of %2 to %1
blockly.block.item_set_display_name=Set display name of %2 to %1
blockly.block.item_show_totemlike_animation=Show %1 totem-like animation %2
blockly.block.item_smelting_result=Get smelting result of %1
blockly.block.itementity_to_mcitem=Convert item entity %1 to itemstack
blockly.block.itemhandler_get_slot=Get a copy of item from slot %1 of %2 if it has inventory
blockly.block.itemhandler_set_slot=Set %4 %3 in slot %1 of %2 if it has inventory
blockly.block.itemstack_get_count=Get number of items in %1
blockly.block.itemstack_grow=Grow %2 for %1
blockly.block.itemstack_has_enchantment=Has %1 enchantment %2
blockly.block.itemstack_iterator=Itemstack iterator
blockly.block.itemstack_remove_specific_enchantment=Remove specific enchantment %2 from %1
blockly.block.itemstack_set_count=Set number of items in %2 to %1
blockly.block.itemstack_shrink=Shrink %2 for %1
blockly.block.itemstack_to_mcitem=Provided itemstack
blockly.block.logic_entity_compare=Is %1 (sub)type of %2
blockly.block.math_random_int_between=Random integer between min: %1 and max: %2 included
blockly.block.math_random_number_between=Random number between min: %1 and max: %2
blockly.block.mcitem_to_block=Convert %2 %1 to %3 or AIR if conversion fails
blockly.block.move_entity=Set location of %4 to x: %1 y: %2 z: %3
blockly.block.place_schematic=Place at x: %1 y: %2 z: %3 with rotation: %4 mirror: %5 structure:
blockly.block.play_sound=Play %6 at x: %1 y: %2 z: %3 level: %4 pitch: %5
blockly.block.run_function=Run function %1 at x: %2 y: %3 z: %4
blockly.block.set_global_spawn=Set global spawn to x: %1 y: %2 z: %3
blockly.block.set_time=Set time to %1
blockly.block.spawn_entity=Spawn entity: %4 at x: %1 y: %2 z: %3
blockly.block.spawn_entity_with_rotation=Spawn entity: %6 at x: %1 y: %2 z: %3 with yaw: %4 pitch: %5
blockly.block.spawn_entity_with_rotation_velocity=Spawn entity: %9 at x: %1 y: %2 z: %3 with yaw: %4 pitch: %5 vx: %6 vy: %7 vz: %8
blockly.block.spawn_gem=Spawn item/gem %1 at x: %2 y: %3 z: %4 pickup delay: %5 despawn: %6
blockly.block.spawn_particle=Spawn single particle at x: %1 y: %2 z: %3 with vx: %4 vy: %5 vz: %6 type: %7
blockly.block.spawn_particle_multi=Spawn %8 particles on server-side at x: %1 y: %2 z: %3 in area dx: %4 dy: %5 dz: %6 with speed %7 type: %9
blockly.block.spawn_xporb=Spawn XP orb at x: %2 y: %3 z: %4 with xp amount of %1
blockly.block.strike_lightning=Strike lightning at x: %1 y: %2 z: %3 effect only: %4
blockly.block.wait=Wait %1 %2 ticks then on server-side %3 do %4
blockly.block.world_data_heightat=Get %3 height at x: %1 z: %2
blockly.block.world_data_biomeat=Is biome at x: %1 y: %2 z: %3 type %4
blockly.block.world_data_biomeat_dictionary=Is biome at x: %1 y: %2 z: %3 tagged with
blockly.block.world_data_block_direction_at=Get block direction at x: %1 y: %2 z: %3
blockly.block.world_data_blockat=Get block at x: %1 y: %2 z: %3 %4
blockly.block.world_data_canseesky=Can location at x: %1 y: %2 z: %3 see the sky
blockly.block.world_data_checkdifficulty=Is difficulty in the provided world %1
blockly.block.world_data_current_time=Get current world time
blockly.block.world_data_dimensionid=Get dimension ID of provided world
blockly.block.world_data_fluidat=Get fluid as block at x: %1 y: %2 z: %3 %4
blockly.block.world_data_get_indirect_power=Get the indirect power of block at x: %1 y: %2 z: %3
blockly.block.world_data_get_redstone_power=Get redstone power on side %4 of block at x: %1 y: %2 z: %3
blockly.block.world_data_is_block_powered=Is block at x: %1 y: %2 z: %3 redstone powered
blockly.block.world_data_isair=Is air at x: %1 y: %2 z: %3
blockly.block.world_data_isday=Is day in the provided world %1
blockly.block.world_data_israining=Is raining in the provided world
blockly.block.world_data_isremote=Is provided world remote (client-side)
blockly.block.world_data_isthundering=Is thundering in the provided world
blockly.block.world_data_light_level=Get the light level at x: %1 y: %2 z: %3
blockly.block.world_data_logic_getgamerule=Get logic game rule
blockly.block.world_data_logic_setgamerule=Set logic game rule to %1 type
blockly.block.world_data_moon_phase=Get moon phase factor
blockly.block.world_data_num_getgamerule=Get number game rule
blockly.block.world_data_num_setgamerule=Set number game rule to %1 type
blockly.block.world_data_number_players_server=Number of players connected to the server
blockly.block.world_data_number_players_world=Number of players in provided world
blockly.block.world_data_spawn_x=Get current world spawn x coordinate
blockly.block.world_data_spawn_y=Get current world spawn y coordinate
blockly.block.world_data_spawn_z=Get current world spawn z coordinate
blockly.block.world_data_temperature=Get biome temperature at x: %1 y: %2 z: %3
blockly.block.world_entity_inrange=%5 Get nearest entity at x: %1 y: %2 z: %3 in square cube with size %4 of type %6
blockly.block.world_entity_inrange_exists=Does entity exist at x: %1 y: %2 z: %3 in square cube with size %4 of type %5
blockly.block.world_entity_inrange_foreach=For each entity as %5 at x: %1 y: %2 z: %3 in square cube with size %4 do %6
blockly.block.world_entity_player_foreach=For each player in the current world as %1 do %2
blockly.block.world_make_portal=Place portal if properly shaped at x: %1 y: %2 z: %3 for dimension
blockly.block.world_send_chat=Send to chat to all players: %1
blockly.block.world_set_downfall=Enable rain if %1 otherwise, disable it
blockly.block.world_spawn_falling_block=Spawn %1 as a falling block at x: %2 y: %3 z: %4
blockly.block.world_switch_world=Do %1 in server-side world
blockly.block.world_use_bonemeal=Apply bonemeal action at x: %1 y: %2 z: %3
blockly.block.attack_action=Fight attacker mobs back, call for help %1
blockly.block.attack_entity=Attack (in sight only %1) (nearby only %2) entities of type %3
blockly.block.attack_fly=Do flight attacks in radius %2 with speed factor %1 (only for flying entities)
blockly.block.attack_on_collide=Do melee/contact attack with speed factor %1 (chase after lost sight %2)
blockly.block.avoid_entity=Avoid entity of type %4 in radius %1 near speed %2 far speed %3
blockly.block.break_blocks=Break blocks of type %2 speed %1 max detection height %3
blockly.block.breed=Breed, find partner with speed %1 if animal
blockly.block.doors_break=Break doors
blockly.block.doors_close=Close doors
blockly.block.doors_open=Open doors
blockly.block.eat_grass=Eat grass
blockly.block.fight_as_owner=Hurt entities that the owner attacked
blockly.block.fly=Fly around with speed factor %1 (only for flying entities)
blockly.block.follow_entity=Follow same mobs with speed %1 with max range %2 and follow area %3
blockly.block.follow_item_in_hands=Follow %2 in hand with speed %1 scared of movement %3
blockly.block.follow_owner=Follow owner with speed factor %1 minimal distance %2 maximal distance %3 if tamed
blockly.block.follow_parent=Follow parent with speed factor %1 if animal
blockly.block.leap_at_target=Leap at target entity with speed factor %1
blockly.block.look_around=Look around
blockly.block.move_indoors=Move indoors if possible
blockly.block.panic_when_attacked=Panic when attacked with speed factor %1
blockly.block.protect_owner=Hurt entities that attacked the owner
blockly.block.restrict_sun=Restrict sun
blockly.block.swim=Swim randomly with speed factor %1
blockly.block.swim_in_water=Float in water
blockly.block.watch_closest_entity=Watch closest entity of type %2 in radius %1
blockly.block.wander=Wander around (enables walking) with speed factor %1
blockly.block.wander_avoid_water=Wander around and avoid water with speed factor %1
blockly.block.biome_entered=If player enters biome %1
blockly.block.block_placed=If %1 is placed
blockly.block.custom_trigger=Custom trigger (using procedures or commands)
blockly.block.dimension_entered=If player enters dimension
blockly.block.dimension_left=If player leaves dimension
blockly.block.item_consumed=If %1 is consumed
blockly.block.item_damaged=If %3 is damaged, damage between %1 and %2
blockly.block.item_in_inventory=If player has from %1 to %2 %3 in inventory
blockly.block.tick=Each tick
blockly.block.blockpos=Block position parameter %1 %2 %3
blockly.block.old_command=Accept any parameter and call procedure
blockly.block.blockstate=Block state parameter %1 %2 %3
blockly.block.number_default=Number parameter %1 %2 %3
blockly.block.number_min=Number parameter %1 with minimum: %2 %3 %4
blockly.block.number_min_max=Number parameter %1 with minimum: %2 and maximum: %3 %4 %5
blockly.block.logic=Logic parameter %1 %2 %3
blockly.block.string=String of type %2 parameter %1 %3 %4
blockly.block.string.tooltip="quotable text" allows to have a quoted sentence.
blockly.block.entity=Entity parameter %1 for %2 %3 %4
blockly.block.item=Item parameter %1 %2 %3
blockly.block.message=Message parameter %1 %2 %3
blockly.block.message.tooltip=A message argument is used for commands such as /ban or /kick.
blockly.block.literal=Literal parameter %1 %2 %3
blockly.block.literal.tooltip=A built-in option is something like ''day'', ''noon'', ''normal'', ''easy''.
blockly.block.entity_get_armor_slot_item.tooltip=ID 3 is helmet, ID 0 are boots
blockly.block.entity_set_armor_slot_item.tooltip=ID 3 is helmet, ID 0 are boots
blockly.block.world_data_temperature.tooltip=Biome temperature multiplied by factor 100
blockly.block.event_trigger.line1=Event trigger - triggered by external call
blockly.block.event_trigger.line2=or when (global trigger):
blockly.block.event_trigger.tooltip=This is the starting point of the event.
blockly.block.cancel_event.line1=Cancel event that triggered global trigger
blockly.block.cancel_event.line2=Works only with cancelable global triggers
blockly.block.set_event_result.line1=Set result of global trigger event to
blockly.block.set_event_result.line2=Works only with global triggers with a result
blockly.block.call_procedure=Call procedure
blockly.block.procedure_retval=Call procedure and get return value
blockly.block.call_procedure.at=\ at
blockly.block.aitasks_container=AI task / goals list
blockly.block.aitasks_container.tip=Tasks higher on the list have a higher priority
blockly.block.aitasks_container.tooltip=This is the starting point of the AI task list.
blockly.block.cmdargs_start=Command entry point
blockly.block.advancement_trigger=Grant this advancement to the player
blockly.block.advancement_trigger.tooltip=Connect one trigger block that triggers this advancement to this block
blockly.block.condition_input=Condition true if:
blockly.block.condition_input.tooltip=This is the starting point of the condition.
blockly.block.set_var=Set
blockly.block.set_to=to:
blockly.block.get_var=Get
blockly.block.var_for_entity=for entity:
blockly.block.java_code=Custom code snippet:
blockly.block.text_replace.replace=Replace:
blockly.block.text_replace.with=with:
blockly.block.text_replace.of=on:
blockly.block.text_contains.in=Does text:
blockly.block.text_contains.check=contain:
blockly.block.text_substring.substring=Substring:
blockly.block.text_substring.from=from position:
blockly.block.text_substring.to=to position:
blockly.block.text_format_number.format=Format number:
blockly.block.text_format_number.as=as:
blockly.block.text_is_empty=Is text empty:
blockly.block.text_trim=Trim text:
blockly.block.text_uppercase=Uppercase text:
blockly.block.text_lowercase=Lowercase text:
blockly.block.text_starts_with.in=Does text:
blockly.block.text_starts_with.check=start with:
blockly.block.text_ends_with.in=Does text:
blockly.block.text_ends_with.check=end with:
blockly.block.time_to_formatted_string=Time as formatted text
blockly.block.return=Return
blockly.extension.sound_category_list=category:
blockly.extension.data_list_selector.no_entry=No entry selected
dialog.vcs.switch_branch_fail.push_fail.title=Failed to switch the branch
dialog.vcs.switch_branch_fail.message=<html>Failed to switch branch to {0}<br>Reason: {1}
dialog.vcs.switch_branch.title=Switch branch
dialog.vcs.switch_branch.message=<html>Are you sure you want to switch working branch to <b>{0}</b>?\
  <br><br><small>NOTE: If you have any local changes that are not commited yet, they will be discarded.
statusbar.vcs.switched_working_branch=Switched working branch to {0}
action.vcs.pull=Pull changes from remote workspace...
statusbar.vcs.pull.no_commits=Remote workspace has no commits yet
dialog.vcs.error.remote_is_newer.message=<html><b>Remote workspace uses a newer version of MCreator!</b>\
  <br><br>In order to sync with this workspace, you need to update MCreator first.<br>Your current sync action will be reverted to the previous workspace state.
dialog.vcs.error.remote_is_newer.title=Newer version on the remote workspace
statusbar.vcs.pull.changes_synced=Synced changes from the remote workspace
dialog.vcs.error.local_changes_not_synced.message=<html><b>Sync from remote workspace failed!</b>\
  <br><br>You have local changes that overlap with remote workspace.<br>Sync your local changes to the remote workspace first.
dialog.vcs.error.local_changes_not_synced.title=Remote sync failed
statusbar.vcs.pull.local_changes_not_synced=Could not sync from remote to local. Sync to remote workspace first.
dialog.vcs.error.sync_failed.message=<html>Remote workspace sync failed!<br><br><b>{0}
dialog.vcs.error.sync_failed.title=Sync failed
action.vcs.settings=Remote workspace settings...
dialog.vcs.settings.help.message=<html>You can change remote workspace settings here. To save, click "Setup remote workspace". To change the settings,<br>you need to re-enter the password too.
action.workspace.export_mod=Export the mod for distribution...
action.workspace.export_mod_deobf=Export deobfuscated mod...
dialog.workspace.export.message=<html><font size=5>Please keep in mind the following when distributing your mod:</font>\
  <br><br>You are <b>allowed</b> to distribute your mod freely under your own terms or licensing.\
  <br>You are <b>required</b> to abide other laws, licenses, and terms that apply to you as a Minecraft mod author<br>(e.g. Minecraft EULA, Minecraft Forge license, ...).\
  <br>You are <b>welcome</b> to credit and recommend MCreator on your mod page.<br>\
  <br>Please <b>consider donating to MCreator developers</b> to make it possible for us to maintain and develop<br>this software and offer you support and updates. Thank you!
dialog.workspace.export.title=Exporting and distributing the mod
dialog.workspace.export_deobf.title=Export deobfuscated mod
dialog.workspace.export_deobf.message=<html>Deobfuscated mods will not work with standard Minecraft installation!<br>\
  Only use this option if you have a good reason to use it.<br><br>\
  Are you sure you want to use this option?
dialog.workspace.export.option.donate_and_export=Donate and export the mod
dialog.workspace.export.option.just_export=Export the mod without donating
dialog.workspace.export.error.message=<html>Your workspace contains mod elements that don''t compile and could not be exported.<b><br>No mod file was generated.
dialog.workspace.export.error.title=Export failed
action.workspace.import_from_zip=Import workspace from shareable ZIP...
action.workspace.new=New workspace...
action.workspace.open=Open workspace...
action.workspace.export_workspace=Export workspace to a shareable ZIP...
action.workspace.export_workspace_include_run=Export to a shareable ZIP (with run dir)...
dialog.workspace.export_workspace.compressing=Compressing workspace
dialog.workspace.export_workspace.title=Workspace export
dialog.workspace.export_backup=Workspace backup
action.workspace.regenerate_and_build=Regenerate code and build
modelement.unknown=Unknown
modelement.achievement=Advancement
modelement.armor=Armor
modelement.biome=Biome
modelement.block=Block
modelement.code=Custom element
modelement.command=Command
modelement.dimension=Dimension
modelement.enchantment=Enchantment
modelement.gamerule=Game rule
modelement.fluid=Fluid
modelement.food=Food
modelement.fuel=Fuel
modelement.function=Function
modelement.gui=GUI
modelement.itemextension=Item extension
modelement.item=Item
modelement.keybind=Key binding
modelement.loottable=Loot table
modelement.livingentity=Living entity
modelement.musicdisc=Music disc
modelement.overlay=Overlay
modelement.painting=Painting
modelement.particle=Particle
modelement.plant=Plant
modelement.potioneffect=Potion effect
modelement.potion=Potion item
modelement.procedure=Procedure
modelement.rangeditem=Ranged item
modelement.recipe=Recipe
modelement.structure=Structure
modelement.tab=Creative tab
modelement.tag=Tag
modelement.tool=Tool
modelement.unknown.description=This mod element type no longer exists
modelement.villagertrade=Villager trade
modelement.achievement.description=Advancement is a text displayed when user does something that is required to achieve.
modelement.armor.description=Armor is an item that can be dressed up and gives you protection.
modelement.biome.description=Biome is a specific area with defined world generation, color, weather and fauna.
modelement.block.description=Block is the basic unit in Minecraft. It is 3D object that can be placed in world.
modelement.code.description=Custom element is defined using custom code in code editor.
modelement.command.description=Command is a set of text that triggers action when user types it into chat.
modelement.dimension.description=Dimension is a world that is generated, has own properties and can have a portal.
modelement.enchantment.description=Enchantment is a modifier that adds special abilities to items when applied.
modelement.gamerule.description=Game rule is a customizable parameter for a specific in-game world
modelement.fluid.description=Fluid is a special block that can act as fluid. It will spread across the world.
modelement.food.description=Food is an item that can be eaten and can give you potion effect.
modelement.fuel.description=Fuel is a block or item that can be used as fuel in furnaces.
modelement.function.description=Function allows players to run command sets when called.
modelement.gui.description=GUI is a displayable panel with elements such as buttons, labels, slots, ...
modelement.itemextension.description=Item extension is a set of extra properties that can be added to an item.
modelement.item.description=Item is an object that can be held in hand. You can use it and can have damage.
modelement.keybind.description=Key bind adds new key action for client that causes selected event result.
modelement.loottable.description=Loot table represents what items should be generated naturally in containers.
modelement.livingentity.description=Living entity is entity with movement, AI tasks, health, ...
modelement.musicdisc.description=Music disc is an item that can be played in jukeboxes.
modelement.overlay.description=Overlay adds additional GUI overlay that can be seen in the in-game interface.
modelement.painting.description=Painting is a picture that you can put on your walls using the Painting item
modelement.particle.description=Particle is a special graphics effect that is spawned on certain events.
modelement.plant.description=Plant is a block that spawns on grass and can be picked up, it can also grow.
modelement.potioneffect.description=Potion effect is an effect that can be given to entities.
modelement.potion.description=Potion item is an item giving effects to the entity.
modelement.procedure.description=Procedure is a graphically designed flow of events with optional global triggers.
modelement.rangeditem.description=Ranged item shoots entities that act like projectiles and can have custom models.
modelement.recipe.description=Recipe is a defined set of blocks and items that gives you new block or item.
modelement.structure.description=Structure is a smaller set of blocks that generates based on defined conditions.
modelement.tab.description=Creative tab is a set of items and blocks that can be seen in creative inventory.
modelement.tag.description=Tags are used to group elements using different tag types.
modelement.tool.description=Tool is an item that helps you dig or attack faster and better than using hand.
modelement.villagertrade.description=Villager trade adds new trades to existing villagers.
preferences.section.ui=User interface
preferences.section.ui.description=On this page you can change user interface settings and parameters. You will need to restart MCreator if you change these settings in order for them to take effect.
preferences.section.backups=Backups and saving
preferences.section.backups.description=On this page you can change settings related to automatic saving and automated backups of the workspace project file.
preferences.section.blockly=Blockly editor
preferences.section.blockly.description=On this page you can modify the blockly editor preferences which is used in procedure, overlay and mob editor.
preferences.section.ide=Code editor
preferences.section.ide.description=On this page you can modify the integrated code editor settings.
preferences.section.gradle=Gradle and run
preferences.section.gradle.description=On this page you can tweak the gradle build system settings. Running gradle tasks will not be affected.
preferences.section.bedrock=Bedrock settings
preferences.section.bedrock.description=On this page you can tweak the setting regarding Minecraft Bedrock edition support
preferences.section.notifications=Notifications
preferences.section.notifications.description=On this page you can change settings regarding notifications in MCreator.
preferences.ui.language=Interface language
preferences.ui.language.description=WARNING: Translations are community-contributed and may be missing, inaccurate or wrong.<br>\
  You need to restart MCreator to apply changes.
preferences.ui.usemacOSMenuBar=Use the default macOS menu bar
preferences.ui.usemacOSMenuBar.description=On a macOS device, use the default menu bar located on the top of your screen.
preferences.ui.useNativeFileChooser=Use default system file chooser
preferences.ui.useNativeFileChooser.description=Check to use the default system file chooser. Only works on Windows at the moment.
preferences.ui.interfaceAccentColor=Interface accent color
preferences.ui.interfaceAccentColor.description=The accent color of the interface elements. If changed, the software needs to be restarted.
preferences.ui.backgroundSource=UI background sources
preferences.ui.backgroundSource.description=This specifies what source to use to load MCreator UI backgrounds.
preferences.ui.interfaceTheme=Interface color theme
preferences.ui.interfaceTheme.description=The color theme used for the interface. If changed, the software needs to be restarted.<br>\
  WARNING: Light theme is experimental feature and might not always look good or be usable.
preferences.ui.aatext=Enable text antialiasing
preferences.ui.aatext.description=You most likely want to keep this enabled. Disabling this will disable font antialiasing.
preferences.ui.textAntialiasingType=Antialiasing type
preferences.ui.textAntialiasingType.description=Unless the font rendering is not good, leave this at default (on).
preferences.ui.expandSectionsByDefault=Expand advanced sections of UI by default
preferences.ui.expandSectionsByDefault.description=Select this to show UI sections that are collapsed by default, in expanded state
preferences.ui.use2DAcceleration=Accelerate 2D rendering on GPU using OpenGL
preferences.ui.use2DAcceleration.description=This option can increase 2D rendering performance of UI, but it can make it worse on some computers too.<br>\
  Requires restart of MCreator to take effect.
preferences.ui.autoreloadTabs=Automatically reload data inside tabs
preferences.ui.autoreloadTabs.description=Disable this option if you are having performance problems when switching tabs
preferences.ui.remindOfUnsavedChanges=Warn about unsaved changes in the mod element editor
preferences.ui.remindOfUnsavedChanges.description=If enabled, closing the mod element editor without saving its changes will suggest to save them
preferences.ui.discordRichPresenceEnable=Enable Discord Rich Presence
preferences.ui.discordRichPresenceEnable.description=When this is enabled, Discord app will show that you are using MCreator
preferences.backups.workspaceAutosaveInterval=Workspace autosave interval (in seconds)
preferences.backups.workspaceAutosaveInterval.description=This parameter defines how often the workspace should be auto-saved in case there were any changes.<br>\
  Workspace is also autosaved when MCreator is closed.
preferences.backups.automatedBackupInterval=Automatic backup time interval (in minutes)
preferences.backups.automatedBackupInterval.description=This parameter defines how often the workspace is backed up. <br>\
  Smaller value means more gradual backups but shorter history interval.
preferences.backups.numberOfBackupsToStore=Number of backups to store
preferences.backups.numberOfBackupsToStore.description=This number defines how many backups are stored.<br>\
  If more than this number of backups are made, the oldest are discarded.
preferences.backups.backupOnVersionSwitch=Do a full backup when opening the workspace in a new version
preferences.backups.backupOnVersionSwitch.description=If enabled, MCreator will do a full workspace backup before opening workspace folder in a new version
preferences.blockly.blockRenderer=Blocks renderer
preferences.blockly.blockRenderer.description=The renderer (display style) of the blocks in the Blockly editor
preferences.blockly.useSmartSort=Use smart procedure block sorting
preferences.blockly.useSmartSort.description=When enabled, procedure blocks will be smart-sorted, otherwise they will be sorted alphabetically
preferences.blockly.enableComments=Allow block comments
preferences.blockly.enableComments.description=Enable this to make it possible to attach comments to the blocks
preferences.blockly.enableCollapse=Make blocks collapsible
preferences.blockly.enableCollapse.description=This option makes Blockly blocks collapsible
preferences.blockly.enableTrashcan=Enable trashcan
preferences.blockly.enableTrashcan.description=This option enables trashcan in Blockly editor
preferences.blockly.maxScale=Max zoom scale
preferences.blockly.maxScale.description=Maximal supported zoom scale in Blockly editor in %
preferences.blockly.minScale=Min zoom scale
preferences.blockly.minScale.description=Minimal supported zoom scale in Blockly editor in %
preferences.blockly.scaleSpeed=Zoom speed
preferences.blockly.scaleSpeed.description=No zoom - 100, positive zoom > 100, negative zoom < 100
preferences.blockly.legacyFont=Use legacy font
preferences.blockly.legacyFont.description=If the blockly editor appears broken (text rendering glitches), enable this option
preferences.ide.editorTheme=Code editor color theme
preferences.ide.editorTheme.description=
preferences.ide.fontSize=Editor font size
preferences.ide.fontSize.description=Initial font size in the code editor
preferences.ide.autocomplete=Enable autocomplete
preferences.ide.autocomplete.description=
preferences.ide.autocompleteMode=Autocomplete dropdown mode
preferences.ide.autocompleteMode.description=Manual triggers autocomplete only by Ctrl + Space, smart mode triggers it based on context.
preferences.ide.autocompleteDocWindow=Enable autocomplete documentation window
preferences.ide.autocompleteDocWindow.description=Shows additional Java documentation window besides the autocomplete list window
preferences.ide.lineNumbers=Show line numbers in editor
preferences.ide.lineNumbers.description=
preferences.ide.errorInfoEnable=Show info strip in the editor
preferences.ide.errorInfoEnable.description=Shows lines of errors, warnings and current search results
preferences.gradle.compileOnSave=Build the workspace when a mod element is saved
preferences.gradle.compileOnSave.description=Unless you know why you need this, keep this selected or you might not be notified of errors in your mod.
preferences.gradle.passLangToMinecraft=Pass language setting to test Minecraft client
preferences.gradle.passLangToMinecraft.description=When enabled, Minecraft''s interface language/localization setting will be set to MCreator''s language on each run.
preferences.gradle.xms=Initial memory
preferences.gradle.xms.description=The amount of RAM that is reserved at the beginning of the task.
preferences.gradle.xmx=Maximum memory
preferences.gradle.xmx.description=The maximal amount of RAM that Gradle system is allowed to reserve.
preferences.gradle.offline=Run Gradle in offline mode
preferences.gradle.offline.description=Check this if you have installed MCreator on the internet connection, but now want to develop mods without internet.<br>\
  <b>It only makes sense to use this if you don''t have internet access!<br>\
  Enabling this option can introduce several build issues, so only use if strictly necessary!</b>
preferences.bedrock.silentReload=Silently reload open Bedrock Edition app
preferences.bedrock.silentReload.description=Keep in mind that silent reload will not save any unsaved world progress so only use this with test worlds
preferences.notifications.openWhatsNextPage=Show "What''s Next?" page when a new workspace is setting up
preferences.notifications.openWhatsNextPage.description=Uncheck this to disable this page from showing up when making a new workspace
preferences.notifications.snapshotMessage=Show the warning message for snapshots
preferences.notifications.snapshotMessage.description=Uncheck this to disable the snapshot message at the launch of an MCreator snapshot version
preferences.notifications.checkAndNotifyForUpdates=Notify about new major releases on MCreator launch
preferences.notifications.checkAndNotifyForUpdates.description=Uncheck this box if you don''t want to be notified of major new updates. <br>\
  <b>WARNING: Note that you might miss important updates and bug fixes if you disable this option.
preferences.notifications.checkAndNotifyForPatches=Notify about patch updates on MCreator launch
preferences.notifications.checkAndNotifyForPatches.description=Uncheck this box if you don''t want to be notified of patch updates. <br>\
  <b>WARNING: It is highly recommended to keep this enabled, or you might miss important bug fixes
preferences.notifications.checkAndNotifyForPluginUpdates=Notify about community plugin updates
preferences.notifications.checkAndNotifyForPluginUpdates.description=Uncheck this box if you don''t want to be notified of third party plugin updates.\
  <br>Keep in mind that in case third party plugin update servers are down or slow, this option can slow down MCreator startup and that this option allows\
  <br>third-party plugins we have no control over to access their update servers during MCreator startup.
preferences.themes.select_theme=Select the theme to use
preferences.themes.select_theme.description=The theme contains the resources used by MCreator.
dialog.workspace.regenerate_and_build.title=Regenerate code and build
dialog.workspace.regenerate_and_build.progress.removing_autogenerated_code=Removing autogenerated code
dialog.workspace.regenerate_and_build.progress.loading_mod_elements=Preloading mod elements
dialog.workspace.regenerate_and_build.progress.regenerating_code=Regenerating code
dialog.workspace.regenerate_and_build.error.failed_to_import.message=<html><b>Failed to import mod element {0}</b>\
  <br><br>MCreator failed to import one of the elements defined in workspace file,<br>as it has missing mod definition. MCreator will skip that mod.\
  <br>Your workspace might not work properly without some mod elements.\
  <br><br><small>Mod elements skipped so far: {1}
dialog.workspace.regenerate_and_build.error.failed_to_import.title=Import error
dialog.workspace.regenerate_and_build.error.failed_to_import.option.skip_one=Skip mod element
dialog.workspace.regenerate_and_build.error.failed_to_import.option.skip_all=Skip all
dialog.workspace.regenerate_and_build.warning.skipped_import_of.message=<html><b>MCreator skipped import of {0} mod elements due to missing mod definitions.</b>\
  <br><br>Workspace might not work properly.<br>This error was caused by a corrupted workspace file you used for import.
dialog.workspace.regenerate_and_build.warning.skipped_import_of.title=Import error
dialog.workspace.regenerate_and_build.warning.elements_with_locked_code.message=<html><b>This workspace contains mod elements with locked code.</b>\
  <br><br>If the Minecraft version has changed or there are any other changes in the code,\
  <br>your workspace might not compile as MCreator won''t update mod elements with locked code.\
  <br><br>In such case, you will need to manually update and fix errors for mod elements with locked code.
dialog.workspace.regenerate_and_build.warning.elements_with_locked_code.title=Import notice
dialog.workspace.regenerate_and_build.progress.regenerating_workspace_and_resources=Regenerating workspace base and resources
dialog.workspace.regenerate_and_build.progress.reformating_code=Reformatting code and organising imports
dialog.workspace.regenerate_and_build.progress.clean_up_workspace=Cleaning up the workspace
dialog.workspace.regenerate_and_build.progress.rebuilding_workspace=Rebuilding Gradle workspace
dialog.workspace.import_from_zip.importing=Workspace import from ZIP
dialog.workspace.import_from_zip.extracting=Extracting workspace
dialog.workspace.import_from_zip.failed_message=<html>The file you are trying to import is not<br>a valid shareable MCreator ZIP workspace file.
dialog.workspace.import_from_zip.failed_title=Invalid workspace
action.workspace.settings=Workspace settings...
dialog.workspace.settings.workspace_switch.title=Workspace switch
dialog.workspace.settings.workspace_switch.progress.preparing=Preparing workspace for generator switch
dialog.workspace.settings.workspace_switch.progress.switching_version=Switching version
dialog.workspace.settings.workspace_package_empty=Package name can''t be empty
dialog.workspace.settings.workspace_package_startdot=Package name can''t start with a dot
dialog.workspace.settings.workspace_package_enddot=Package name can''t end with a dot
dialog.workspace.settings.workspace_package_pattern=Package name can only contain EN letters, numbers, underscore and dots
dialog.workspace.settings.workspace_package_avoid_numbers=Avoid using numbers in package names
dialog.workspace.settings.workspace_nopic_default=No picture / default picture
dialog.workspace.settings.workspace_modid=Mod ID
action.gradle.run_gradle_task=Run Gradle task...
action.gradle.run_gradle_task.dialog.instructions=<html>Enter the Gradle task command:<br><small>Use this utility only in case you know what you are doing
dialog.gradle.run_gradle_task.title=Run Gradle task
dialog.gradle.run_gradle_task.options.build=build
dialog.gradle.run_gradle_task.options.tasks=tasks
dialog.gradle.run_gradle_task.options.clean=clean
action.workspace.edit_creative_tab_order=Edit element order in creative tabs...
action.workspace.resources.import_structure=Import structure(s)...
action.workspace.resources.import_structure_from_minecraft=Import structure from Minecraft...
dialog.workspace.resources.import_structure_from_minecraft.message=<html><b>Please select the structure to import:</b>\
  <br>You need to create the structure in test Minecraft client environment<br>using structure block and the stucture will appear on this list.
dialog.workspace.resources.import_structure_from_minecraft.title=Import structure
action.workspace.resources.import_sound=Import ogg sound(s)...
action.workspace.resources.import_java_model=Import Java 3D model...
dialog.workspace.resources.import_java_model.version_notice.message=<html><b>Java models made for Minecraft &gt;= 1.15 will NOT work with versions below 1.15 (eg. 1.14.4)!</b>\
  <br><br>To set model version in Blockbench, go to File -> Project -> Export version.\
  <br>After setting new export version, re-export the model to a Java file and import it in MCreator.
dialog.workspace.resources.import_java_model.version_notice_new.message=<html><b>This generator supports the following Java model versions:<br><br>{0}</b><br><br>\
  Make sure your Java model code is made for this Minecraft version. <br>\
  You may or may not be able to re-use this model with other generators depending<br>\
  whether other generators declare compatibility with this model Minecraft version.
dialog.workspace.resources.import_java_model.version_notice.title=Java model import
dialog.workspace.version_switch.java_model_warning=<html><b>It appears your workspace uses Java models.</b><br><br>\
  The generator you switched to requires a different model Minecraft version. In order to do a seamless switch,<br>\
  you will need to export your models for the Minecraft version of this generator and import them with the same<br>\
  name again. MCreator will then use the right model version when switching between generators.<br><br>\
  You will need to re-export the following Java models whose format is not supported by this generator:<br><br><b>{0}
dialog.workspace.version_switch.java_model_warning.title=Java models warning
dialog.workspace.resources.import_java_model.invalid_model_name.message=<html><b>Your model name </b><kbd>{0}</kbd><b> is not a valid Java name!</b>\
  <br><br>Custom mob model names can not contain whitespace, start with number or contain any non ASCII letters.\
  <br><br>Model name <b>is not filename</b>, but the name inside the model Java code (model class name)!\
  <br><small>The best solution to this problem is to properly define the model name in your modeler before exporting the model.
dialog.workspace.resources.import_java_model.invalid_model_name.title=Invalid model name
dialog.workspace.resources.import_java_model.invalid_model_format.message=<html><b>Your model is not a valid Java model!</b>\
  <br><br>Make sure that all model parts have a valid Java name and<br>that your model is in fact Java model with a valid syntax.
dialog.workspace.resources.import_java_model.invalid_model_format.title=Invalid model
dialog.workspace.resources.import_java_model.geckolib_needed.title=Model needs external API
dialog.workspace.resources.import_java_model.geckolib_needed.message=<html><b>This model needs Geckolib library to support animations and build properly.</b>\
  <br>Make a model without Geckolib animations or manually enable Geckolib dependency and modify entity render code.
dialog.workspace.resources.import_java_model.incompatible_model.title=Incompatible Java model
dialog.workspace.resources.import_java_model.incompatible_model.message=<html><b>MCreator detected the model you are importing is not compatible with the current generator.</b><br><br>\
  Make sure you are exporting your Java model from the modeler you use for the right Minecraft version and mappings type.
dialog.workspace.resources.import_java_model.model_already_exists.message=<html>Java model with the name {0} already exists!\
  <br>Make sure that the model name in code is different and import it again.
dialog.workspace.resources.import_java_model.model_already_exists.title=Model already exists
action.workspace.resources.import_json_model=Import JSON 3D model...
action.workspace.resources.import_obj_mtl_model=Import OBJ+MTL 3D model...
dialog.workspace.resources.import_obj_mtl_model.message=<html>OBJ model renderer has some limitations you need to be aware of:\
  <br><br>- Only very basic MTL materials are supported<br>- UV textures can only have vt between 0 and 1<br>- UV textures need to be in PNG format\
  <br>- Make sure the .mtl and .obj files only have ASCII letters in them\
  <br>- Make sure the .mtl and .obj files are lowercase and do not have any whitespace in their names\
  <br>- OBJ file needs to point to proper material file\
  <br><br>\
  <b>When possible, use JSON model instead of OBJ model as it will work better.
dialog.workspace.resources.import_obj_mtl_model.title=Import OBJ model
dialog.workspace.open_failed_message=<html><big>Workspace open failed!</big><br>The workspace you are trying to open was previously open in a newer version of MCreator!\
  <br>You can''t open this workspace in older versions. Please update your MCreator to the latest version.
dialog.workspace.open_failed_title=Workspace open failed
dialog.workspace.got_corrupted_message=<html><b>The workspace you are trying to open got corrupted.</b><br>\
  <br>This can happen if MCreator is unexpectedly closed, but don''t worry,<br>MCreator automatically backs up workspace so you can revert it from one of the backups.\
  <br><br>Select the backup you want to restore the workspace from on the dropdown and click OK.<br>
dialog.workspace.got_corrupted_title=Restore workspace from backup
dialog.workspace.is_not_valid_message=<html><big>Workspace open failed!</big><br>The workspace you are trying to open is not a valid MCreator workspace or is corrupted!\
  <br><br>If you did not change the folder name and are seeing this, the workspace file might be corrupted.\
  <br>Workspace file backups are stored in &lt;workspace folder&gt;/.mcreator/workspaceBackups/<br><br>Message: 
dialog.workspace.is_not_valid_title=Workspace open failed
dialog.workspace.unknown_generator_message=<html><b>This workspace uses unsupported generator type: {0}</b><br>Select one of the supported generators for the workspace.
dialog.workspace.unknown_generator_title=Unsupported generator
action.check_for_updates=Check for updates
action.open_java_edition_dir=Open Java Edition install directory
dialog.open_java_edition_dir.fail.message=Failed to open Java Edition install directory!
dialog.open_java_edition_dir.fail.title=Directory open failed
action.open_bedrock_edition_dir=Open Bedrock Edition app directory
dialog.open_bedrock_edition_dir.fail.message=Failed to open Bedrock Edition install directory!
dialog.open_bedrock_edition_dir.fail.title=Directory open failed
action.show_data_list.entity=Entity ID list
action.show_data_list.item_block=Item and block list
action.show_data_list.particle=Particle ID list
action.show_data_list.sound=Sound list
action.show_data_list.burn_time=Item burn times list
action.show_data_list.vanilla_loot_table=Vanilla loot tables list
action.about=About MCreator
dialog.about.option.website=Website
dialog.about.option.support=Support
dialog.about.option.eula=License
dialog.about.option.third_party_licenses=Third-party licenses
dialog.about.option.donate=Donate
dialog.about.message=<html><font style="font-size: 23px; font-weight:">\
  MCreator {0}</font><br>\
  Full version: <b>{1}</b><br>\
  Current recommended major version: <b>{2}</b><br><br>\
  Workspace element format version: <b>{3}</b><br><br>\
  OS architecture detected: <b>{4}-bit OS</b><br>\
  Bundled JVM architecture: <b>{5}-bit JVM</b><br><br>\
  <b>Developed by Pylo and community contributors.</b><br>\
  Hosted and maintained by Pylo (https://www.pylo.co).<br><br>\
  Click below to read MCreator and third-party licenses.<br><br><br>
dialog.about.title=About MCreator
dialog.about.latest_version_not_applicable=N/A
dialog.about.third_party.message=<html>Third-Party licenses are located in the <b>license</b> folder<br>inside MCreator''s installation directory.
dialog.about.third_party.title=Third-Party licenses
dialog.about.eula.title=MCreator License
action.keyboard_shortcuts=Keyboard shortcuts
action.knowledge_base=Knowledge base
action.donate=Donate
action.procedure.enter_procedure_name=Enter the new procedure name: 
action.procedure.new_procedure_dialog_title=New procedure
action.procedure.create_procedure=Create procedure
action.procedure.match_dependencies=<html>Only procedures that match dependencies with provided data are shown.<br>You can add new procedures by making a new procedure mod element.
action.procedure.missing_dependencies=<small> - missing dependencies
action.eap_loading.text=<html><b>The version you are using is EAP snapshot!</b><br><br>Before opening any workspace in this version, make a backup of the workspace.\
  <br>This version is not intended for production use and can contain critical bugs!
action.eap_loading.title=Snapshot version
dialog.discord_rpc.just_opened=Just opened
dialog.discord_rpc.version=Version
elementgui.common.add_bounding_box=Add bounding box
elementgui.common.bounding_box_entries=Bounding box entries
elementgui.common.custom_bounding_box=Enable custom bounding box
elementgui.common.disable_offset=<html>Disable applying of block model offset to bounding box:<br><small>Applicable if "random model offset" is not NONE
elementgui.common.subtract=Subtract
elementgui.common.creative_tab=Creative inventory tab:
elementgui.common.enchantability=Enchantability: 
elementgui.common.repair_items=Repair items: 
elementgui.common.enable=Check to enable
elementgui.common.default_sound_type=Vanilla sound set:
elementgui.common.custom_sound_type=Custom sound set:
elementgui.common.properties_sound=Sound properties
elementgui.common.soundtypes.break_sound=Break sound:
elementgui.common.soundtypes.step_sound=Step sound:
elementgui.common.soundtypes.place_sound=Place sound:
elementgui.common.soundtypes.hit_sound=Hit sound:
elementgui.common.soundtypes.fall_sound=Fall sound:
elementgui.common.error_sound_empty_null=Custom sound cannot be empty
elementgui.common.hardness=Hardness:
elementgui.common.resistance=Resistance:
elementgui.common.luminance=Luminance:
elementgui.common.light_opacity=Light opacity:
elementgui.common.page_triggers=Triggers
elementgui.common.page_bounding_boxes=Bounding boxes
elementgui.common.page_visual=Visual
elementgui.common.page_properties=Properties
elementgui.common.page_advanced_properties=Advanced properties
elementgui.common.page_inventory=Inventory
elementgui.common.page_generation=Generation
elementgui.common.name_in_gui=In-game name:
elementgui.common.rarity=Rarity:
elementgui.common.stack_size=Stack size:
elementgui.common.max_stack_size=Max stack size:
elementgui.common.item_model=<html>Item model:<br><small>Select the item model to be used. Supported: JSON, OBJ
elementgui.common.fire_spread_speed=<html>Fire spreading speed:<br><small>Leave 0 for vanilla handling
elementgui.common.emissive_rendering=Enable emissive rendering (glow):
elementgui.common.tick_rate=<html>Tick rate:<br><small>Set to 0 to disable automatic ticking
elementgui.common.use_table_loot_drops=Use loot table for drops
elementgui.common.use_loot_table_for_drop=<html>Use loot table for drops:<br><small>If checked, you need to define loot table for drops
elementgui.common.creative_pick_item=<html>Creative pick item:<br><small>Leave empty for default creative mode pick item
elementgui.common.custom_drop=<html>Custom drop:<br><small>Leave empty to make it drop itself
elementgui.common.drop_amount=Drop amount:
elementgui.common.ai_path_node_type=AI path node type:
elementgui.common.offset_type=Random model offset:
elementgui.common.restrict_to_biomes=Restriction biomes (leave empty for no restriction):
elementgui.common.properties_general=General properties
elementgui.common.properties_dropping=Dropping properties
elementgui.common.event_right_clicked_air=When right-clicked (entity pos.)
elementgui.common.event_right_clicked_block=When right-clicked on block (block pos.)
elementgui.common.event_on_neighbour_block_changes=When neighbour block changes
elementgui.common.event_on_update_tick=Update tick
elementgui.common.event_on_crafted=When item is crafted/smelted
elementgui.common.event_on_block_placed_by=When block is placed by
elementgui.common.event_on_random_update=Client display random tick
elementgui.common.event_on_block_hit_by_projectile=On block hit by projectile
elementgui.common.tint_type=<html>Tint type:<br><small>Supports: cross, single texture, grass, JSON models with tint
elementgui.advancement.name=Advancement GUI name: 
elementgui.advancement.description=Advancement description: 
elementgui.advancement.icon=Advancement icon: 
elementgui.advancement.background=<html>Advancement background:<br><small>Only used with root advancements
elementgui.advancement.type=Advancement type: 
elementgui.advancement.parent=<html>Advancement parent:<br><small>Root advancements present themselves as tabs
elementgui.advancement.show_toast=Show toast when completed: 
elementgui.advancement.announce_to_chat=Announce to chat when completed: 
elementgui.advancement.hide_if_not_completed=Hide if not completed yet: 
elementgui.advancement.hide_display=<html>Hide advancement display:<br><small>Used for "logic only" advancements such as function triggers
elementgui.advancement.reward_xp=<html>Reward XP:<br><small>Given to the player when advancement is completed
elementgui.advancement.reward_functions=<html>Reward function:<br><small>Executed when advancement is completed
elementgui.advancement.reward_loot_tables=<html>Reward loot tables:<br><small>Given to the player when advancement is completed
elementgui.advancement.reward_recipes=<html>Reward recipes:<br><small>List of recipes to unlock when advancement is completed
elementgui.advancement.display_paramters=Advancement display parameters
elementgui.advancement.logic=Advancement logic
elementgui.advancement.cant_be_empty=Advancement name can''t be empty
elementgui.advancement.must_have_description=Advancement must have description
elementgui.advancement.trigger_builder=Advancement trigger builder (use procedures for more advanced use cases)
elementgui.advancement.need_trigger=Advancements need some type of trigger selected!
elementgui.advancement.trigger=Advancement trigger: {0}
elementgui.armor.armor_helmet=Armor helmet
elementgui.armor.armor_body=Armor body
elementgui.armor.armor_leggings=Armor leggings
elementgui.armor.armor_boots=Armor boots
elementgui.armor.helmet_tick_event=Helmet tick event
elementgui.armor.chestplate_tick_event=Body tick event
elementgui.armor.leggings_tick_event=Leggings tick event
elementgui.armor.boots_tick_event=Boots tick event
elementgui.armor.advanced_helmet=Advanced helmet settings
elementgui.armor.advanced_body=Advanced body settings
elementgui.armor.advanced_leggings=Advanced leggings settings
elementgui.armor.advanced_boots=Advanced boots settings
elementgui.armor.supported_java=<html>Model: <br><small>Supported: JAVA
elementgui.armor.part_arm_left=arms L
elementgui.armor.part_arm_right=arms R
elementgui.armor.texture=<html><small>Texture: 
elementgui.armor.special_information=<html>Special information:<br><small>Use comma to separate entries
elementgui.armor.helmet_name=In-game helmet name: 
elementgui.armor.body_name=In-game body name: 
elementgui.armor.leggings_name=In-game leggings name: 
elementgui.armor.boots_name=In-game boots name: 
elementgui.armor.layer_texture=<html>Armor layer texture:<br><small>If the list is empty, you need to import or create an armor texture first
elementgui.armor.equip_sound=Armor equip sound:
elementgui.armor.max_damage_absorption=Maximal damage that armor absorbs / durability: 
elementgui.armor.damage_values=Damage values (helmet, body/chest, leggings, boots): 
elementgui.armor.toughness=Toughness (default 0.0, diamond has 2.0): 
elementgui.armor.knockback_resistance=Knockback resistance (default 0.0, netherite has 0.1): 
elementgui.armor.need_texture=Enabled armor part needs texture
elementgui.armor.boots_need_name=Armor boots need a name
elementgui.armor.body_needs_name=Armor body needs a name
elementgui.armor.leggings_need_name=Armor leggings need a name
elementgui.armor.helmet_needs_name=Armor helmet needs a name
elementgui.armor.armor_needs_texture=Armor needs to have a texture
elementgui.armor.helmet={0} Helmet
elementgui.armor.body={0} Body
elementgui.armor.leggings={0} Leggings
elementgui.armor.boots={0} Boots
elementgui.biome.custom_trees=Custom trees
elementgui.biome.vanilla_trees=Vanilla trees
elementgui.biome.preview_colors=Preview of biome colors
elementgui.biome.generate_strongholds=Generate strongholds in this biome?
elementgui.biome.generate_mineshafts=Generate mineshafts in this biome?
elementgui.biome.generate_mineshafts_mesa=Generate mesa-style mineshafts in this biome?
elementgui.biome.generate_pillager_outposts=Generate pillager outposts in this biome?
elementgui.biome.generate_village=Generate villages of type: 
elementgui.biome.generate_mansions=Generate woodland mansions in this biome?
elementgui.biome.generate_jungle_temples=Generate jungle temples in this biome?
elementgui.biome.generate_desert_pyramids=Generate desert pyramids in this biome?
elementgui.biome.generate_swamp_huts=Generate swamp huts in this biome?
elementgui.biome.generate_igloos=Generate igloos in this biome?
elementgui.biome.generate_monuments=Generate ocean monuments in this biome?
elementgui.biome.generate_shipwrecks=Generate shipwrecks in this biome?
elementgui.biome.generate_shipwrecks_beached=Generate beached shipwrecks in this biome?
elementgui.biome.generate_ocean_ruins=Generate ocean ruins in this biome? 
elementgui.biome.generate_buried_treasures=Generate buried treasures in this biome?
elementgui.biome.generate_nether_bridges=Generate Nether fortresses in this biome?
elementgui.biome.generate_nether_fossils=Generate Nether fossils in this biome?
elementgui.biome.generate_bastion_remnants=Generate bastion remnants in this biome?
elementgui.biome.generate_ruined_portals=Generate ruined portals of type: 
elementgui.biome.generate_end_cities=Generate End cities in this biome?
elementgui.biome.generate_overworld=Generate biome in overworld?
elementgui.biome.generate_overworld_caves=Generate biome in overworld caves?
elementgui.biome.generate_nether=Generate biome in nether?
elementgui.biome.weight=<html>Biome weight:<br><small>Smaller values make the biome rarer
elementgui.biome.category=Biome category:
elementgui.biome.dictionnary=<html>Biome dictionary types:<br><small>Used by some mods to identify biome types for spawning
elementgui.biome.height=<html>Biome base height:<br><small>Also used to group biomes
elementgui.biome.height_variation=<html>Biome height variation:<br><small>Also used to group biomes
elementgui.biome.trees_per_chunk=Trees per chunk:
elementgui.biome.grass_per_chunk=Grass per chunk:
elementgui.biome.seagrass_per_chunk=Seagrass per chunk:
elementgui.biome.flowers_per_chunk=<html>Vanilla flowers per chunk:
elementgui.biome.mushrooms_per_chunk=Mushrooms per chunk:
elementgui.biome.big_mushrooms_per_chunk=Big mushrooms per chunk:
elementgui.biome.sand_patches_per_chunk=Sand patches per chunk:
elementgui.biome.gravel_patches_per_chunk=Gravel patches per chunk:
elementgui.biome.reeds_per_chunk=Reeds per chunk:
elementgui.biome.cacti_per_chunk=Cacti per chunk:
elementgui.biome.raining_possibility=<html>Raining possibility (0-1):<br><small>Also used to group biomes
elementgui.biome.temperature=<html>Biome temperature:<br><small>Also used to group biomes
elementgui.biome.default_features=<html>Biome default features:<br><small>
elementgui.biome.name=Name:
elementgui.biome.ground_block=<html>Ground (grass) block:<br><small>It should be tagged in <b>minecraft:dirt Blocks tag</b><br>and be of grass material in case of vanilla-like biomes
elementgui.biome.undeground_block=<html>Underground block:<br><small>It should be tagged in <b>minecraft:dirt Blocks tag</b>
elementgui.biome.underwater_block=<html>Underwater block:<br><small>Leave empty to use underground block as underwater block
elementgui.biome.air_color=Air color:
elementgui.biome.tree_type=Tree type:
elementgui.biome.grass_color=Grass color:
elementgui.biome.foliage_color=Foliage color:
elementgui.biome.water_color=Water color:
elementgui.biome.water_fog_color=Water fog color:
elementgui.biome.minimal_height=Minimal height:
elementgui.biome.stem_block=Stem:
elementgui.biome.branch_block=Branch:
elementgui.biome.vines_block=Vines:
elementgui.biome.fruits_block=Fruits:
elementgui.biome.sounds=Biome music and sounds
elementgui.biome.particles=Biome ambient particles
elementgui.biome.enable_particles=Enable particles:
elementgui.biome.ambient_sound=<html>Ambient sound:<br><small>This sound will be played constantly in the biome
elementgui.biome.mood_sound=<html>Mood sound:<br><small>Plays at least delay apart while the player is in the biome
elementgui.biome.mood_sound_delay=Mood sound delay (in ticks):
elementgui.biome.additions_sound=<html>Additions sound:<br><small>Additional sound effect that is played occasionally
elementgui.biome.music=<html>Biome music:<br><small>Music played from time to time while the player is in the biome
elementgui.biome.particle_type=Particle type:
elementgui.biome.particle_probability=Particle spawn probability (in %):
elementgui.biome.custom_tree_properties=<html>Custom tree properties <small>(if selected; for 1.16+, tree type is applied to custom trees too)
elementgui.biome.spawn_entities=<html>Entities to spawn in this biome (if custom entity already declares spawning in this biome, do not add it here again):<br>\
  <small>Note: Additional spawning conditions of custom entites will only work if spawning is defined from the custom entity itself, not here
elementgui.biome.general_properties=Basic properties
elementgui.biome.effects=Effects
elementgui.biome.features=Features
elementgui.biome.structures=Structures
elementgui.biome.entity_spawning=Entity spawning
elementgui.biome.biome_generation=Biome generation
elementgui.biome.needs_name=Biome needs a name
elementgui.block.enable_energy_storage=Check to enable energy storage
elementgui.block.enable_fluid_storage=Check to enable fluid storage
elementgui.block.spawn_particles=Spawn particles around block
elementgui.block.has_inventory=<html>Enable block entity for this block. Check this box if you want any of these:<small>\
  <br>- block that can contain items, can interact with hoppers and/or comparators\
  <br>- block that can store NBT data tags\
  <br>- block that has fluid tank or energy storage capabilities
elementgui.block.event_on_block_added=When block added
elementgui.block.event_on_block_destroyed_by_player=When block destroyed by player
elementgui.block.event_on_block_destroyed_by_explosion=When block destroyed by explosion
elementgui.block.event_on_player_starts_destroy=When player starts to destroy
elementgui.block.event_on_entity_collides=When entity collides in the block
elementgui.block.event_on_entity_walks_on=When entity walks on the block
elementgui.block.event_on_right_clicked=On block right clicked
elementgui.block.event_on_redstone_on=Redstone on
elementgui.block.event_on_redstone_off=Redstone off
elementgui.block.event_particle_condition=Particle spawning condition
elementgui.block.event_placing_condition=Block valid placement condition
elementgui.block.event_generate_condition=Additional generation condition
elementgui.block.texture_place_top=Top
elementgui.block.texture_place_left_overlay=Left / overlay
elementgui.block.texture_place_bottom_main=Bottom / main
elementgui.block.texture_place_front_side=Front / side
elementgui.block.texture_place_right=Right
elementgui.block.texture_place_back=Back
elementgui.block.block_base_item_texture=Block base (model and behaviour) and optional textures
elementgui.block.block_base=<html>Block base:<br><small>Most blocks should leave this on default
elementgui.block.item_texture=<html>Block item texture:<br><small>Optional texture for block in inventory and hand rendering
elementgui.block.particle_texture=<html>Block particle texture:<br><small>Optional texture for block breaking particles
elementgui.block.block_textures=Block textures
elementgui.block.special_information_title=Special information
elementgui.block.special_information_tip=<html>Special information about the block:<br><small>Use comma to separate entries
elementgui.block.transparency_type=Transparency type:
elementgui.block.has_trasparency=Check this if your block has transparent parts:
elementgui.block.connected_sides=<html>Check this to enable connected sides:<br><small>Should only be used with transparent blocks
elementgui.block.fluid_overlay=Check this to hide the fluid texture when submerged:
elementgui.block.model=<html>Block model:<br><small>Supported: Built-in, JSON, OBJ
elementgui.block.rotation_mode=<html>Block rotation mode:<br><small>Select how this block should rotate
elementgui.block.enable_pitch=<html>Has pitch rotation?<br><small>For horizontally rotating blocks only
elementgui.block.is_waterloggable=<html>Is block waterloggable?:<br><small>Used by blocks with non 1x1x1 shape
elementgui.block.block_tint=Block tint
elementgui.block.is_item_tinted=<html>Is block item tinted?<br><small>If checked, the block will be tinted when in the inventory
elementgui.block.bounding_block_min_x=Min. X coord: 
elementgui.block.bounding_block_max_x=Max. X coord: 
elementgui.block.bounding_block_min_y=Min. Y coord: 
elementgui.block.bounding_block_max_y=Max. Y coord: 
elementgui.block.bounding_block_min_z=Min. Z coord: 
elementgui.block.bounding_block_max_z=Max. Z coord: 
elementgui.block.bounding_block_title=Block bounding box
elementgui.block.render_type=Render type and rotation (for blocks without base)
elementgui.block.transparency=Transparency
elementgui.block.material=Material:
elementgui.block.slipperiness=<html>Slipperiness:<br><small>Normal slipperiness is 0.6
elementgui.block.speed_factor=<html>Speed factor:<br><small>Normal speed factor is 1.0
elementgui.block.jump_factor=<html>Jump factor:<br><small>Normal jump factor is 1.0
elementgui.block.has_gravity=Has gravity?
elementgui.block.can_walk_through=Can walk through the block?
elementgui.block.harvest_tool=Tool able to destroy it:
elementgui.block.harvest_level=<html>Tool harvest level to break with drop:<br><small>Only works with certain materials (e.g. ROCK)
elementgui.block.requires_correct_tool=Requires the correct tool for drops?
elementgui.block.is_unbreakable=Is unbreakable?
elementgui.block.is_replaceable=Is replaceable?
elementgui.block.tick_randomly=<html>Tick randomly:<br><small>Ticks randomly with global tick rate factor
elementgui.block.color_on_map=Block color on the map:
elementgui.block.can_plants_grow=Can plants sustain on this block?
elementgui.block.beacon_color_modifier=Beacon color modifier:
elementgui.block.is_ladder=<html>Does block act like ladder?<br><small>Block must not be full for this to work
elementgui.block.enchantments_bonus=Enchantments power bonus:
elementgui.block.flammability=Block flammability:
elementgui.block.push_reaction=Reaction to being pushed:
elementgui.block.properties_advanced_block=Advanced block properties
elementgui.block.bind_gui=<html>Bind this block to GUI:<br><small>Optional: block can have container but no GUI
elementgui.block.bind_gui_open=Open bound GUI on right click:
elementgui.block.inventory_size=<html>Size of inventory (slot count):<br><small>Usually this value should be the <i>biggest slot ID in the GUI this block is bound to + 1</i>
elementgui.block.drop_inventory_items=Drop items from inventory when block destroyed:
elementgui.block.comparator_data=Enable block output comparator data:
elementgui.block.input_slots=<html>Disable taking from the following slots:<br><small>Enter comma separated list of slot IDs
elementgui.block.output_slots=<html>Disable inserting into the following slots:<br><small>Enter comma separated list of slot IDs
elementgui.block.energy_storage=Energy storage
elementgui.block.fluid_tank=Fluid tank
elementgui.block.enable_storage_energy=Enable energy storage:
elementgui.block.initial_energy=Initial energy:
elementgui.block.energy_max_capacity=Maximal energy capacity:
elementgui.block.energy_max_receive=<html>Max energy receive:<br><small>Per insertion
elementgui.block.energy_max_extract=<html>Max energy extract:<br><small>Per extraction
elementgui.block.enable_storage_fluid=Enable fluid storage:
elementgui.block.fluid_capacity=<html>Maximal fluid capacity:<br><small>Unit: milibuckets
elementgui.block.fluid_restrictions=<html>Restrict accepted fluids:<br><small>Empty means not restriction. Include flowing and still fluid
elementgui.block.tile_entity_tip=Note: Block entity needs to be enabled for energy storage and fluid tanks to work.
elementgui.block.settings_inventory=Inventory settings
elementgui.block.spawn_world_types=Dimensions to generate in (leave empty to disable spawning):
elementgui.block.generation_shape=Generation shape:
elementgui.block.gen_replace_blocks=Blocks this block can replace:
elementgui.block.gen_chunck_count=<html>Average amount of ore groups per chunk:<br><small>Setting this value too high (>32) might crash world generator
elementgui.block.gen_group_size=<html>Average number of ores in a group:<br><small>Setting this value too high (>32) might crash world generator
elementgui.block.gen_min_height=Minimal generation height:
elementgui.block.gen_max_height=Maximal generation height:
elementgui.block.particle_gen_type=Particle type: 
elementgui.block.particle_gen_shape=<html>Particle spawning shape:<br><small>Determines shape boundary
elementgui.block.particle_gen_spawn_radius=Average particle spawning radius: 
elementgui.block.particle_gen_average_amount=Average particle amount: 
elementgui.block.properties_particle=Particle properties
elementgui.block.properties_redstone=Redstone properties
elementgui.block.redstone_connect=Does redstone connect to this block?
elementgui.block.emits_redstone=Does emit redstone?
elementgui.block.redstone_power=Emitted redstone power:
elementgui.common.value=Value:
elementgui.block.error_block_must_have_name=Block must have a name
elementgui.block.error_minimal_generation_height=Minimal generation height can''t be bigger than the maximal height
elementgui.block.page_tile_entity=Block entity
elementgui.block.page_energy_fluid_storage=Energy & fluid storage
elementgui.command.when_command_executed=When command executed
elementgui.command.name=Command name (without /): 
elementgui.command.permission_level=<html>Execution permission level:<br><small>Minimal level for the command to run
elementgui.command.warning.empty_string=Command can''t be empty string
elementgui.command.arguments=Command parameters and actions builder
elementgui.dimension.can_player_respawn=Can player respawn here
elementgui.dimension.has_fog=Enable dense fog
elementgui.dimension.is_dark=Disable ambient light source
elementgui.dimension.does_water_vaporize=Does water vaporize
elementgui.dimension.has_sky_light=Has sky light source
elementgui.dimension.imitate_overworld_behaviour=Imitate overworld behaviour
elementgui.dimension.enable_portal=Enable portal
elementgui.dimension.event_portal_trigger_used=When portal trigger used
elementgui.dimension.event_portal_tick_update=On portal tick update
elementgui.dimension.event_player_enters=When player enters dimension
elementgui.dimension.event_player_leaves=When player leaves dimension
elementgui.dimension.event_can_make_portal=Can make portal
elementgui.dimension.event_can_travel_through_portal=Can travel through portal
elementgui.dimension.world_gen_type=\      World gen type:
elementgui.dimension.biomes_in=Biomes in this dimension:
elementgui.dimension.main_filler_block=<html>Main filler block:<br><small>Normal, Nether, End
elementgui.dimension.fluid_block=<html>Fluid block:<br><small>Normal, Nether, End
elementgui.dimension.sleep_result=Sleep attempt result:
elementgui.dimension.fog_air_color=<html>Sky / fog color override: <br><small>Leave DEFAULT for default handling per Minecraft version
elementgui.dimension.enable_dimension_portal=Enable dimension portal:
elementgui.dimension.portal_frame_block=Portal frame block:
elementgui.dimension.portal_particles=Portal frame block particles:
elementgui.dimension.portal_sound=Portal frame block sound:
elementgui.dimension.portal_luminance=Portal frame block luminance:
elementgui.dimension.portal_igniter_name=Portal igniter item name:
elementgui.dimension.portal_igniter_tab=Portal igniter item tab:
elementgui.dimension.portal_igniter_texture=Portal igniter item texture:
elementgui.dimension.portal_block_texture=Portal block texture:
elementgui.dimension.error_portal_igniter_needs_name=Portal igniter needs a name
elementgui.dimension.error_select_biome=Please select at least one biome
elementgui.dimension.page_portal=Portal
elementgui.enchantment.name=Enchantment name: 
elementgui.enchantment.type=Enchantment type: 
elementgui.enchantment.rarity=Enchantment rarity: 
elementgui.enchantment.min_level=Minimal supported level: 
elementgui.enchantment.max_level=Maximal supported level: 
elementgui.enchantment.damage_modifier=<html>Damage reduction modifier:<br><small>For the entity owning item enchanted by this enchantment, combined with enchantment level
elementgui.enchantment.treasure_enchantment=Is this enchantment treasure enchantment?
elementgui.enchantment.curse=Is this enchantment curse?
elementgui.enchantment.allowed_on_books=Is this enchantment allowed on books?
elementgui.enchantment.can_generate_in_loot_tables=Can this enchantment generate in loot tables?
elementgui.enchantment.can_villager_trade=Can this enchantment appear in villager trades?
elementgui.enchantment.compatible_enchantments=<html>Can be combined with:<br><small>Leave empty to allow combining with any enchantment
elementgui.enchantment.can_apply_to=<html>Can be applied to:<br><small>Leave empty to allow applying to all applicable items
elementgui.enchantment.needs_name=Enchantment needs a name
elementgui.gamerule.name=Machine name:
elementgui.gamerule.display_name=<html>Game rule name:<br><small>This name will be used for game rule settings screen
elementgui.gamerule.description=<html>Game rule description:<br><small>The description will be used for game rule settings screen
elementgui.gamerule.category=Category:
elementgui.gamerule.type=Game rule type:
elementgui.gamerule.default_value=Default value:
elementgui.gamerule.gamerule_needs_name=Game rule needs a name
elementgui.gamerule.gamerule_needs_display_name=Game rule needs an display name
elementgui.gamerule.gamerule_needs_description=Game rule needs a description
elementgui.fluid.page_visual_and_properties=Visual and properties
elementgui.fluid.block_properties=Fluid block properties
elementgui.fluid.bucket_properties=Fluid bucket properties
elementgui.fluid.fluid_properties=Fluid properties
elementgui.fluid.can_multiply=Can sources multiply?
elementgui.fluid.flow_rate=Flow rate:
elementgui.fluid.level_decrease=Level decrease per block:
elementgui.fluid.slope_find_distance=Slope find distance:
elementgui.fluid.spawn_particles=Spawn drip particles?
elementgui.fluid.drip_particle=Drip particle:
elementgui.fluid.tint_type=Tint type:
elementgui.fluid.flow_strength=Flow strength:
elementgui.fluid.when_added=When block added
elementgui.fluid.when_entity_collides=When mob/player collides block
elementgui.fluid.texture_still=Still texture
elementgui.fluid.texture_flowing=Flowing
elementgui.fluid.modded_properties=Modded fluid properties
elementgui.fluid.luminosity=<html>Luminosity:<br><small>The light level emitted
elementgui.fluid.density=<html>Density:<br><small>Negative value makes it lighter than air
elementgui.fluid.viscosity=<html>Viscosity:<br><small>Higher value makes it flow more slowly
elementgui.fluid.temperature=Temperature:
elementgui.fluid.is_gas=<html>Is this fluid gas?<br><small>Makes it flow upwards
elementgui.fluid.type=<html>Fluid type<br><small>This fluid will inherit some properties of this fluid
elementgui.fluid.generate_lakes=<html>Generate lakes of this fluid in:<br><small>Leave empty to disable generation
elementgui.fluid.lake_rarity=Rarity of lakes:
elementgui.fluid.generate_bucket_label=Autogenerated fluid bucket?
elementgui.fluid.error_fluid_needs_name=Fluid needs a name
elementgui.fluid.error_bucket_needs_name=Fluid bucket needs a name
elementgui.fluid.bucket_name_in_gui=In-game name of bucket:
elementgui.fluid.bucket_texture=<html>Bucket texture:<br><small>Leave empty to use autogenerated texture
elementgui.fluid.empty_sound=Bucket empty sound:
elementgui.fluid.special_information=<html>Special information about the bucket:<br><small>Use comma to separate entries
elementgui.fluid.event_flow_condition=Additional flowing condition
elementgui.fluid.event_before_replacing_block=Before replacing a block
elementgui.function.registry_name=Function registry name:
elementgui.function.namespace=<html>Function namespace:<br><small>You may want to leave this on mod in most cases
elementgui.function.indications=<html>&nbsp;&nbsp;&nbsp;&nbsp;Enter the function code (in Minecraft function/command syntax - one command per line) below:
elementgui.gui.gui_opened=When this GUI is opened
elementgui.gui.gui_open_ticks=While this GUI is open tick
elementgui.gui.gui_closed=When this GUI is closed
elementgui.gui.gui_triggers=GUI procedure triggers
elementgui.gui.render_background_layer=Render background layer
elementgui.gui.pause_game=Pause the game when open
elementgui.gui.component_list=Component list
elementgui.gui.move_component=Move selected component
elementgui.gui.edit_component=Edit selected component
elementgui.gui.remove_component=Remove selected component
elementgui.gui.move_component_up=Move selected component up the list
elementgui.gui.move_component_down=Move selected component down the list
elementgui.gui.add_button=Add button
elementgui.gui.add_text_label=Add text label
elementgui.gui.add_image=Add image
elementgui.gui.add_text_input=Add text input
elementgui.gui.add_input_slot=Add input slot
elementgui.gui.add_output_slot=Add output slot
elementgui.gui.add_checkbox=Add checkbox
elementgui.gui.snap_components_on_grid=Snap components on the grid
elementgui.gui.grid_x=Grid x: 
elementgui.gui.offset_x=\ offset x: 
elementgui.gui.grid_y=Grid y: 
elementgui.gui.offset_y=\ offset y: 
elementgui.gui.editor_options=Editor options
elementgui.gui.gui_properties=GUI properties
elementgui.gui.gui_type=<html><b>GUI type:  
elementgui.gui.warning_switch_gui=<html>If you have any slots or inventories and are switching to the basic GUI, they will be removed.<br><b>Would you like to proceed?
elementgui.gui.width_height=GUI WxH: 
elementgui.gui.inventory_offset=Inventory offset: 
elementgui.gui.overlay_properties=Overlay properties
elementgui.gui.overlay_target=Overlay target:
elementgui.gui.rendering_priority=Render priority:
elementgui.gui.import_overlay_base_texture=Click this to import overlay base texture
elementgui.gui.overlay_base_texture=Base texture:
elementgui.gui.edit_component_message=This component can only be repositioned or removed!
elementgui.gui.edit_component_title=Edit component
elementgui.item_extension.item=Item extension source:
elementgui.item_extension.fuel_properties=Item as a fuel
elementgui.item_extension.enable_fuel=Make this item a fuel:
elementgui.item_extension.burn_time=Fuel burn time (power):
elementgui.item_extension.fuel_success_condition=Fuel burning success condition:
elementgui.item_extension.compost_properties=Item as a compost material
elementgui.item_extension.layer_chance=Chance of success to compost:
elementgui.item_extension.dispense_properties=Item as a dispenser output
elementgui.item_extension.has_dispense_behavior=Enable custom dispense behavior
elementgui.item_extension.dispense_success_condition=Dispense successfully if
elementgui.item_extension.dispense_result_itemstack=On dispense attempt with result
elementgui.item_extension.dispense_result_itemstack.default=(shrink provided itemstack if success)
elementgui.item.texture=Item texture
elementgui.item.tooltip_tip=<html>Special information about the item:<br><small>Use comma to separate entries
elementgui.item.destroy_speed=Item destroy speed:
elementgui.item.can_destroy_any_block=Can destroy any block?
elementgui.item.container_item=Does item stay in crafting grid when crafted?
elementgui.item.use_duration=<html>Item use duration:<br><small>Use non-negative value for food items to be edible
elementgui.item.container_item_damage=<html>Damage item instead on crafting<br><small>Make sure to enable "stay in crafting grid" and that item is damageable
elementgui.item.number_of_uses=<html>Item use count / durability (leave 0 to disable damage):<br><small>If you want to make a tool, create a tool instead
elementgui.item.is_immune_to_fire=Is item immune to fire?
elementgui.item.recipe_remainder=<html>Recipe remainder<br><small>Make sure to enable "stay in crafting grid". Leave empty to use current item.
elementgui.item.damage_vs_entity=<html>Damage vs mob/animal (check to enable):<br><small>Melee damage
elementgui.item.glowing_effect=Enable item glowing effect:
elementgui.item.item_3d_model=Item 3D model
elementgui.item.bind_gui=<html>Bind this item to GUI:<br><small>Set to &lt;NONE&gt; to disable inventory
elementgui.item.inventory_size=<html>Size of inventory (slot count):<br><small>Set this value to the <i>biggest slot ID in the GUI</i> + 1
elementgui.item.event_entity_hit=When living entity is hit with item
elementgui.item.event_inventory_tick=When item in inventory tick
elementgui.item.event_hand_tick=When item in hand tick
elementgui.item.event_stopped_using=On player stopped using
elementgui.item.event_entity_swings=When entity swings item
elementgui.item.event_on_dropped=When item is dropped by player
elementgui.item.player_useitem_finish=Player finishes using item
elementgui.item.condition_glow=Make item glow
elementgui.item.food_properties=Food properties
elementgui.item.is_food=Is this item a food?
elementgui.item.nutritional_value=Nutritional value:
elementgui.item.saturation=Saturation:
elementgui.item.eating_result=<html>Eating item result:<br><small>Leave empty to consume the food.
elementgui.item.is_meat=Is this food meat?
elementgui.item.is_edible=Is always edible?
elementgui.item.item_animation=Item animation: 
elementgui.item.error_needs_name=Food needs a name
elementgui.item.error_item_needs_name=Item needs a name
elementgui.keybind.event_key_pressed=On key pressed
elementgui.keybind.event_key_released=On key released
elementgui.keybind.key_trigger_event=Key that triggers event: 
elementgui.keybind.key_binding_name=Key binding name: 
elementgui.keybind.key_binding_category=Key binding category translation key:
elementgui.keybind.key_procedure_triggers=Key binding procedure triggers
elementgui.keybind.error_key_needs_name=Key binding needs a name
elementgui.keybind.error_key_category_needs_name=Key binding category key name
elementgui.living_entity.has_ai=<html><b>Enable AI</b><br><small>When using AI, make sure to have some AI tasks defined below
elementgui.living_entity.immune_fire=Fire
elementgui.living_entity.immune_arrows=Arrows
elementgui.living_entity.immune_fall_damage=Fall damage
elementgui.living_entity.immune_cactus=Cactus
elementgui.living_entity.immune_drowning=Drowning
elementgui.living_entity.immune_lightning=Lightning
elementgui.living_entity.immune_potions=Potion effects
elementgui.living_entity.immune_player=Direct player attack
elementgui.living_entity.immune_explosions=Explosions
elementgui.living_entity.immune_trident=Trident
elementgui.living_entity.immune_anvil=Anvil
elementgui.living_entity.immune_wither=Wither
elementgui.living_entity.immune_dragon_breath=Dragon Breath
elementgui.living_entity.spawn_particles_around=Spawn particles around entity
elementgui.living_entity.is_water_mob=Is water entity (breathes underwater, is not pushed by water flow)
elementgui.living_entity.is_flying_mob=Is flying entity (gravity does not pull it down, does not take fall damage)
elementgui.living_entity.spawn_dungeons=Spawn in dungeons
elementgui.living_entity.is_rideable=Rideable
elementgui.living_entity.control_forward=Forward movement control
elementgui.living_entity.control_strafe=Strafe movement control
elementgui.living_entity.is_breedable=<html>Check to make this entity <b>animal type</b>, breed items:<br><small>Entity base and behaviour type will be ignored if checked,\
  <br>animal entity type will be used
elementgui.living_entity.is_tameable=<html><b>Can tame</b>
elementgui.living_entity.is_ranged=<html>Check to make entity do <b>ranged</b> attacks<br><small>Add at least one <b>Act aggressively against</b> AI task to define targets.\
  <br>Select item that will be shot or leave empty to use default arrows.
elementgui.living_entity.event_struck_by_lightning=When it is struck by lightning
elementgui.living_entity.event_mob_falls=When entity falls
elementgui.living_entity.event_mob_dies=When entity dies
elementgui.living_entity.event_mob_is_hurt=When entity is hurt
elementgui.living_entity.event_mob_right_clicked=When right clicked on entity
elementgui.living_entity.event_mob_kills_another=When this entity kills another one
elementgui.living_entity.event_mob_tick_update=On entity tick update
elementgui.living_entity.event_player_collides_with=When player collides with this entity
elementgui.living_entity.event_initial_spawn=On initial entity spawn
elementgui.living_entity.condition_particle_spawn=Particle spawning condition
elementgui.living_entity.condition_natural_spawn=Natural entity spawning condition
elementgui.living_entity.condition_is_model_transparent=Transparent entity model condition
elementgui.living_entity.condition_is_shaking=Entity shaking condition
elementgui.living_entity.behaviour=<html>Behavioural characteristics (Mob is aggressive, Creature is passive):
elementgui.living_entity.creature_type=<html>Creature type (defines some special entity attributes):
elementgui.living_entity.health_xp_amount=Entity health value, experience amount: 
elementgui.living_entity.mob_drop=<html>Mob default drop:<br><small>Drop is optional, leave blank for no drop
elementgui.living_entity.follow_range_tracking_range=Follow range, tracking range: 
elementgui.living_entity.attack_strenght_armor_value=Attack strength, armor protection base value: 
elementgui.living_entity.knockback=Attack knockback, knockback resistance: 
elementgui.living_entity.follow_range=Follow range: 
elementgui.living_entity.movement_speed=Movement speed: 
elementgui.living_entity.equipment=<html>Equipment (optional: main hand, off hand, helmet, body, leggings, boots):<br><small>Only works for Biped and Zombie models
elementgui.living_entity.is_immune_to=Entity immune to: 
elementgui.living_entity.ridable=<html>Check to make this entity rideable by player<br><small>You can optionally turn on living entity controls too
elementgui.living_entity.water_mob=<html>Check if this entity is water entity:<br><small>NOTE: You still need AI tasks to make mob use these properties
elementgui.living_entity.flying_mob=<html>Check if this entity is flying entity:<br><small>NOTE: You still need AI tasks to make mob use these properties
elementgui.living_entity.name=Name of entity: 
elementgui.living_entity.entity_model=<html>Entity model:<br><small>Supported: JAVA
elementgui.living_entity.entity_model_import=Click this to import entity model texture
elementgui.living_entity.texture=<html>Texture of entity:<br><small>Texture needs to fit to the model (e.g. player skin texture is NOT biped model texture)
elementgui.living_entity.glow_texture=<html>Glow texture of entity (optional):<br><small>Glow texture needs to fit to the model, image brightness determines glow
elementgui.living_entity.bounding_box=<html>Entity model bounding box:<br><small>Width/Depth, Height, Shadow Size, Mounted Entity Y Offset
elementgui.living_entity.spawn_egg_options=<html>Spawn egg options:<br><small>Enable, base color, dot color, creative tab
elementgui.living_entity.mob_boss=Select if you want your entity to be boss with health bar: 
elementgui.living_entity.label=Entity label (leave blank to hide it):
elementgui.living_entity.sound=Living sound: 
elementgui.living_entity.step_sound=<html>Step sound:<br><small>Leave empty for step sounds from blocks
elementgui.living_entity.hurt_sound=Hurt sound: 
elementgui.living_entity.death_sound=Death sound: 
elementgui.living_entity.mob_base=<html><b>Entity base:</b><br><small>This option will override some of the parameters!<br>Using entity base can introduce problems so avoid using it
elementgui.living_entity.do_ranged_attacks=\ with 
elementgui.living_entity.ai_parameters=AI parameters
elementgui.living_entity.ai_tasks=Living entity AI tasks / goals builder
elementgui.living_entity.particle_type=Particle type: 
elementgui.living_entity.particle_shape=Particle spawning shape (determines shape boundary): 
elementgui.living_entity.particle_spawn_radius=Average particle spawning radius: 
elementgui.living_entity.particle_average_amount=Average particle amount: 
elementgui.living_entity.enable_mob_spawning=Enable entity spawning: 
elementgui.living_entity.despawn_idle=Despawn when idle: 
elementgui.living_entity.spawn_weight=Spawn weight: 
elementgui.living_entity.spawn_type=<html>Mob natural spawning type (affects the spawning location and time range):
elementgui.living_entity.min_spawn_group_size=Minimal number of entities in a spawn group: 
elementgui.living_entity.max_spawn_group_size=Maximal number of entities in a spawn group: 
elementgui.living_entity.restrict_to_biomes=<html>Biomes where the entity spawns (empty for no restriction):<br><small>For custom biomes, this can be defined in biome editor too
elementgui.living_entity.does_spawn_in_dungeons=Does this entity spawn in dungeons? 
elementgui.living_entity.spawn_general_condition=<html>Custom spawning condition:<br><small>When custom spawning condition is used, spawning type condition will be overwritten\
  <br>with it, but spawning type grouping and weighting will still be used.<br>
elementgui.living_entity.bind_to_gui=<html>Bind this entity to GUI:<br><small>Set to Empty to disable inventory (you want this in most cases)<br>
elementgui.living_entity.inventory_size=<html>Size of inventory (slot count):<br><small>Set this value to the <i>biggest slot ID in the GUI</i> + 1
elementgui.living_entity.error_entity_model_needs_texture=Entity model needs to have a texture
elementgui.living_entity.error_entity_needs_name=Entity needs a name
elementgui.living_entity.page_visual_and_sound=Visual and sound
elementgui.living_entity.page_behaviour=Behaviour
elementgui.living_entity.page_particles=Particles
elementgui.living_entity.page_ai_and_goals=AI and goals
elementgui.living_entity.page_spawning=Spawning
elementgui.loot_table.name=Loot table
elementgui.loot_table.registry_name=<html>Loot table registry name:<br><small>Use prefix such as blocks/ to specify category
elementgui.loot_table.namespace=<html>Loot table namespace:<br><small>Use minecraft namespace to alter vanilla loot tables
elementgui.loot_table.type=Loot table type:
elementgui.loot_table.add_pool=Add loot table pool
elementgui.loot_table.enable_pool_rolls=Enable bonus rolls
elementgui.loot_table.min_rolls=Min rolls: 
elementgui.loot_table.max_rolls=Max rolls: 
elementgui.loot_table.min_bonus_rolls=Min bonus rolls: 
elementgui.loot_table.max_bonus_rolls=Max bonus rolls: 
elementgui.loot_table.add_pool_entry=Add pool entry
elementgui.loot_table.remove_pool=Remove this pool
elementgui.loot_table.pool=Loot table pool
elementgui.loot_table.affected_by_fortune=Affected by fortune
elementgui.loot_table.enable_explosion_decay=Enable explosion decay
elementgui.loot_table.entry_item=Entry item: 
elementgui.loot_table.entry_weight=Entry weight: 
elementgui.loot_table.min_count=Min count: 
elementgui.loot_table.max_count=Max count: 
elementgui.loot_table.silk_touch_mode=Silk touch mode: 
elementgui.loot_table.remove_entry=Remove this entry
elementgui.loot_table.enchantments_level_min=Entry item enchantments level min: 
elementgui.loot_table.enchantments_level_max=max:
elementgui.music_disc.event_entity_hitwith=When living entity is hit with item
elementgui.music_disc.event_inventory=When item in inventory tick
elementgui.music_disc.event_inhand=When item in hand tick
elementgui.music_disc.event_stopped_using=On player stopped using
elementgui.music_disc.event_swing=When entity swings item
elementgui.music_disc.music_mono_tip=<html>Sound to play:<br><small>Music needs to be mono to properly work
elementgui.music_disc.disc_description=Music disc description:
elementgui.music_disc.has_glowing_effect=Has glowing effect?
elementgui.music_disc.disc_description_tip=<html>Special information about the music disc:<br><small>Use comma to separate entries
elementgui.music_disc.disc_texture=Disc texture
elementgui.music_disc.error_disc_needs_name=Music disc needs a name
elementgui.music_disc.error_disc_needs_description=Music disc needs a description
elementgui.music_disc.error_needs_sound=Select a sound
elementgui.overlay.event_display_ingame=Display overlay in-game
elementgui.painting.import_painting=Click this to import painting icon
elementgui.painting.painting_texture=Painting texture:
elementgui.painting.painting_width=Painting width: 
elementgui.painting.painting_height=Painting height: 
elementgui.painting.error_painting_needs_texture=Painting needs to have texture
elementgui.particle.angular_acceleration=<html>Particle angular acceleration:<br><small>Clockwise, measured in rad/tick^2
elementgui.particle.angular_velocity=<html>Particle angular velocity:<br><small>Clockwise, measured in rad/tick
elementgui.particle.expiry_condition=Additional particle expiry condition
elementgui.particle.texture.import_tooltip=Click this to import particle texture
elementgui.particle.texture=<html>Particle texture:<br><small>Tiled textures will be randomized, or animated if selected
elementgui.particle.animated_texture=<html>Animate this particle?<br><small>Only works with tiled textures
elementgui.particle.render_type=Particle render type:
elementgui.particle.visual_scale=Particle visual scale:
elementgui.particle.bbox=Particle bounding box width and height:
elementgui.particle.speed_factor=<html>Speed factor for input speed:<br><small>Use 0 for particles that only move due to gravity (eg. drips)
elementgui.particle.gravity=Particle gravity:
elementgui.particle.max_age=Particle maximal age (in ticks) and variation (max. +/- per particle):
elementgui.particle.always_show=Always show the particle?
elementgui.particle.does_collide=Does particle collide?
elementgui.particle.error.needs_texture=Particle needs a texture
elementgui.plant.is_replaceable=Is replaceable
elementgui.plant.is_solid=Is plant solid?
elementgui.plant.use_static_plant_type=<html><b>Use static plant type
elementgui.plant.use_double_plant_type=<html><b>Use double plant type
elementgui.plant.use_growable_plant_type=<html><b>Use growable plant type
elementgui.plant.event_on_added=When plant added
elementgui.plant.event_on_destroyed_by_player=When plant destroyed by player
elementgui.plant.event_on_destroyed_by_explosion=When plant destroyed by explosion
elementgui.plant.event_on_start_to_destroy=When start to destroy
elementgui.plant.event_on_entity_collides=When mob/player collides with plant
elementgui.plant.event_on_right_clicked=When plant right clicked
elementgui.plant.event_additional_generation_condition=Additional generation condition
elementgui.plant.condition_additional_placing=Additional placing/growth condition
elementgui.plant.special_information_tip=<html>Special information about the plant:<br><small>Use comma to separate entries
elementgui.plant.block_model=<html>Plant model:<br><small>Select the plant model to be used. Supported: JSON, OBJ
elementgui.plant.item_texture=<html>Plant item texture:<br><small>Optional texture for plant in inventory and hand rendering
elementgui.plant.particle_texture=<html>Plant particle texture:<br><small>Optional texture for plant breaking particles
elementgui.plant.textures_and_model=Plant textures, model, optional textures, and tint type
elementgui.plant.texture_place_top_main=Top / main
elementgui.plant.texture_place_bottom=Bottom
elementgui.plant.plant_info=Plant special info
elementgui.plant.is_item_tinted=<html>Is plant item tinted?<br><small>If checked, the plant will be tinted when in the inventory
elementgui.plant.type_static=Static plant type
elementgui.plant.type_generator=Generator type:
elementgui.plant.type_growable=Growable plant type
elementgui.plant.max_height=Max. height: 
elementgui.plant.type_double=Double plant type
elementgui.plant.color_on_map=Plant color on the map:
elementgui.plant.type=Plant type: 
elementgui.plant.can_be_placed_on=<html>Optional list of blocks the plant can be placed/grow on: <br><small>If the list is left empty, selected plant type block set is used
elementgui.plant.flammability=Plant flammability:
elementgui.plant.force_ticking=Force plant ticking?
elementgui.plant.is_unbreakable=Is plant unbreakable?
elementgui.plant.plant_is_replaceable=Is plant replaceable?
elementgui.plant.suspicious_stew_effect=Susp. stew effect
elementgui.plant.suspicious_stew_duration=Susp. stew duration
elementgui.plant.has_tile_entity=<html>Has block entity?<br><small>Enable ONLY if you want to use NBT tags with this plant
elementgui.plant.gen_chunk_count=<html>Spawn frequency on chunks:<br><small>This parameter determines number of patches per chunk
elementgui.plant.generate_at_any_height=Generate plant at any height:
elementgui.plant.patch_size=<html>Patch size:<br><small>This parameter determines number of plants per patch
elementgui.plant.spawn_world_types=Spawn in these dimensions (leave empty to disable spawning):
elementgui.plant.error_plant_needs_name=Plant needs a name
elementgui.plant.page_visual_and_type=Visual and type
elementgui.plant.properties_advanced_plant=Advanced plant properties
elementgui.potioneffect.is_instant=Is instant
elementgui.potioneffect.is_bad=Is bad
elementgui.potioneffect.is_benefitical=Is beneficial
elementgui.potioneffect.event_potion_applied=When effect started/applied
elementgui.potioneffect.event_potion_tick=On effect active tick
elementgui.potioneffect.event_potion_expires=When effect expires
elementgui.potioneffect.event_tick_condition=Active tick condition
elementgui.potioneffect.display_name=Potion effect display name: 
elementgui.potioneffect.import_icon=Click this to import potion effect icon
elementgui.potioneffect.color=Potion effect color: 
elementgui.potioneffect.icon=Potion effect icon:
elementgui.potioneffect.instant=<html>Is this potion effect instantly applied?<br><small>If this is checked, potion effect tick procedure will not be called
elementgui.potioneffect.bad=Is this potion effect bad for the player?
elementgui.potioneffect.benefitical=Is this potion effect beneficial to the player?
elementgui.potioneffect.render_status_inventory=Render active potion effect status in inventory:
elementgui.potioneffect.render_status_hud=Render active potion effect status in HUD:
elementgui.potioneffect.error_effect_needs_icon=Potion effect needs to have icon
elementgui.potioneffect.error_effect_needs_display_name=Potion effect needs a display name
elementgui.potion.potion_name=<html>Name of the potion bottle:<br><small>Must not be empty
elementgui.potion.splash_name=<html>Name of the splash potion:<br><small>Must not be empty
elementgui.potion.lingering_name=<html>Name of the lingering potion:<br><small>Must not be empty
elementgui.potion.arrow_name=<html>Name of the arrow:<br><small>Must not be empty
elementgui.potion.effects=Effects list
elementgui.potion.add_entry=Add a new effect entry
elementgui.potion.effect=Effect:
elementgui.potion.duration=Duration:
elementgui.potion.amplifier=Amplifier:
elementgui.potion.ambient=Ambient?
elementgui.potion.show_particles=Show particles?
elementgui.potion.remove_entry=Remove this effect entry
elementgui.potion.error_potion_needs_display_name=Potion needs a display name
elementgui.procedure.dependencies_added=<html><div style=''width: 110px; padding: 2px; background: #444444;''><span style=''background: yellow; color: black; font-wight: bold;''>&nbsp;&nbsp;!&nbsp;&nbsp;</span>&nbsp;New dependencies were added. Make sure to use the ones that the trigger you use provides.
elementgui.procedure.dependencies_not_provided=<html><div style=''width: 110px; padding: 2px; background: #444444;''><span style=''background: red; color: white; font-wight: bold;''>&nbsp;X&nbsp;</span>&nbsp;You have selected external trigger that does not provide the following dependencies: {0}
elementgui.procedure.cancelable_trigger=<html><div style=''width: 100px; font-size: 9px;''>Cancelable
elementgui.procedure.can_specify_result_trigger=<html><div style=''width: 100px; font-size: 9px;''>Can specify result
elementgui.procedure.client_side_trigger=<html><div style=''width: 100px; font-size: 9px;''>Client-side only
elementgui.procedure.server_side_trigger=<html><div style=''width: 100px; font-size: 9px;''>Server-side only
elementgui.procedure.global_trigger_unsupported=Selected global trigger is not supported by the selected generator. It will be ignored.
elementgui.procedure.global_trigger_not_activated=Selected global trigger requires {0} enabled in workspace settings, or the current generator does not support it
elementgui.procedure.global_trigger_tick_based={0} global trigger is tick event based. Keep in mind that running too complex or demanding procedures each tick can severely impact game performance.
elementgui.procedure.global_trigger_does_not_exist=Your procedure uses a global trigger that does not exist
elementgui.procedure.variable_name_clashes_with_dep=Name of variable "{0}" clashes with name of dependency
elementgui.procedure.return_type=Return type
elementgui.procedure.local_variables=Local variables
elementgui.procedure.variable_name=Variable name
elementgui.procedure.name_already_exists_dep=This name already exists as a procedure dependency
elementgui.procedure.confirm_delete_var_msg=<html>Are you sure that you want to delete this variable?<br>If this variable is in use, this action might cause compilation errors.
elementgui.procedure.required_dependencies=Required dependencies
elementgui.procedure.provided_dependencies=\  Provided dependencies
elementgui.procedure.external_trigger_does_not_provide_all_dependencies=External trigger you selected does not provide<br>all the dependencies your procedure requires!
elementgui.ranged_item.item_events=Ranged item events
elementgui.ranged_item.bullet_events=Projectile events
elementgui.ranged_item.event_bullet_hits_block=When projectile hits block
elementgui.ranged_item.event_bullet_hits_player=When projectile hits player
elementgui.ranged_item.event_bullet_hits_entity=When projectile hits living entity
elementgui.ranged_item.event_bullet_flying_tick=While projectile flying tick
elementgui.ranged_item.event_on_use=When ranged item used
elementgui.ranged_item.swinged_by_entity=When entity swings item
elementgui.ranged_item.can_use=Can use ranged item
elementgui.ranged_item.make_glow=Make item glow
elementgui.ranged_item.texture=Texture
elementgui.ranged_item.enable_glowing=Enable glowing effect
elementgui.ranged_item.special_informations=<html>Special information about the ranged item:<br><small>Use comma to separate entries
elementgui.ranged_item.item_animation=Item animation:
elementgui.ranged_item.damages_vs_mob=Damage vs mob/animal (check to enable melee damage):
elementgui.ranged_item.ammo_item=<html>Item for ammo<br><small>Leave emtpy to disable ammo requirement
elementgui.ranged_item.shoot_constantly=Shoot constantly when active?
elementgui.ranged_item.number_of_uses=<html>Item usage count:<br><small>Set to 0 if stack size is larger than 1
elementgui.ranged_item.bullet_power=<html>Projectile power:<br><small>1 is like bow
elementgui.ranged_item.bullet_damage=Projectile damage: 
elementgui.ranged_item.bullet_knockback=Projectile knockback: 
elementgui.ranged_item.bullet_particles=Has projectile particles: 
elementgui.ranged_item.bullet_ignite_fire=Does projectile ignite fire?
elementgui.ranged_item.bullet_item_texture=Item representing texture of projectile:
elementgui.ranged_item.ranged_action_sound=Ranged action sound: 
elementgui.ranged_item.bullet_model=<html>Projectile model:<br><small>Supported: JAVA
elementgui.ranged_item.bullet_model_tooltip=Click this to import ranged item model texture
elementgui.ranged_item.model_texture=<html>Model texture:<br><small>Only used with custom models
elementgui.ranged_item.error_item_needs_name=Item needs a name
elementgui.ranged_item.error_select_element=Please select element
elementgui.ranged_item.error_custom_model_needs_texture=Custom projectile model needs to have a texture
elementgui.ranged_item.page_ranged_item=Ranged item
elementgui.ranged_item.page_bullet=Projectile
elementgui.recipe.is_shapeless=Is crafting shapeless?
elementgui.recipe.registry_name=Recipe registry name:
elementgui.recipe.name_space=<html>Recipe namespace:<br><small>Use minecraft namespace to alter vanilla recipes
elementgui.recipe.group=Recipe group name:
elementgui.recipe.type=Recipe type:
elementgui.recipe.xp_reward=XP reward: 
elementgui.recipe.cooking_time=Cooking time:
elementgui.recipe.error_crafting_no_result=Crafting recipe needs to have crafting result defined
elementgui.recipe.error_crafting_no_ingredient=Crafting recipe needs to have at least one ingredient
elementgui.recipe.error_smelting_no_ingredient_and_result=Smelting recipe needs to have input and output defined
elementgui.recipe.error_blasting_no_ingredient_and_result=Blasting recipe needs to have input and output defined
elementgui.recipe.error_smoking_no_ingredient_and_result=Smoking recipe needs to have input and output defined
elementgui.recipe.error_stone_cutting_no_ingredient_and_result=Stone cutting recipe needs to have input and output defined
elementgui.recipe.error_campfire_no_ingredient_and_result=Campfire cooking recipe needs to have input and output defined
elementgui.recipe.error_smithing_no_ingredient_addition_and_result=Smithing recipe needs to have input, addition, and output defined
elementgui.recipe.error_brewing_no_input_ingredient_and_result=Brewing recipe needs to have input, ingredient, and output defined
elementgui.structuregen.event_structure_instance_generated=On structure instance generated
elementgui.structuregen.event_additional_structure_condition_is=Additional generation condition
elementgui.structuregen.import_tooltip=<html>Click this to import nbt structure file<br>Use Structures section in Workspace tab for more options.
elementgui.structuregen.select_tooltip=<html>Structure to spawn: <br><small>For more structure import options, use the structures section of the workspace tab
elementgui.structuregen.probability=<html>Spawn probability (number of structures per 1.000.000 chunks):<br><small>Setting this value too high might cause slow world generation
elementgui.structuregen.structure_group=Structure group size (min, max): 
elementgui.structuregen.random_structure_rotation=Randomize structure rotation: 
elementgui.structuregen.ignore_blocks=<html>Blocks to ignore when placing:
elementgui.structuregen.surface_detection_type=<html>Type of reference ground detection:<br><small>Top down detection until the condition is met
elementgui.structuregen.spawn_location=<html>Spawn location: <br><small>For nether type dimensions, use underground only
elementgui.structuregen.spawn_height_offset=<html>Spawn X, height, and Z offsets:\
  <br><small>Use this is your structure if floating or buried in the ground, or if you want to move structure center point
elementgui.structuregen.spawn_world_types=Spawn world types: 
elementgui.structuregen.restrict_blocks=Restrict to block types (leave empty for no restriction): 
elementgui.structuregen.restrict_biomes=Restrict to biome types (leave empty for no restriction): 
elementgui.structuregen.error_select_world_type=Select at least one world type!
elementgui.structuregen.error_select_structure_spawn=You need to select a structure that will be spawned by this structure spawn in order to proceed.
elementgui.tab.name=Creative tab name: 
elementgui.tab.icon=Tab icon: 
elementgui.tab.search_bar=Show search bar: 
elementgui.tab.add_stuff_tip=To add blocks/items to this tab, make new element and set this tab as inventory tab.
elementgui.tab.error_needs_name=Creative tab needs a name
elementgui.tag.registry_name=Tag registry name:
elementgui.tag.namespace=<html>Tag namespace:<br><small>Use minecraft namespace to add to tags, use forge for tags shared with other mods
elementgui.tag.type=Tag type:
elementgui.tag.elements=Elements under this tag:
elementgui.tool.event_block_destroyed=When block destroyed with tool
elementgui.tool.event_entity_hit_with=When living entity is hit with tool
elementgui.tool.event_in_inventory_tick=When tool in inventory tick
elementgui.tool.event_in_hand_tick=When tool in hand tick
elementgui.tool.event_stopped_using=On player stopped using
elementgui.tool.event_swings=When entity swings item
elementgui.tool.texture=Tool texture
elementgui.tool.tool_3d_model=Tool 3D model
elementgui.tool.tool_special_information=<html>Special information about the tool:<br><small>Use comma to separate entries, to use comma in description use \\
elementgui.tool.glowing_effect=Enable glowing effect
elementgui.tool.type=Type:
elementgui.tool.harvest_level=Harvest level:
elementgui.tool.efficiency=Efficiency:
elementgui.tool.attack_speed=Attack speed:
elementgui.tool.damage_vs_entity=Damage vs mob/animal (melee damage):
elementgui.tool.usage_count=Number of uses / durability:
elementgui.tool.blocks_affected=Blocks affected: 
elementgui.tool.is_immune_to_fire=Is tool immune to fire?
elementgui.tool.stays_in_grid_when_crafting=Does item stay in crafting grid when crafted?
elementgui.tool.damaged_on_crafting=<html>Damage item instead on crafting<br><small>Make sure to enable "stay in crafting grid" and that item is damageable
elementgui.tool.tooltip_tip=<html>Special information about the tool:<br><small>Use comma to separate entries
elementgui.tool.needs_a_name=Tool needs a name
elementgui.villager_trade.add_profession_trades=Add trades for a profession
elementgui.villager_trade.add_entry=Add trade entry
elementgui.villager_trade.remove_profession_trades=Remove trades for this profession 
elementgui.villager_trade.remove_entry=Remove this trade
elementgui.villager_trade.profession_trades=Profession trades
elementgui.villager_trade.profession=Profession:
elementgui.villager_trade.level=Level:
elementgui.villager_trade.price1=Price 1:
elementgui.villager_trade.price2=Optional price 2:
elementgui.villager_trade.sale=Offered item:
elementgui.villager_trade.count_price_sale=Count:
elementgui.villager_trade.max_trades=Max trades:
elementgui.villager_trade.xp=XP given to villager:
elementgui.villager_trade.price_multiplier=Price multiplier:
tab.workspace=Workspace
tab.console=Console
tab.animation_maker=Animation maker
tab.armor_image_maker=Armor texture maker
workspace.statusbar.autosave_message=Workspace auto-saved at {0}
workspace.resources.tab.textures=Texture files
workspace.resources.tab.3d_models=3D models and texture mappings
workspace.resources.tab.sounds=Sound files
workspace.resources.tab.structures=Structures
workspace.resources.tab.screenshots=Screenshots
workspace.textures.new=Create new texture
workspace.textures.import=Import textures
workspace.textures.edit_selected=Edit selected ...
workspace.textures.duplicate_selected=Duplicate selected ...
workspace.textures.delete_selected=Delete selected
workspace.textures.export_selected=Export selected ...
workspace.textures.confirm_deletion_message=<html>Are you sure that you want to delete this file?<br>NOTE: If you use this file anywhere, you might have broken textures!
workspace.textures.select_dupplicate_type=Select the type of texture you would like to duplicate into:
workspace.textures.select_texture_type=What kind of texture is this file?
workspace.textures.category.block=Textures for blocks:
workspace.textures.category.item=Textures for items:
workspace.textures.category.entity=Textures for entities:
workspace.textures.category.effect=Textures for potion effects:
workspace.textures.category.particle=Textures for particles:
workspace.textures.category.screen=Textures for screens (advancements, GUIs, overlays, ...):
workspace.textures.category.armor=Textures for armors:
workspace.textures.category.other=Other textures (paintings, mod logo, ...):
workspace.3dmodel.description=<html>{0}<br><small>Texture mapping: {1}
workspace.3dmodels.edit_texture_mappings=Edit texture mappings ...
workspace.3dmodels.redefine_animations=Redefine model animations ...
workspace.3dmodels.delete_selected=Delete selected
workspace.3dmodels.delete_confirm_message=<html>Are you sure that you want to delete this model?<br>NOTE: If you use this model anywhere, you might have broken textures<br>and some mod elements might not compile!
workspace.3dmodels.regenerating_code=Regenerating code
workspace.3dmodels.regenerating_entity_code=Regenerating code of entities
workspace.3dmodels.rebuilding_workspace=Rebuilding workspace
workspace.3dmodels.animation_unsupported_title=Animations not supported
workspace.3dmodels.animation_unsupported_message=This model does not support animations!
workspace.3dmodels.mappings_unsupported_title=No mapping
workspace.3dmodels.mappings_unsupported_message=This model does not support texture mappings!
workspace.sounds.confirm_deletion_message=<html>Are you sure that you want to delete this sound?<br>NOTE: If you use this sound anywhere, it won''t work anymore!
workspace.sounds.edit_selected=Edit selected ...
workspace.sounds.play_selected=Play selected
workspace.sounds.delete_selected=Delete selected
workspace.sounds.category=<html><small>Sound category: </small>{0}
workspace.sounds.files=Sound files: {0}
workspace.sounds.subtitle_and_category=<html><small>Subtitle: </small> {0}, <small>Sound category: </small> {1}
workspace.screenshots.export_selected=Export selected ...
workspace.screenshots.delete_selected=Delete selected
workspace.screenshots.action_complete=Action complete
workspace.screenshots.use_background_message=Selected screenshots will be used as potential background on the next launch.
workspace.screenshots.use_as_background=Use selected as MCreator background ...
workspace.structure.confirm_deletion_message=<html>Are you sure you want to delete selected structures?<br>NOTE: If you use them anywhere, they won''t spawn anymore!
workspace.variables.variable_name=Variable name
workspace.variables.variable_type=Variable type
workspace.variables.variable_scope=Variable scope
workspace.variables.initial_value=Initial value
workspace.variables.add_new=Add new variable
workspace.variables.remove_selected=Remove selected
workspace.variables.help=Help with variables
workspace.variables.change_type=<html>Are you sure that you want to change this variable?\
  <br>If this variable is in use, this action might cause compilation errors.\
  <br>If you just created it, it is perfectly fine to change it.
workspace.variables.remove_variable_confirmation=<html>Are you sure that you want to remove selected variables?\
  <br>If this variable is in use, this action might cause compilation errors.
workspace.localization.add_entry=Add localization entry
workspace.localization.remove_selected=Remove selected
workspace.localization.export_to_csv=Export current language to CSV
workspace.localization.import_csv=Import CSV to current language
workspace.localization.key_name_title=Key name
workspace.localization.key_name_message=Enter the key name for your custom language entry:
workspace.localization.confirm_delete_map=<html>Are you sure that you want to delete this localization map?
workspace.localization.confirm_delete_entry=<html>Are you sure that you want to remove selected entries?<br>NOTE: If they are still in use, the names of elements bound to them won''t work!
workspace.localization.export_translation=Export translation
workspace.localization.confirm_export=<html>Default translation (en_us) can''t be exported!<br>English texts are defined in mod elements.
workspace.localization.warning_export=<html>You can''t import CSV to default translation (en_us)!<br>English texts are defined in mod elements.
workspace.localization.add_localization=Add new localization
workspace.localization.language_choose=<html>Select the language of the localization you<br>would like to choose:
workspace.localization.language_copy=<html>Select the language from which to copy<br>existing translations:
workspace.localization.column_key=Language resource key
workspace.vcs.show_local_changes=Show local unsynced changes
workspace.vcs.jump_to_selected_commit=Jump to selected commit
workspace.vcs.jump_commit_confirmation=<html><b>Are you sure you want to jump to commit {0}?</b>\
  <br>All your local unsynced changes will be dropped after this action!<br><br>\
  <small>Make sure you don''t jump between different MCreator workspace version checkpoints!
workspace.vcs.jump_commit_confirmation.title=Jump to commit
workspace.vcs.jump_to=Jump to {0}
workspace.vcs.current_branch=Current branch: {0}
workspace.stats.empty={0} [{1}]: no mod elements yet 
workspace.stats.current_workspace={0} [{1}]: {2} mod elements 
gradle.idle=Gradle idle
menubar.code=Code
menubar.image=Image
menubar.file=File
menubar.file.recent=Open recent
menubar.workspace=Workspace
menubar.resources=Resources
menubar.build_and_run=Build & run
menubar.tools=Tools
menubar.tools.data_lists=Minecraft data lists
menubar.vcs=Remote workspace
menubar.window=Window
menubar.help=Help
menubar.help.search.tooltip=Search for tutorials, examples, ...
dialog.setup_workspace.step.gradle_files=Setting up Gradle project files
dialog.setup_workspace.step.gradle_daemons=Stopping running Gradle daemons
dialog.setup_workspace.step.gradle_project=Setting up Gradle project
dialog.setup_workspace.step.importing_gradle=Importing Gradle project
dialog.setup_workspace.step.generating_base=Generating base source
dialog.setup_workspace.step.failed_gradle_caches=Failed to reload Gradle caches
dialog.setup_workspace.step.failed_build_caches=Failed to build cache. Reason: 
dialog.setup_workspace.step.workspace_setup_fail=<html><big>Workspace setup failed</big><br>\
  <br>The setup of MCreator failed. Based on the suggestions you got, try to fix any errors you have and run it again.<br><br>\
  <b>Check https://mcreator.net/support/knowledgebase for tips on fixing the setup errors.</b><br><br>\
  If this is the first time you are seeing this message, try re-running the setup first.<br><br>\
  If the error is fixable by you (internet connection problems, ...), you can fix the problem and click the first button<br>\
  <b>after</b> you fix the problem. MCreator will run the setup again automatically. You choose to copy the error log to<br>\
  the clipboard for further investigation. You can close the MCreator and run it again when you think you fixed the problem.
dialog.setup_workspace.step.workspace_setup_fail_title=MCreator setup failed!
dialog.setup_workspace.step.workspace_setup_rerun=<html>Re-run the setup<br><small>I''ve fixed the problem
dialog.setup_workspace.step.workspace_setup_openpref=<html>Open preferences<br><small>and re-run afterwards
dialog.setup_workspace.step.workspace_setup_copyclipboard=<html>Copy error to clipboard<br><small>and close this workspace
dialog.setup_workspace.step.workspace_setup_close=Close this workspace
dialog.setup_workspace.step.workspace_setup_fail_additionalinfo=<br><br>Additional info: 
dialog.new_workspace.title=New workspace
common.help=Help
dialog.new_workspace.button_new=Create new workspace
dialog.new_workspace.type=Workspace type:
dialog.workspace_settings.save_changes=Save changes
dialog.workspace_settings.title=Workspace settings
dialog.workspace_settings.refactor.yes=Yes, refactor workspace
dialog.workspace_settings.refactor.no=No, revert changes
dialog.workspace_settings.refactor.title=Refactoring request
dialog.workspace_settings.refactor.text=<html><b>You have changed some of the parameters that require the whole workspace to be refactored.</b>\
  <br><br>If you have any locked mod elements you most likely will need to adapt their code after this change.\
  <br>Are you sure you want to proceed?
dialog.workspace_settings.refactor.text_fbfg_switch=<html>\
  You have changed some of the parameters that require the whole workspace to be refactored.</b>\
  <br>If you have any locked mod elements you most likely will need to adapt their code after this change.\<br><br>\
  <b>Are you sure you want to change the generator type?</b><br><br>\
  Minecraft Forge and Fabric generators may have differences in the usage of some of the features.<br>\
  Some generators may also have unsupported features that the other type supports.<br> \
  <br>If you continue, a backup will be made, <b>but you should make your own backup too</b>.
dialog.workspace_settings.lock_base_files=Lock base mod files
dialog.workspace_settings.server_side_mod=This is server-side mod
dialog.workspace_settings.tab.general=General settings
dialog.workspace_settings.tab.apis=External APIs
dialog.workspace_settings.tab.advanced=Advanced settings
dialog.workspace_settings.mod_name.invalid=Mod name can''t be empty and can''t contain quotes
dialog.workspace_settings.mod_name.verison_in_name=Mod version should not be a part of the name
dialog.workspace_settings.version.error=Version can''t be blank and can''t contain quotes
dialog.workspace_settings.description.error=Description can''t contain quotes
dialog.workspace_settings.author.error=Author name can''t contain quotes
dialog.workspace_settings.website.error=Website URL can''t contain quotes
dialog.workspace_settings.section.basic=Basic settings
dialog.workspace_settings.section.details=Mod details
dialog.workspace_settings.display_name=<html>Mod display name:<br><small>This name is shown in game
dialog.workspace_settings.mod_id=<html>Mod ID / namespace:<br><small>Used for mod identification
dialog.workspace_settings.package=<html>Mod package name:<br><small>Must be a valid Java package name
dialog.workspace_settings.generator=<html>Minecraft version (generator):<br><small>Target Minecraft version/mod type
dialog.workspace_settings.version=<html>Mod version:<br><small>Should follow M.m.p format
dialog.workspace_settings.description=<html>Mod description:<br><small>Short description of your mod
dialog.workspace_settings.author=<html>Author name:
dialog.workspace_settings.license=<html>Mod license:
dialog.workspace_settings.website=<html>Website URL:
dialog.workspace_settings.credits=<html>Mod credits text:
dialog.workspace_settings.picture=<html>Mod logo/picture:<br><small>Add picture in resources tab (category: other)
dialog.workspace_settings.credits.error=Credits can''t contain quotes
dialog.workspace_settings.section.external_apis=External API support
dialog.workspace_settings.section.external_apis.tooltip=<html>Checkboxes to add support and dependencies for the supported external APIs\
  <br><small>WARNING: If your mod uses external APIs, it won''t work without them once you export it
dialog.workspace_settings.explore_plugins=Explore plugins
dialog.workspace_settings.plugins_tip=Looking for more APIs? Check MCreator plugins.
dialog.workspace_settings.version_check=Forge version check
dialog.workspace_settings.section.version_check=<html>Disable Minecraft Forge version check?\
  <br><small>If you want to make sure users use the right Minecraft Forge version,\
  <br>uncheck this and enable Minecraft Forge version checking.
dialog.workspace_settings.section.advanced=Advanced settings
dialog.workspace_settings.server_side_only=<html>Is this mod server-side only?
dialog.workspace_settings.lock_base_files_label=<html>Lock base mod files?<br><small>Use ONLY if needed and you understand Java
dialog.workspace_settings.update_url=<html>Mod update JSON URL:
dialog.workspace_settings.required_mods=<html>Additional required mods:<br><small>Separate mod ids using commas
dialog.workspace_settings.dependencies=<html>Additional dependencies:<br><small>Separate mod ids using commas
dialog.workspace_settings.dependants=<html>Additional dependants:<br><small>Separate mod ids using commas
dialog.workspace_settings.error_list=<html>Workspace settings have the following issues:
dialog.workspace_settings.dialog.error.title=Invalid workspace settings
dialog.workspace_settings.dialog.error=<small>Errors were marked on the window with red colors and error icons so you can locate them and fix<br>them based on notes here.
dialog.new_workspace.spigot.display_name=<html>Display plugin name:<br><small>Only used by MCreator
dialog.new_workspace.spigot.plugin_name=<html>Plugin name:<br><small>Used for plugin identification
dialog.new_workspace.spigot.generator=<html>Minecraft version (generator):<br><small>Target Java Edition version
dialog.new_workspace.spigot.package=<html>Plugin Java package name:<br><small>Used for root of code generator
dialog.new_workspace.spigot.folder=Workspace folder:      
dialog.new_workspace.spigot.notice=<html><font color=''#aaaaaa'' size=2>Spigot plugins are Java based server-side mods that work on Minecraft Java Edition and\
  <br>require Spigot server API installed, but do not require any special modifications of clients.
dialog.new_workspace.spigot.toggle=\ Spigot server plugin
dialog.new_workspace.forge.display_name=<html>Mod display name:<br><small>This name is shown in-game
dialog.new_workspace.forge.modid=<html>Mod ID / namespace:<br><small>Used for mod identification
dialog.new_workspace.forge.generator=<html>Minecraft version (generator):<br><small>Target Java Edition version
dialog.new_workspace.forge.package=<html>Mod Java package name:<br><small>Used for root of code generator
dialog.new_workspace.forge.folder=Workspace folder:      
dialog.new_workspace.forge.notice1=<html><font color=''#aaaaaa'' size=2>At this time only Minecraft Forge mods offer full feature coverage of MCreator.
dialog.new_workspace.forge.notice2=<html><font color=''#aaaaaa'' size=2>Minecraft Forge mods are Java based mods that work on Minecraft Java Edition and require\
  <br>Minecraft Forge to be installed on clients (and the server) in order for them to work.
dialog.new_workspace.forge.toogle=\ Minecraft Forge mod
dialog.new_workspace.fabric.display_name=<html>Fabric mod display name:<br><small>This name is shown in-game
dialog.new_workspace.fabric.modid=<html>Mod ID / namespace:<br><small>Used for mod identification
dialog.new_workspace.fabric.generator=<html>Minecraft version (generator):<br><small>Target Java Edition version
dialog.new_workspace.fabric.package=<html>Mod Java package name:<br><small>Used for root of code generator
dialog.new_workspace.fabric.folder=Workspace folder:      
dialog.new_workspace.fabric.notice=<html><font color=''#aaaaaa'' size=2>Fabric Minecraft mods are Java based mods that work on Minecraft Java Edition and require\
  <br>Fabric loader to be installed on clients (and the server) in order for them to work.
dialog.new_workspace.fabric.toggle=\ Fabric Minecraft mod
dialog.new_workspace.addon.display_name=<html>Add-on display name:<br><small>This name is shown in-game
dialog.new_workspace.addon.addon_id=<html>Addon ID:<br><small>Used for add-on identification
dialog.new_workspace.addon.generator=<html>Minecraft version (generator):<br><small>Target Bedrock Edition version
dialog.new_workspace.addon.folder=Workspace folder:      
dialog.new_workspace.addon.notice1=<html><font color=''#aaaaaa'' size=2>Add-Ons are currently experimental features both in Minecraft and MCreator so the feature\
  <br>coverage is limited.
dialog.new_workspace.addon.notice2=<html><font color=''#aaaaaa'' size=2>Add-Ons are mods for Minecraft Bedrock Edition and do not require any additional software\
  <br>or modloader installed.
dialog.new_workspace.addon.toggle=\ Minecraft add-on
dialog.new_workspace.datapack.display_name=<html>Data pack display name:<br><small>This name is shown in-game
dialog.new_workspace.datapack.modid=<html>Mod ID / namespace:<br><small>Used for pack identification
dialog.new_workspace.datapack.generator=<html>Minecraft version (generator):<br><small>Target Java Edition version
dialog.new_workspace.datapack.folder=Workspace folder:      
dialog.new_workspace.datapack.notice=<html><font color=''#aaaaaa'' size=2>Minecraft Data packs are mods that work on Minecraft Java Edition and do not require any\
  <br>additional software or modloader installed but have a limited feature set.
dialog.new_workspace.datapack.toggle=\ Minecraft data pack
dialog.new_workspace.disabled.tooltip=You need to have at least one plugin supporting this generator type installed.
dialog.new_workspace.dialog_plugin_needed.title=Plugin needed
dialog.new_workspace.dialog_plugin_needed.text=<html>No plugins supporting this generator type are currently installed.<br>Do you want to browse MCreator''s plugin library for plugins?
dialog.new_workspace.error_list=<html>Your workspace setup has the following issues:
dialog.new_workspace.main_title_html=<html><font style="font-size: 16px;">Create new workspace</font><br><small>Enter the workspace details below
elementgui.particle.animated_frame_duration=Animated texture frame duration in ticks:
elementgui.spawnlist.add_entry=Add spawn entry
elementgui.spawnlist.spawn_entries=Entity spawn entries
elementgui.save_mod_element=Save mod element
elementgui.code_viewer=Generated code viewer
elementgui.save_keep_open=Save and keep open
elementgui.errors.heading=<html>The following mod element problems need to be resolved:
elementgui.errors.title=Errors/problems on page
elementgui.errors.note=<small>Errors were marked on the editor with red colors and error icons so you can locate them and fix<br>them based on notes here.
action.pack_tools.material=Create material pack...
action.pack_tools.ore=Create ore pack...
action.pack_tools.tool=Create tool pack...
action.pack_tools.wood=Create wood pack...
action.pack_tools.armor=Create armor pack...
dialog.generator_selector.current=<html><b>&nbsp;Selected generator:
dialog.generator_selector.generator_status=<html>Status: <b>{0}
dialog.generator_selector.generator_status.deprecated=Deprecated
dialog.generator_selector.generator_status.dev=In development
dialog.generator_selector.generator_status.experimental=Experimental
dialog.generator_selector.generator_status.legacy=Legacy
dialog.generator_selector.generator_status.lts=Long term support
dialog.generator_selector.generator_status.stable=Stable
dialog.generator_selector.features=Feature overview:
dialog.generator_selector.mod_element_types=Supported mod element types:
dialog.generator_selector.title=Generator selector
dialog.generator_selector.coverage.textures=Textures
dialog.generator_selector.coverage.sounds=Sounds
dialog.generator_selector.coverage.sound_categories=Sound categories
dialog.generator_selector.coverage.structures=Structures
dialog.generator_selector.coverage.translations=Translations
dialog.generator_selector.coverage.variables=Variables
dialog.generator_selector.coverage.java_models=Java 3D models
dialog.generator_selector.coverage.json_models=JSON 3D models
dialog.generator_selector.coverage.obj_models=OBJ 3D models
dialog.generator_selector.coverage.achievements=Achievements
dialog.generator_selector.coverage.biomes=Biomes
dialog.generator_selector.coverage.blocksitems=Blocks and items
dialog.generator_selector.coverage.tabs=Creative tabs
dialog.generator_selector.coverage.damage_sources=Damage sources
dialog.generator_selector.coverage.def_biome_features=Def. biome features
dialog.generator_selector.coverage.mobspawntypes=Mob spawn types
dialog.generator_selector.coverage.enchantments=Enchantments
dialog.generator_selector.coverage.enchantment_types=Enchantment types
dialog.generator_selector.coverage.entities=Entities
dialog.generator_selector.coverage.screens=Screens
dialog.generator_selector.coverage.fluids=Fluids
dialog.generator_selector.coverage.game_modes=Game modes
dialog.generator_selector.coverage.game_rules=Game rules
dialog.generator_selector.coverage.map_colors=Map/material colors
dialog.generator_selector.coverage.materials=Materials
dialog.generator_selector.coverage.particles=Particles
dialog.generator_selector.coverage.path_node_types=Path node types
dialog.generator_selector.coverage.effects=Potion effects
dialog.generator_selector.coverage.potions=Potions
dialog.generator_selector.coverage.projectiles=Projectiles
dialog.generator_selector.coverage.step_sounds=Step sounds
dialog.generator_selector.coverage.biome_dictionary=Biome dictionary
dialog.generator_selector.coverage.plant_types=Plant types
dialog.generator_selector.coverage.villager_professions=Villager professions
dialog.generator_selector.element_coverage=Vanilla/Forge elements coverage (compared to the latest supported Minecraft version):
dialog.generator_selector.procedure_coverage=Procedure system coverage:
dialog.generator_selector.dev_gen_message=Switching current generator to a generator in development is not possible.
dialog.generator_selector.dev_gen_title=Switch not supported
dialog.generator_selector.coverage.procedure_blocks=Procedure blocks
dialog.generator_selector.coverage.ai_tasks=AI tasks/goals
dialog.generator_selector.coverage.global_triggers=Global triggers
dialog.generator_selector.coverage.advancement_triggers=Advancement triggers
dialog.generator_selector.coverage.cmd_args=Command parameters
dialog.generator_selector.generator_info=Generator info
dialog.spawn_list_entry.entity=Entity: 
dialog.spawn_list_entry.type=Spawn type: 
dialog.spawn_list_entry.weight=Spawn weight: 
dialog.spawn_list_entry.min_group_size=Min group size: 
dialog.spawn_list_entry.max_group_size=Max group size: 
dialog.spawn_list_entry.remove_entry=Remove this entry
dialog.list_field.biome_dictionary_title=Select biome dictionary types
dialog.list_field.biome_dictionary_message=Select biome dictionary types you would like to add to the list:
dialog.list_field.biome_list_title=Select biomes
dialog.list_field.biome_list_message=Select biomes you would like to add to the list:
dialog.list_field.biome_default_feature_title=Select biome default features
dialog.list_field.biome_default_feature_message=Select biome default features you would like to add to the list:
dialog.list_field.dimension_title=Select dimensions
dialog.list_field.dimension_message=Select dimensions you would like to add to the list:
dialog.list_field.enchantment_title=Select enchantments
dialog.list_field.enchantment_message=Select enchantments you would like to add to the list:
dialog.list_field.entity_title=Select entities
dialog.list_field.entity_message=Select entities you would like to add to the list:
dialog.list_field.fluid_title=Select fluids
dialog.list_field.fluid_message=Select fluids you would like to add to the list:
dialog.list_field.mod_element_title=Select elements
dialog.list_field.mod_element_message=Select {0}(s) you would like to add to the list:
dialog.list_selector.filter=Filter:
dialog.selector.advancement.title=Advancement selection
dialog.selector.advancement.message=Please select an advancement:
dialog.selector.biome.title=Biome selection
dialog.selector.biome.message=Please select a biome:
dialog.selector.enchantment.title=Enchantment selection
dialog.selector.enchantment.message=Please select an enchantment:
dialog.selector.entity.title=Entity selection
dialog.selector.entity.message=Please select an entity:
dialog.selector.particle.title=Particle selection
dialog.selector.particle.message=Please select a particle:
dialog.selector.potion.title=Potion selection
dialog.selector.potion.message=Please select a potion:
dialog.selector.potion_effect.title=Potion effect selection
dialog.selector.potion_effect.message=Please select a potion effect:
dialog.selector.procedure.title=Procedure selection
dialog.selector.procedure.message=Please select a procedure:
dialog.selector.projectile.title=Projectile selection
dialog.selector.projectile.message=Please select a projectile:
dialog.selector.sound.title=Sound selection
dialog.selector.sound.message=Please select a sound:
dialog.tools.inject_tags.title=Add common tags to the workspace
dialog.tools.inject_tags.confirm=Add tags
dialog.tools.inject_tags.text_top=<html><b>Select the tags to add to the workspace and click "Add tags".</b><br>\
  If you already <i>manually</i> (not using this tool) added any of these tag types, don''t check them here to avoid conflicts.
action.pack_tools.tag=Add common tags to workspace...
dialog.tools.inject_tags.tag.blocks.forge.dirt=Trees and foliage can grow on these blocks. Add blocks you use for (under)ground of your biomes to this tag group.
dialog.tools.inject_tags.tag.blocks.minecraft.logs=If a block in this tag is around a leaves block, the leaves will not decay.
dialog.tools.inject_tags.tag.blocks.minecraft.climbable=This tag is used to determine what blocks the player can climb. Also used by entity AI pathfinding.
dialog.tools.inject_tags.tag.blocks.minecraft.fences=Used by pathfinding and to determine connections with fences and leads.
dialog.tools.inject_tags.tag.blocks.minecraft.wooden_fences=Used in 1.16.x to determine connections with wooden fences. Blocks tagged with this tag contain "minecraft:fences" tag too.
dialog.tools.inject_tags.tag.blocks.minecraft.walls=Used by pathfinding and to determine connections with other walls, panes, bars, and gates.
dialog.tools.inject_tags.tag.blocks.minecraft.small_flowers=Bees can pollinate these blocks, endermen can hold these blocks
dialog.tools.inject_tags.tag.blocks.minecraft.tall_flowers=Bees can pollinate these blocks
dialog.tools.inject_tags.tag.blocks.minecraft.impermeable=Blocks in this tag do not let fluids or honey drip through.
dialog.tools.inject_tags.tag.blocks.minecraft.leaves=Used to determine destroy speed by shears and swords, used by AI of some mobs.
dialog.tools.inject_tags.tag.blocks.minecraft.valid_spawn=Used to determine if a location is a valid initial spawn position for the player.
dialog.tools.inject_tags.tag.blocks.minecraft.fire=Used by mob AI path finding according to their actions with fire.
dialog.tools.inject_tags.tag.blocks.minecraft.beacon_base_blocks=Used by beacons to check which base blocks can activate it.
dialog.tools.inject_tags.tag.blocks.minecraft.dragon_immune=Used to determine what blocks the ender dragon can''t destroy.
dialog.tools.inject_tags.tag.blocks.minecraft.wither_immune=Used to determine what blocks the wither can''t destroy.
dialog.tools.inject_tags.tag.items.minecraft.arrows=Items in this tag group can be shot and used by bows and crossbows.
dialog.tools.inject_tags.tag.items.minecraft.planks=Items in this tag group will work with all vanilla plank recipes.
dialog.tools.inject_tags.tag.items.minecraft.flowers=These items can breed bees. Bees follow players holding items in this tag group.
dialog.tools.inject_tags.tag.items.minecraft.small_flowers=Can be used in suspicious, fed mushrooms, and have other properties from flowers tag
dialog.tools.inject_tags.tag.functions.minecraft.tick=Functions tagged in this tag group will be called each world tick.
dialog.tools.inject_tags.tag.functions.minecraft.load=Functions tagged in this tag group will be called when the world loads.
dialog.tools.inject_tags.tag.entities.minecraft.arrows=Entities in this tag group can be shot and used by bows and crossbows.
dialog.tools.inject_tags.tag.entities.minecraft.beehive_inhabitors=Entities in this tag group can be in beehives.
dialog.tools.inject_tags.tag.entities.minecraft.impact_projectiles=Entities in this tag group can activate targets.
dialog.tools.inject_tags.tag.entities.minecraft.raiders=Entities in this tag participate in raids.
dialog.tools.inject_tags.tag.entities.minecraft.skeletons=Entities in this tag can kill creepers and drop music discs.
workspace_file_browser.title=Workspace file browser
workspace_file_browser.search=Search by file name
workspace_file_browser.open=Open
workspace_file_browser.open_desktop=Open using default program
workspace_file_browser.show_in_explorer=Show in explorer
workspace_file_browser.remove_file=Delete...
workspace_file_browser.remove_file.message=<html>Are you sure that you want to remove selected file?<br>NOTE: You can break workspace by removing wrong files
workspace_file_browser.new_class.class_name=<html><b>Enter the class name:</b>\
  <br>Make sure the class name is a valid Java name without .java extension.<br>\
  File will be added to the selected package or to default if none is selected.
workspace_file_browser.new_class.class_name.title=Class name
workspace_file_browser.new_image=Enter the image file name:
workspace_file_browser.new_json=Enter the JSON file name:
workspace_file_browser.new_package.package_name=<html><b>Enter the package name:</b>\
  <br>Make sure your package name is valid (eg. my.custom.package)<br>\
  All package names start from default package declaration!
workspace_file_browser.new_package.package_name.title=Package name
workspace_file_browser.new_folder_name.folder_name=Enter the folder name:
workspace_file_browser.new_folder_name.folder_name.title=Folder name
workspace_file_browser.new_folder_name.folder=Folder
datalist_combobox.not_supported=<html>{0}<small> - not supported
help_loader.no_entry_learn_more=<html><body>No help entry is defined. Learn more about <a href="{0}">{1}</a> on MCreator''s wiki.
help_loader.learn_about=<br>Learn more about <a href="{0}">{1}</a> on MCreator''s wiki.
help_loader.no_help_entry=No help entry is defined for <tt>{0}</tt> yet.<br>
help_loader.no_help_found=<html><body>No help was found for the given help context.
theme.default_dark.description=Default MCreator dark theme
theme.default_light.description=Default MCreator light theme
theme.matrix.description=Community contributed theme by Max094_Reikeb
theme.midnight.description=Community contributed theme by Van
condition.common.false=(never)
condition.common.true=(always)
condition.common.no_additional=(no additional condition)
condition.common.use_vanilla=(use vanilla condition)
procedure.common.no_procedure=(no procedure)
procedure.common.fixed=Fixed: 
procedure.common.if=\ if: 
procedure.common.do=\ do: 
gradle.errors.title=Gradle task failed with error
gradle.errors.error=ERROR CODE: 
gradle.errors.do_nothing=Do nothing
gradle.errors.clear_caches=Clear Gradle caches
gradle.errors.open_options=Open Gradle options
gradle.errors.open_help_page=Open help page
gradle.errors.cache_corrupted=<html><big>Gradle caches are corrupted!</big><br>\
  <br>It seems that the cached dependencies of Gradle got corrupted or are outdated.<br>\
  Cache needs to be cleared and re-downloaded. You can do this by pressing the button below.<br>\
  <br>After you clear cache, the first Gradle build could take a bit longer than usual.
gradle.errors.cache_outdated=<html><big>Gradle caches are outdated!</big><br>\
  <br>You are using MCreator in offline mode. Caches got outdated and need to be updated.<br>\
  You need to disable offline mode in MCreator''s preferences under Gradle options section<br>\
  so the Gradle can download new version of Gradle dependencies and cached files.<br>\
  <br>Afterwards, you can turn the offline mode back on.
gradle.errors.reobf_failed=<html><big>Gradle reobfJar task failed!</big>\
  <br>This happens if you use non-ASCII (non-English letters) characters in your file names.
gradle.errors.internet_interrupted=<html><big>Internet connection was interrupted!</big>\
  <br>While Gradle was running, your internet connection was interrupted and it was not\
  <br>able to complete the download of required files. Please make sure that your connection\
  <br>is stable and redo your last action again with the internet connection.
gradle.errors.no_internet=<html><big>Gradle was not able to access the internet connection!</big>\
  <br>Gradle failed to download required files because the internet connection is either not available or blocked by\
  <br>a firewall or antivirus software. If other apps have internet, try to disable firewall or turn off antivirus software.\
  <br>If you don''t have internet at all, try running MCreator when you have a connection as Gradle needs internet \
  <br>connection to complete some tasks.<br><br>\
  This problem could also be caused by dependency servers being overloaded. If this is the case, try<br>\
  to run MCreator again later when they won''t have so much load. It might take several attempts to make<br>\
  it work, as server load can not be predicted.
gradle.errors.jvm_heap_space=<html><big>Java JVM used by Gradle ran out of available RAM!</big><br>\
  The amount of RAM allocated to Java JVM used by Gradle is too low.<br>\
  You can change this setting in MCreator''s preferences under Gradle options section.
gradle.errors.xms_invalid=<html><big>Invalid RAM allocation detected!</big><br>\
  You have allocated invalid amount for <i>Initial value of RAM dedicated to gradle</i>.<br>\
  You can change this setting in MCreator''s preferences under Gradle options section.
gradle.errors.xmx_invalid=<html><big>Invalid RAM allocation detected!</big><br>\
  You have allocated invalid amount for <i>Maximal value of RAM dedicated to gradle</i>.<br>\
  You can change this setting in MCreator''s preferences under Gradle options section.
gradle.errors.jvm_crashed=<html><big>A crash in JVM native code was detected. Don''t worry!</big><br>\
  This sometimes happens with Java. This error was not caused by your mod or your code.\
  <br>You can fix this by running the task once again.\
  <br><hr><small>Error details (produced by Java):<br>\
  A fatal error has been detected by the Java Runtime Environment.<br>\
  If you would like to submit a bug report, please visit: http://bugreport.java.com/bugreport/crash.jsp<br>\
  The crash happened outside the Java Virtual Machine in native code.
gradle.errors.build_failed=<html><b>MCreator detected Gradle failed to properly complete the build.</b><br><br>\
  There are multiple reasons why this can happen. We have compiled a help page<br>\
  that contains list of common causes and solutions for this problem.<br><br>\
  Check the console log for error warnings and compare them with typical examples<br>\
  listed on the help page and do as instructed to resolve this problem.
gradle.errors.build_failed.title=Gradle build failed
validators.only_number_list=Only number list allowed
validators.java_name.cannot_start_with_underscore=Name can''t start with underscore
validators.java_name.needs_name=Name can''t be empty
validators.java_name.invalid_name=Invalid name
validators.java_name.reserved_keywords=Name contains reserved Java keywords
validators.java_name.vanilla_names=Do not use vanilla names, this can cause build problems!
validators.java_name.characters_convertible=Name contains characters that will be converted
validators.java_names.upper_case_first_character=Java standards recommend uppercase letter for the first character
validators.select_element=Please select element
validators.name_already_exists=Mod element with this name already exists in this workspace
validators.registry_name.empty={0} can''t be empty
validators.registry_name.length={0} can''t be longer than {1} characters
validators.registry_name.invalid={0} can only contain lowercase English letters, numbers and {1}
validators.unique_name.empty={0} can''t be empty
validators.unique_name.duplicate=This name is already used
validator.texture_needed=You need to select a texture
action.ide.refomat_code_only=Reformat code only
action.ide.reformat_code_only.result=Reformatted and organized code
action.ide.reformat_code_only.tooltip=Click this to reformat code in current code editor
action.ide.reformat_and_imports=Reformat code and imports
action.ide.reformat_and_imports.result=Reformatted and organized code and imports
action.ide.reformat_and_imports.tooltip=Click this to reformat code and organize imports in current code editor
action.browser.new_package=Package
action.browser.new_json_file=JSON file
action.browser.new_image_file=Image file
action.browser.new_folder=Folder
action.browser.new_class=Java class
action.ide.search_in_code=Search in code
action.ide.replace_in_code=Replace in code
action.image_editor.undo=Undo changes
action.image_editor.undo.tooltip=Click this to undo previous changes
action.image_editor.save_as=Save as
action.image_editor.save_as.tooltip=Click this to save changes to a new file
action.image_editor.save=Save
action.image_editor.save.tooltip=Click this to save changes to the existing file. A "Save as" dialog is opened if it''s a new file.
action.image_editor.redo=Redo changes
action.image_editor.redo.tooltip=Click this to redo previous changes
action.ide.save=Save code
action.ide.save.result=Code saved
action.ide.save.tooltip=Click this to save code in current code editor
action.ide.reload_code=Reload code from file system
action.ide.reload_code.tooltip=Click this to reload the code from FS in current code editor
action.ide.reload_code.dialog=<html>If you load file from file system, all changes<br>\
  you made to the code will be overwritten!<br>\
  <b>Are you sure you want to continue?
common.add=Add
common.close=Close
common.cancel=Cancel
common.confirmation=Confirmation
common.mod_element_name=Mod element name
common.name_already_exists=This name already exists
common.warning=Warning
components.collapsible_panel.expand=Click to expand
components.collapsible_panel.collapse=Click to collapse
ide.warnings.read_only=This is (decompiled/provided) source code and is read-only and intended for internal reference and educational use only
ide.warnings.created_from_ui={0} was created from MCreator''s interface. You need to lock its code to prevent the code from being overwritten!
ide.warnings.save_unlocked_element=<html><b>You are trying to save unlocked mod file!</b><br>\
  <br>This means that MCreator might overwrite your changes in some cases.<br>\
  To prevent this, you can lock the code.<br><br>\
  If the code is locked, MCreator won''t change the source code, but this means that when<br>\
  updating MCreator or changing Minecraft version, changes and fixes won''t be applied<br>\
  to the elements that are locked, but will need to be done manually.<br>\
  <br><small>Please read the wiki page on MCreator''s website about locking code before using this action.
ide.warnings.save_unlocked_element.title=Overwriting MCreator generated file
ide.warnings.file_not_saved=<html><b>The file {0} has not been saved.</b><br>Please select desired action to solve this conflict:
ide.errors.failed_find_declaration=Failed to find declaration!
ide.tips.save_and_build=Code saved and build started
ide.tips.reformat_and_organize_imports=Reformatted and organized code and imports
ide.tips.save_and_launch=Code saved and Minecraft launched
ide.actions.lock_and_save=Lock the code for MCreator and save
ide.actions.save_without_locking=Save without locking
ide.action.close_and_save=Close and save
dialog.new_workspace.letters_valid=Only English letters, numbers, <kbd>_/+-\\:()[].,@$=`</kbd> and whitespace are allowed in the path.
dialog.new_workspace.valid_characters=Workspace folder should not contain the following characters: /\\:>"?*| and whitespace
dialog.new_workspace.file_permission_problem=MCreator does not have permissions to write or read in selected directory!
blockly.warning.no_side_sync=Block {0} is not synced between client and server automatically, which means it may not work properly in some cases.
blockly.warning.no_more_argument=Adding more arguments after the message argument will make this branch of the command not work.
blockly.warning.no_item_extension_fuel=Getting the fuel power from a procedure triggered from a fuel item extension condition will crash the game due to recursive call.
blockly.warnings.binary_operations=One of dual input blocks input is empty. Using default type value for it.
blockly.warnings.boolean=Failed to find logic block value, using true as value.
blockly.warnings.flow_control=Failed to find loop break type. {0}
blockly.warnings.variables.local_scope_unsupported=This editor does not support local variables!
blockly.warnings.skip=Skipping this block.
blockly.warnings.ternary_operator.no_condition=Found ternary operator block without condition, using true as value.
blockly.warnings.number_block=Failed to find number block value, using 0 as value.
blockly.warnings.constant_number_block=Failed to find constant value, using 0 as value.
blockly.warnings.unknown_block_type.skip=Unknown block type {0}. Skipping this block.
blockly.warnings.unknown_block_type.remove=Unknown block type {0}. Remove this block!
blockly.warnings.skip_unknown_var_type=Skipping unknown variable type!
blockly.warnings.if_no_condition=Found if block without condition. Condition will always be true.
blockly.warnings.if_no_main_body=Found if block without main body!
blockly.warnings.empty_code_block=Empty code block was skipped.
blockly.warnings.empty_not_block=Found not block without input. Its value will always be false.
blockly.warnings.empty_loop=Loop block has either empty condition or body. Skipping this block.
blockly.warnings.empty_print_block=Skipped empty print block.
blockly.warnings.call_procedure.nonexistent=Procedure call block is calling nonexistent procedure {0}
blockly.warnings.call_procedure.missing_inputs=Call procedure at is missing some coordinate inputs. It will be processed as normal call procedure block.
blockly.warnings.old_command.note=Accept all parameters and call procedure is a legacy block. Only use it when no other parameters are used and you want arbitrary parameter input.
blockly.warnings.call_procedure.empty=Empty procedure call block was skipped.
blockly.warnings.retval.empty=Skipped empty return block.
blockly.warnings.singular_math=One of math blocks is empty. Using value 0 for it.
blockly.warnings.empty_compare_text=One of text compare blocks is empty. Using default value for it.
blockly.warnings.empty_text_block=Empty text block. Its value will be an empty String.
blockly.warnings.empty_text_length=Empty text length block. Its value will be 0.
blockly.warnings.empty_text_is_empty_block=Empty text is empty block. Its value will be true.
blockly.warnings.empty_text_uppercase_block=Skipped empty text uppercase block. Using default value for it.
blockly.warnings.empty_text_lowercase_block=Skipped empty text lowercase block. Using default value for it.
blockly.warnings.empty_text_trim_block=Skipped empty text trim block. Using default value for it.
blockly.warnings.block_not_supported=Block {0} is not supported by the selected generator. It will be skipped.
blockly.warnings.statement_input_empty=Statement input {0} on block {1} is empty.
blockly.errors.cancel_event.null=Failed to load selected external trigger.
blockly.errors.cancel_event.not_cancellable=The selected global trigger is not cancellable.
blockly.errors.cancel_event.no_selected_trigger=This procedure does not use global trigger so the cancel event block can not cancel any trigger.
blockly.errors.custom_dependency=Custom dependency block is not well defined!
blockly.errors.variables.invalid_local_var={0} block is bound to a local variable that does not exist. {1}
blockly.errors.variables.invalid_var={0} block is bound to a variable that does not exist. {1}
blockly.errors.variables.no_local_scope.statement=Statement {0} does not support local variables.
blockly.errors.variables.missing_entity_input={0} block for player variable is missing entity input.
blockly.errors.variables.no_getter_support=Current generator does not support getting variables of type {0} in {1} scope
blockly.errors.variables.no_setter_support=Current generator does not support setting variables of type {0} in {1} scope. {2}
blockly.errors.variables.improperly_defined=One of the {0} variable blocks is improperly defined.
blockly.errors.time_to_formatted_string=Time as formatted text block can not be empty.
blockly.errors.unsupported={0} procedure block is not supported in this editor!
blockly.errors.remove_block=Remove this block!
blockly.errors.ternary_operator.nesting=Ternary operator block cannot be nested in output values.
blockly.errors.ternary_operator.no_output=Found ternary operator block without output value.
blockly.errors.empty_mcitem=Empty Minecraft element block. You need to define the element.
blockly.errors.exception_compiling=Exception while compiling blocks: {0}
blockly.errors.invalid_return_block=Procedure that uses return value must always end with a valid return block
blockly.errors.empty_output_code_block=Output code block can't be empty!
blockly.errors.empty_text_to_number=Text to number converter block is empty
blockly.errors.procedure_retval.nonexistent=Procedure return value block is calling nonexistent procedure {0}
blockly.errors.procedure_retval.empty=Empty procedure return value block
blockly.errors.retval.inside_statement=Return {0} block does not work inside statement blocks!
blockly.errors.retval.one_retval_block=Only one return type can be used in a single procedure.
blockly.error.event_result.failed_external_trigger=Failed to load selected external trigger
blockly.error.event_result.external_trigger_no_result=The selected global trigger does not have a result
blockly.errors.event_result.no_external_trigger_used=This procedure does not use global trigger so the set event result block can not set any result
blockly.errors.event_result.unsupported=Set event result procedure block is not supported in this editor!
blockly.errors.empty_text_contains=Text contains procedure block can't have empty inputs!
blockly.errors.empty_text_starts_with=Text starts with procedure block can't have empty inputs!
blockly.errors.empty_text_ends_with=Text ends with procedure block can't have empty inputs!
blockly.errors.text_format_number_missing_inputs=Format number as text procedure block needs all inputs defined!
blockly.errors.join.empty=Join as text block needs at least one element
blockly.errors.join.undefined_inputs=Join text block requires all inputs defined
blockly.errors.join.invalid=Skipping invalid text join.
blockly.errors.empty_replace=Replace text procedure block can't be empty!
blockly.errors.empty_substring=Substring procedure block can't have empty inputs!
blockly.errors.block_not_supported=Block {0} is not supported by the selected generator!
blockly.errors.block_errors_in_statements=Block {0} does not work inside statement blocks!
blockly.errors.field_not_defined=Field {0} on block {1} is not defined.
blockly.errors.input_empty=Input {0} on block {1} is empty.
blockly.errors.duplicate_dependencies_provided=Input {0} provides dependencies already provided by parent statement inputs.
blockly.errors.duplicate_dependencies_provided.statement=Statement input {0} provides dependencies already provided by parent statement inputs.
blockly.errors.api_required="{0}" API required by block {1} is either disabled in workspace settings or not supported by the current generator.
blockly.errors.call_procedure_missing_deps=The procedure you are calling ({0}) requires the following dependencies that are not provided: {1}
blockly.block.cancel_event=Cancel event
