{
  "itemGroup.integrateddynamics": "动态联合",
  "general.integrateddynamics.description": "全面自动化控制你的设备。",
  "general.integrateddynamics.info.none": "None(无)",
  "general.integrateddynamics.energy": "能量",
  "general.integrateddynamics.energy_unit": "RF",
  "general.integrateddynamics.error.no_network": "没有有效的网络",
  "general.integrateddynamics.true": "True(真)",
  "general.integrateddynamics.false": "False(假)",
  "gui.integrateddynamics.part_settings": "部件设置",
  "gui.integrateddynamics.aspect_settings": "项目设置",
  "gui.integrateddynamics.keybinding": "键位绑定",
  "gui.integrateddynamics.button.save": "保存",
  "gui.integrateddynamics.button.rename": "重命名",
  "gui.integrateddynamics.button.copy": "复制",
  "gui.integrateddynamics.button.copy.info": "复制到剪贴板",
  "gui.integrateddynamics.button.edit": "编辑",
  "gui.integrateddynamics.button.add": "增加",
  "gui.integrateddynamics.button.remove": "删除",
  "gui.integrateddynamics.partsettings.update_interval": "更新周期（刻）",
  "gui.integrateddynamics.partsettings.priority": "优先级",
  "gui.integrateddynamics.partsettings.channel": "能量频道",
  "gui.integrateddynamics.partsettings.channel.disabledinfo": "网络能耗在此服务器上被禁用。",
  "gui.integrateddynamics.partsettings.side": "目标面",
  "gui.integrateddynamics.delay.capacity": "容量",
  "gui.integrateddynamics.part.properties": "属性：",
  "gui.integrateddynamics.logicprogrammer.filter": "过滤",
  "gui.integrateddynamics.rewards": "奖励",
  "gui.integrateddynamics.rewards.collect": "领取奖励",
  "gui.integrateddynamics.rewards.collected": "已领取",
  "gui.integrateddynamics.rewards.collectFailure": "无法领取奖励，你的物品栏满了吗？",
  "gui.integrateddynamics.input": "输入：%s",
  "gui.integrateddynamics.output": "输出：%s",
  "gui.integrateddynamics.mechanical_squeezer.fluidautoeject": "自动输出流体",
  "gui.integrateddynamics.mechanical_squeezer.togglefluidautoeject": "自动输出流体：%s",
  "gui.integrateddynamics.mechanical_squeezer.togglefluidautoeject.info": "输出到相邻的储罐",
  "gui.integrateddynamics.input_short": "输入",
  "gui.integrateddynamics.output_short": "输出",
  "gui.integrateddynamics.recipe.strictnbt": "严格NBT",
  "gui.integrateddynamics.recipe.tagvariants": "物品标签变种",
  "gui.integrateddynamics.diagnostics.parts": "IO 组件",
  "gui.integrateddynamics.diagnostics.observers": "存储网络详情",
  "gui.integrateddynamics.diagnostics.title": "网络诊断工具",
  "gui.integrateddynamics.diagnostics.table.network": "网络",
  "gui.integrateddynamics.diagnostics.table.cables": "网络线缆数量",
  "gui.integrateddynamics.diagnostics.table.part": "部件",
  "gui.integrateddynamics.diagnostics.table.ticktime": "游戏刻时长（ms）",
  "gui.integrateddynamics.diagnostics.table.dimension": "维度 ID",
  "gui.integrateddynamics.diagnostics.table.position": "位置",
  "gui.integrateddynamics.diagnostics.table.side": "朝向",
  "key.categories.integrateddynamics": "动态联合",
  "key.integrateddynamics.logic_programmer_focus_search": "在逻辑编程器中精准搜索",
  "key.integrateddynamics.logic_programmer_open_rename": "在逻辑编程器中重命名变量",
  "subtitles.integrateddynamics.effect.page.flipsingle": "翻页",
  "subtitles.integrateddynamics.effect.page.flipmultiple": "跳页",
  "block.integrateddynamics.cable": "逻辑线缆",
  "block.integrateddynamics.variablestore": "变量卡箱",
  "block.integrateddynamics.energy_battery": "能量电池",
  "block.integrateddynamics.energy_battery.info": "与其他能量电池进行合成以增加容量。潜行右击以自动输出能量。",
  "block.integrateddynamics.energy_battery.info.auto_supply": "自动输出：%s",
  "block.integrateddynamics.energy_battery_creative": "创造能量电池",
  "block.integrateddynamics.energy_battery_creative.info.auto_supply": "自动输出：%s",
  "block.integrateddynamics.logic_programmer": "逻辑编程器",
  "block.integrateddynamics.coal_generator": "发电机",
  "block.integrateddynamics.coal_generator.info": "从可燃物品中获取能源",
  "block.integrateddynamics.proxy": "代理器",
  "block.integrateddynamics.proxy.info": "从变量卡创建变量代理卡，使其可以在不同的输出端使用。可通过合成清除 ID。",
  "block.integrateddynamics.materializer": "固值器",
  "block.integrateddynamics.materializer.info": "以变量卡的当前值制作静态值变量卡",
  "block.integrateddynamics.menril_log": "门瑞欧原木",
  "block.integrateddynamics.menril_log_filled": "富脂门瑞欧原木",
  "block.integrateddynamics.menril_log_stripped": "去皮门瑞欧原木",
  "block.integrateddynamics.menril_leaves": "门瑞欧树叶",
  "block.integrateddynamics.menril_sapling": "门瑞欧树苗",
  "block.integrateddynamics.menril_planks": "门瑞欧木板",
  "block.integrateddynamics.menril_slab": "门瑞欧台阶",
  "block.integrateddynamics.menril_fence": "门瑞欧栅栏",
  "block.integrateddynamics.menril_fence_gate": "门瑞欧栅栏门",
  "block.integrateddynamics.menril_wood": "门瑞欧木",
  "block.integrateddynamics.menril_wood_stripped": "去皮门瑞欧木",
  "block.integrateddynamics.crystalized_menril_block": "门瑞欧结晶块",
  "block.integrateddynamics.crystalized_menril_brick": "门瑞欧结晶砖",
  "block.integrateddynamics.block_menril_resin": "门瑞欧树脂",
  "block.integrateddynamics.drying_basin": "烘干池",
  "block.integrateddynamics.drying_basin.info": "用于烘干物品或流体",
  "block.integrateddynamics.squeezer": "挤压机",
  "block.integrateddynamics.squeezer.info": "站在上面跳跃来挤压和粉碎物品。输入红石脉冲复原。",
  "block.integrateddynamics.menril_torch": "门瑞欧火把",
  "block.integrateddynamics.menril_torch_stone": "门瑞欧石柄火把",
  "block.integrateddynamics.invisible_light": "不可见光源",
  "block.integrateddynamics.menril_door": "门瑞欧木门",
  "block.integrateddynamics.menril_planks_stairs": "门瑞欧楼梯",
  "block.integrateddynamics.crystalized_menril_block_stairs": "门瑞欧结晶楼梯",
  "block.integrateddynamics.crystalized_menril_brick_stairs": "门瑞欧晶砖楼梯",
  "block.integrateddynamics.delay": "延迟器",
  "block.integrateddynamics.delay.info": "将一个变量卡的历史值公开，并将其作为项目进行引用，可通过合成清除内容。",
  "block.integrateddynamics.block_liquid_chorus": "紫颂果汁",
  "block.integrateddynamics.crystalized_chorus_block": "紫颂果结晶块",
  "block.integrateddynamics.crystalized_chorus_brick": "紫颂果结晶砖",
  "block.integrateddynamics.crystalized_chorus_block_stairs": "紫颂果结晶楼梯",
  "block.integrateddynamics.crystalized_chorus_brick_stairs": "紫颂果晶砖楼梯",
  "block.integrateddynamics.mechanical_squeezer": "电动挤压机",
  "block.integrateddynamics.mechanical_squeezer.info": "消耗能量来挤压和粉碎物品。",
  "block.integrateddynamics.mechanical_drying_basin": "电动烘干池",
  "block.integrateddynamics.mechanical_drying_basin.info": "消耗能量来干燥物品和流体。",
  "block.integrateddynamics.crystalized_menril_block_slab": "门瑞欧结晶台阶",
  "block.integrateddynamics.crystalized_menril_brick_slab": "门瑞欧结晶砖台阶",
  "block.integrateddynamics.crystalized_chorus_block_slab": "紫颂果结晶台阶",
  "block.integrateddynamics.crystalized_chorus_brick_slab": "紫颂果结晶砖台阶",
  "item.integrateddynamics.general.id": "§e§lID：§r%s",
  "item.integrateddynamics.wrench": "门瑞欧结晶扳手",
  "item.integrateddynamics.variable": "变量卡",
  "item.integrateddynamics.variable.info": "可通过合成清空或复制引用值",
  "item.integrateddynamics.variable.warning": "§4§l警告：不要在创造模式下使用复制物品键复制它！可能会导致意料之外的问题。",
  "item.integrateddynamics.variable.id": "§e§o变量ID：§r§o%s",
  "item.integrateddynamics.labeller": "注释器",
  "item.integrateddynamics.labeller.info": "命名你的变量卡，也可在逻辑编程器内工作（点击操作窗右下角的“E”按钮）",
  "item.integrateddynamics.labeller.button.write": "写入",
  "item.integrateddynamics.facade": "伪装方块",
  "item.integrateddynamics.facade.info": "与一个方块合成以制作具有该方块纹理的伪装方块",
  "item.integrateddynamics.bucket_liquid_chorus": "紫颂果浆桶",
  "item.integrateddynamics.bucket_menril_resin": "门瑞欧树脂",
  "item.integrateddynamics.crystalized_menril_chunk": "门瑞欧结晶碎片",
  "item.integrateddynamics.variable_transformer": "变量输入/输出",
  "item.integrateddynamics.variable_transformer_output": "变量输出零件",
  "item.integrateddynamics.variable_transformer_input": "变量输入零件",
  "item.integrateddynamics.menril_berries": "门瑞欧浆果",
  "item.integrateddynamics.menril_berries.info": "美味又明亮",
  "item.integrateddynamics.portable_logic_programmer": "便携式逻辑编程器",
  "item.integrateddynamics.on_the_dynamics_of_integration": "论动态联合",
  "item.integrateddynamics.on_the_dynamics_of_integration.info": "一个完整的模组参考指南与教程",
  "item.integrateddynamics.crystalized_chorus_chunk": "紫颂果结晶碎片",
  "item.integrateddynamics.logic_director": "逻辑导向零件",
  "item.integrateddynamics.proto_chorus": "远古紫颂果",
  "fluid.fluids.integrateddynamics.menrilresin": "门瑞欧树脂",
  "fluid.fluids.integrateddynamics.liquidchorus": "紫颂果汁",
  "biome.integrateddynamics.meneglin": "门勒格林",
  "advancement.integrateddynamics.meneglin_discovery": "发现门勒格林",
  "advancement.integrateddynamics.meneglin_discovery.desc": "砍倒一棵门瑞欧树，它在门勒格林里最为常见。",
  "advancement.integrateddynamics.squeezing": "专业级别的挤压！",
  "advancement.integrateddynamics.squeezing.desc": "制作一台挤压机",
  "advancement.integrateddynamics.drying": "专业级别的烘干！",
  "advancement.integrateddynamics.drying.desc": "制作一个烘干池",
  "advancement.integrateddynamics.menril_production": "门瑞欧加工",
  "advancement.integrateddynamics.menril_production.desc": "将门瑞欧原木加工成树脂并烘干得到门瑞欧结晶.",
  "advancement.integrateddynamics.cables_logic": "某逻辑的超级线缆",
  "advancement.integrateddynamics.cables_logic.desc": "制作一个逻辑线缆",
  "advancement.integrateddynamics.networks_logic": "逻辑网络攻城狮",
  "advancement.integrateddynamics.networks_logic.desc": "构建具有至少10个相互连接的逻辑电缆的逻辑网络。",
  "advancement.integrateddynamics.menril_wrenching": "扭一扭，舔一舔⋯⋯呸",
  "advancement.integrateddynamics.menril_wrenching.desc": "制作一个门瑞欧结晶扳手",
  "advancement.integrateddynamics.variables": "一切为了变量",
  "advancement.integrateddynamics.variables.desc": "制作一个变量卡",
  "advancement.integrateddynamics.variable_input": "变量输入转换",
  "advancement.integrateddynamics.variable_input.desc": "制作一个变量输入零件",
  "advancement.integrateddynamics.variable_output": "变量输出转换",
  "advancement.integrateddynamics.variable_output.desc": "制作一个变量输出零件",
  "advancement.integrateddynamics.redstone_reading": "红石读取",
  "advancement.integrateddynamics.redstone_reading.desc": "制作一个红石读取器",
  "advancement.integrateddynamics.block_reading": "方块读取",
  "advancement.integrateddynamics.block_reading.desc": "制作一个方块读取器",
  "advancement.integrateddynamics.inventory_reading": "物品栏读取",
  "advancement.integrateddynamics.inventory_reading.desc": "制作一个物品栏读取器",
  "advancement.integrateddynamics.machine_reading": "设备读取",
  "advancement.integrateddynamics.machine_reading.desc": "制作一个设备读取器",
  "advancement.integrateddynamics.value_displaying": "数据显示",
  "advancement.integrateddynamics.value_displaying.desc": "制作一个显示面板",
  "advancement.integrateddynamics.redstone_capturing": "红石信号捕捉",
  "advancement.integrateddynamics.redstone_capturing.desc": "制作一个红石§6Integer（整型）§7数据的变量卡。",
  "advancement.integrateddynamics.redstone_observement": "红石观测",
  "advancement.integrateddynamics.redstone_observement.desc": "放置一个红石信号强度§6Integer(整型)§7变量卡到显示面板里。",
  "advancement.integrateddynamics.redstone_transmission": "红石信号无损传输",
  "advancement.integrateddynamics.redstone_transmission.desc": "让一个红石输出器输出一个由红石读取器获取的最高强度的红石信号。",
  "advancement.integrateddynamics.recipe_reading": "合成读取",
  "advancement.integrateddynamics.recipe_reading.desc": "使用设备读取器读取设备（比如合成台）的配方列表。",
  "advancement.integrateddynamics.recipe_creation": "配方构建",
  "advancement.integrateddynamics.recipe_creation.desc": "使用逻辑编程器可视化构建一个§8Recipe(配方)§7变量卡。",
  "advancement.integrateddynamics.recipe_lookup": "配方查找",
  "advancement.integrateddynamics.recipe_lookup.desc": "使用设备读取器动态查找一个箱子的合成。",
  "advancement.integrateddynamics.lectern_data": "讲台 NBT",
  "advancement.integrateddynamics.lectern_data.desc": "Read the NBT tag from a machine using a Block Reader, such as the Lectern.",
  "advancement.integrateddynamics.lectern_book": "讲台的书 NBT",
  "advancement.integrateddynamics.lectern_book.desc": "Read the Book NBT field inside a Lectern block on the NBT tag read from a Block Reader.",
  "advancement.integrateddynamics.lectern_book_name": "讲台的书名 NBT",
  "advancement.integrateddynamics.lectern_book_name.desc": "Read the name (id) of a book inside a Lectern block by applying an NBT Path expression on the NBT tag read from a Block Reader.",
  "advancement.integrateddynamics.logic_programming": "逻辑编程",
  "advancement.integrateddynamics.logic_programming.desc": "打开逻辑编程器的界面",
  "advancement.integrateddynamics.constant_definition": "常量定义",
  "advancement.integrateddynamics.constant_definition.desc": "制作一个从常量创建的§6Integer(整型)§7变量卡。",
  "advancement.integrateddynamics.arithmetic_addition": "来，加一个",
  "advancement.integrateddynamics.arithmetic_addition.desc": "将两个§eNumbers(数字)§7变量相加并显示其结果。",
  "advancement.integrateddynamics.variable_materialization": "变量固化器！",
  "advancement.integrateddynamics.variable_materialization.desc": "在§l固值器§r中固定一个变量的值。",
  "advancement.integrateddynamics.variable_proxying": "变量代理",
  "advancement.integrateddynamics.variable_proxying.desc": "在§l代理器§r中创建一个变量代理。",
  "advancement.integrateddynamics.logical_list_building": "逻辑列表构建",
  "advancement.integrateddynamics.logical_list_building.desc": "构建一个包含1, 10 和 100 的§6Integers(整型)§7静态列表。",
  "advancement.integrateddynamics.item_origin_identification": "物品原产地识别",
  "advancement.integrateddynamics.item_origin_identification.desc": "获得一个物品所属的模组名称。",
  "advancement.integrateddynamics.what_would_i_be_looking_at": "那是个什么玩意？",
  "advancement.integrateddynamics.what_would_i_be_looking_at.desc": "获取你视线所指向的方块变量。",
  "advancement.integrateddynamics.dynamic_additions": "动态加法运算",
  "advancement.integrateddynamics.dynamic_additions.desc": "动态调用加法运算符",
  "advancement.integrateddynamics.dynamic_list_filtering": "动态列表过滤",
  "advancement.integrateddynamics.dynamic_list_filtering.desc": "从整型列表 1, 10 和 100 中过滤出 10.",
  "advancement.integrateddynamics.creeper_taming": "驯服苦力怕",
  "advancement.integrateddynamics.creeper_taming.desc": "在显示面板上显示一只苦力怕的血量",
  "advancement.integrateddynamics.sponge_step_sound": "踩海绵音效",
  "advancement.integrateddynamics.sponge_step_sound.desc": "播放踩在湿海绵上的音效",
  "advancement.integrateddynamics.recursive_recursion": "递归的递归",
  "advancement.integrateddynamics.recursive_recursion.desc": "创建一个无限列表并将它显示在显示面板上",
  "advancement.integrateddynamics.tool_for_obsidian": "它能挖黑曜石吗？",
  "advancement.integrateddynamics.tool_for_obsidian.desc": "测试一把石镐是否能够破坏黑曜石，并将结果显示在显示面板上。",
  "advancement.integrateddynamics.smart_pressure_plate": "智能压力板",
  "advancement.integrateddynamics.smart_pressure_plate.desc": "制作一个自动开门系统。当实体读取器前经过一个名称匹配的实体时，通过红石输出器向门输出信号来打开它。",
  "valuetype.integrateddynamics.error.value": "无效的值",
  "valuetype.integrateddynamics.value_type": "数据类型",
  "valuetype.integrateddynamics.tooltip.type_name": "§e类型：§r%s",
  "valuetype.integrateddynamics.tooltip.value": "§e§o值：§r%s",
  "valuetype.integrateddynamics.operator.tooltip.signature": "§e签名:§r%s",
  "valuetype.integrateddynamics.error.invalid_input": "无法将输入的“%s”解析成该数据类型。",
  "valuetype.integrateddynamics.error.invalid_input_item": "该数据类型需要一个输入物品。",
  "valuetype.integrateddynamics.error.invalid_list_element": "索引 %s 处的元素值无效：%s",
  "valuetype.integrateddynamics.error.invalid_list_value_type": "列表预期的元素类型为%s，而插入的元素类型为%s。",
  "valuetype.integrateddynamics.error.invalid_operator_operator": "第 %s 个参数需要运算符，而填入的数据类型为%s。",
  "valuetype.integrateddynamics.error.invalid_operator_signature": "运算符%s需要的数据类型为（%s），而填入的数据类型为（%s）。",
  "valuetype.integrateddynamics.error.block.no_block": "用于赋值的物品不是方块。",
  "valuetype.integrateddynamics.error.fluid.no_fluid": "用于赋值的物品不包含流体。",
  "valuetype.integrateddynamics.error.no_light_calculator": "值类型 %s 不能用于描述光照等级。",
  "valuetype.integrateddynamics.error.deserialize": "在解除 '%s' 的序列化时遇到了问题：%s",
  "valuetype.integrateddynamics.any": "Any(任意)",
  "valuetype.integrateddynamics.any.info": "接受任何类型的数据",
  "valuetype.integrateddynamics.number": "Number(数值)",
  "valuetype.integrateddynamics.number.info": "接受所有类型的数字",
  "valuetype.integrateddynamics.named": "转为字符串",
  "valuetype.integrateddynamics.named.info": "将值转换为字符串的形式(将数值1.2转换为字符串\"1.2\")",
  "valuetype.integrateddynamics.uniquely_named": "转为唯一名称",
  "valuetype.integrateddynamics.uniquely_named.info": "将值转换为它的唯一名称",
  "valuetype.integrateddynamics.boolean": "Boolean(布尔)",
  "valuetype.integrateddynamics.integer": "Integer(整型)",
  "valuetype.integrateddynamics.double": "Double(双精度型)",
  "valuetype.integrateddynamics.long": "Long(长整型)",
  "valuetype.integrateddynamics.string": "String(字符串)",
  "valuetype.integrateddynamics.operator": "Operator(运算符)",
  "valuetype.integrateddynamics.nbt": "NBT",
  "valuetype.integrateddynamics.list": "List(列表)",
  "valuetype.integrateddynamics.block": "Block(方块)",
  "valuetype.integrateddynamics.itemstack": "Item(物品)",
  "valuetype.integrateddynamics.entity": "Entity(实体)",
  "valuetype.integrateddynamics.fluidstack": "Fluid(流体)",
  "valuetype.integrateddynamics.ingredients": "Ingredients（原料）",
  "valuetype.integrateddynamics.recipe": "Recipe（配方）",
  "valuetype.integrateddynamics.ingredients.slot.info": "按住 Shift 并点击进行配置",
  "parttype.integrateddynamics.error.low_energy": "能量不足",
  "parttype.integrateddynamics.tooltip.disabled": "能量不足",
  "parttype.integrateddynamics.tooltip.inactive": "未激活",
  "parttype.integrateddynamics.tooltip.errors": "错误：",
  "parttype.integrateddynamics.tooltip.writer.active_aspect": "效果类型：%s (%s)",
  "parttype.integrateddynamics.tooltip.display.active_value": "探测值：%s (%s)",
  "parttype.integrateddynamics.tooltip.monodirectionalconnector.group": "组：%s",
  "parttype.integrateddynamics.tooltip.noaspects": "警告：没有可用的扩展. 当安装其他模组后可能生效.",
  "parttype.integrateddynamics.audio_reader": "声音读取器",
  "parttype.integrateddynamics.audio_reader.info": "读取声音信息",
  "parttype.integrateddynamics.block_reader": "方块读取器",
  "parttype.integrateddynamics.block_reader.info": "读取方块信息",
  "parttype.integrateddynamics.entity_reader": "实体读取器",
  "parttype.integrateddynamics.entity_reader.info": "读取实体信息",
  "parttype.integrateddynamics.extradimensional_reader": "附加维度读取器",
  "parttype.integrateddynamics.extradimensional_reader.info": "读取所有维度共享的信息",
  "parttype.integrateddynamics.fluid_reader": "流体读取器",
  "parttype.integrateddynamics.fluid_reader.info": "读取流体槽信息",
  "parttype.integrateddynamics.inventory_reader": "物品栏读取器",
  "parttype.integrateddynamics.inventory_reader.info": "读取物品栏信息",
  "parttype.integrateddynamics.network_reader": "网络读取器",
  "parttype.integrateddynamics.network_reader.info": "读取目标网络预设",
  "parttype.integrateddynamics.machine_reader": "机器读取器",
  "parttype.integrateddynamics.machine_reader.info": "读取机器信息",
  "parttype.integrateddynamics.redstone_reader": "红石读取器",
  "parttype.integrateddynamics.redstone_reader.info": "读取红石信号",
  "parttype.integrateddynamics.world_reader": "世界读取器",
  "parttype.integrateddynamics.world_reader.info": "读取世界、方块、实体的相关信息",
  "parttype.integrateddynamics.audio_writer": "声音输出器",
  "parttype.integrateddynamics.audio_writer.info": "输出声音和音乐",
  "parttype.integrateddynamics.effect_writer": "效果输出器",
  "parttype.integrateddynamics.effect_writer.info": "输出粒子效果",
  "parttype.integrateddynamics.entity_writer": "实体写入器",
  "parttype.integrateddynamics.entity_writer.info": "为实体写入配置",
  "parttype.integrateddynamics.machine_writer": "机器写入器",
  "parttype.integrateddynamics.machine_writer.info": "为机器写入配置",
  "parttype.integrateddynamics.inventory_writer": "物品栏写入器",
  "parttype.integrateddynamics.inventory_writer.info": "写入物品栏",
  "parttype.integrateddynamics.redstone_writer": "红石输出",
  "parttype.integrateddynamics.redstone_writer.info": "输出红石信号",
  "parttype.integrateddynamics.data_driven_panel.error.invalid_type": "这个面板不接受一个%s。",
  "parttype.integrateddynamics.static_light_panel": "静态光源",
  "parttype.integrateddynamics.static_light_panel.info": "一个常亮的简单光源",
  "parttype.integrateddynamics.dynamic_light_panel": "动态光源",
  "parttype.integrateddynamics.dynamic_light_panel.info": "用光亮显示变量的值",
  "parttype.integrateddynamics.display_panel": "显示器",
  "parttype.integrateddynamics.display_panel.info": "用文本显示变量的值",
  "parttype.integrateddynamics.connector_mono_directional": "单向连接器",
  "parttype.integrateddynamics.connector_mono_directional.info": "在一定距离内可以直线连接到其他单向连接器",
  "parttype.integrateddynamics.connector_omni_directional": "全向连接器",
  "parttype.integrateddynamics.connector_omni_directional.info": "可以连接到任何地方的其他全向连接器，包括不同的维度。",
  "variable.integrateddynamics.error.invalid_item": "当前变量不能在此设置面使用。",
  "variable.integrateddynamics.error.part_not_in_network": "在当前网络中找不到 ID 为 %s 的组件。",
  "variable.integrateddynamics.error.recursion": "ID 为 %s 的变量调用了自己",
  "proxy.integrateddynamics.tooltip.proxy_id": "§e§o代理器 ID：§r§o%s",
  "proxy.integrateddynamics.error.proxy_not_in_network": "当前网络中找不到 ID 为 %s 的代理器。",
  "proxy.integrateddynamics.error.proxy_invalid": "ID 为 %s 的代理器中没有变量。",
  "proxy.integrateddynamics.error.proxy_invalid_type": "ID 为 %s 的代理器中应该有一个%s类型的变量，而现有的变量为%s类型。",
  "delay.integrateddynamics.tooltip.delay_id": "§e§o延迟器 ID：§r§o%s",
  "delay.integrateddynamics.error.delay_not_in_network": "当前网络找不到 ID 为 %s 的延迟器。",
  "delay.integrateddynamics.error.delay_invalid": "ID为 %s 的延迟器中没有变量。",
  "delay.integrateddynamics.error.delay_invalid_type": "ID 为 %s 的延迟器中应该有一个%s类型的变量，而现有的变量为%s类型。",
  "aspect.integrateddynamics.tooltip.aspect_name": "§e项目：§r%s",
  "aspect.integrateddynamics.tooltip.value_type_name": "§e类型：§r%s",
  "aspect.integrateddynamics.tooltip.part_id": "§e§o组件 ID：§r§o%s",
  "aspect.integrateddynamics.error.invalid_type": "该项目需要类型为%s的变量，但接收的变量为%s类型。",
  "aspect.integrateddynamics.error.recursion": " %s 的项目变量调用了它自己。",
  "aspect.integrateddynamics.error.no_value_interface": "未找到有效的值接口。",
  "aspect.integrateddynamics.error.no_value_interface_value": "未找到有效的值接口的值。",
  "aspect.integrateddynamics.name": "可用项目",
  "aspect.integrateddynamics.read.integer.audio.instrument.harp": "音符盒：钢琴",
  "aspect.integrateddynamics.read.integer.audio.instrument.harp.info": "读取钢琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.basedrum": "音符盒：基鼓",
  "aspect.integrateddynamics.read.integer.audio.instrument.basedrum.info": "读取基鼓的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.snare": "音符盒：小军鼓",
  "aspect.integrateddynamics.read.integer.audio.instrument.snare.info": "读取小军鼓的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.hat": "音符盒：击鼓沿",
  "aspect.integrateddynamics.read.integer.audio.instrument.hat.info": "读取击鼓沿的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.bass": "音符盒：贝斯",
  "aspect.integrateddynamics.read.integer.audio.instrument.bass.info": "读取贝斯的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.flute": "音符盒：长笛",
  "aspect.integrateddynamics.read.integer.audio.instrument.flute.info": "读取长笛的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.bell": "音符盒：铃铛",
  "aspect.integrateddynamics.read.integer.audio.instrument.bell.info": "读取铃铛的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.guitar": "音符盒：吉他",
  "aspect.integrateddynamics.read.integer.audio.instrument.guitar.info": "读取吉它的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.chime": "音符盒：管钟",
  "aspect.integrateddynamics.read.integer.audio.instrument.chime.info": "读取管钟的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.xylophone": "音符盒：木琴",
  "aspect.integrateddynamics.read.integer.audio.instrument.xylophone.info": "读取木琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.iron_xylophone": "音符盒：铁木琴",
  "aspect.integrateddynamics.read.integer.audio.instrument.iron_xylophone.info": "读取铁木琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.cow_bell": "音符盒：牛铃",
  "aspect.integrateddynamics.read.integer.audio.instrument.cow_bell.info": "读取牛铃的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.didgeridoo": "音符盒：迪吉里杜管",
  "aspect.integrateddynamics.read.integer.audio.instrument.didgeridoo.info": "读取迪吉里杜管的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.bit": "音符盒：“芯片”",
  "aspect.integrateddynamics.read.integer.audio.instrument.bit.info": "读取“芯片”的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.banjo": "音符盒：班卓琴",
  "aspect.integrateddynamics.read.integer.audio.instrument.banjo.info": "读取班卓琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.read.integer.audio.instrument.pling": "音符盒：“扣弦”",
  "aspect.integrateddynamics.read.integer.audio.instrument.pling.info": "读取“扣弦”的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.harp": "音符盒：钢琴",
  "aspect.integrateddynamics.write.integer.audio.instrument.harp.info": "发出钢琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.basedrum": "音符盒：底鼓",
  "aspect.integrateddynamics.write.integer.audio.instrument.basedrum.info": "发出底鼓的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.snare": "音符盒：小军鼓",
  "aspect.integrateddynamics.write.integer.audio.instrument.snare.info": "发出小军鼓的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.hat": "音符盒：击鼓沿",
  "aspect.integrateddynamics.write.integer.audio.instrument.hat.info": "发出击鼓沿的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.bass": "音符盒：贝斯",
  "aspect.integrateddynamics.write.integer.audio.instrument.bass.info": "发出贝斯的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.flute": "音符盒：长笛",
  "aspect.integrateddynamics.write.integer.audio.instrument.flute.info": "发出长笛的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.bell": "音符盒：铃铛",
  "aspect.integrateddynamics.write.integer.audio.instrument.bell.info": "发出铃铛的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.guitar": "音符盒：吉它",
  "aspect.integrateddynamics.write.integer.audio.instrument.guitar.info": "发出吉它的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.chime": "音符盒：管钟",
  "aspect.integrateddynamics.write.integer.audio.instrument.chime.info": "发出管钟的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.xylophone": "音符盒：木琴",
  "aspect.integrateddynamics.write.integer.audio.instrument.xylophone.info": "发出木琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.iron_xylophone": "音符盒：铁木琴",
  "aspect.integrateddynamics.write.integer.audio.instrument.iron_xylophone.info": "发出铁木琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.cow_bell": "音符盒：牛铃",
  "aspect.integrateddynamics.write.integer.audio.instrument.cow_bell.info": "发出牛铃的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.didgeridoo": "音符盒：迪吉里杜管",
  "aspect.integrateddynamics.write.integer.audio.instrument.didgeridoo.info": "发出迪吉里杜管的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.bit": "音符盒：“芯片”",
  "aspect.integrateddynamics.write.integer.audio.instrument.bit.info": "发出“芯片”的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.banjo": "音符盒：班卓琴",
  "aspect.integrateddynamics.write.integer.audio.instrument.banjo.info": "发出班卓琴的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.integer.audio.instrument.pling": "音符盒：“扣弦”",
  "aspect.integrateddynamics.write.integer.audio.instrument.pling.info": "发出“扣弦”的声音，音高 [0, 24]",
  "aspect.integrateddynamics.write.string.audio.sound": "音乐",
  "aspect.integrateddynamics.write.string.audio.sound.info": "播放指定的音乐",
  "aspect.integrateddynamics.write.string.audio.text": "文本",
  "aspect.integrateddynamics.write.string.audio.text.info": "将指定的文本转化为声音",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_ambient_entity_effect": "粒子效果：信标效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_ambient_entity_effect.info": "以特定的速度发出信标效果粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_angry_villager": "粒子效果：生气的村民",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_angry_villager.info": "以特定的速度发出生气的村民效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_bubble": "粒子效果：水中气泡",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_bubble.info": "以特定的速度发出水中气泡",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_cloud": "粒子效果：云雾",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_cloud.info": "以特定的速度产生云雾",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_crit": "粒子效果：暴击",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_crit.info": "以特定的速度发出暴击粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_damage_indicator": "粒子效果：伤害标志",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_damage_indicator.info": "以特定的速度发出伤害标志效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dragon_breath": "粒子效果：龙息",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dragon_breath.info": "以特定的速度发出龙息粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dripping_lava": "粒子效果：渗透熔岩",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dripping_lava.info": "以特定的速度发出渗透熔岩效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_lava": "粒子效果：下落熔岩",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_lava.info": "以特定的速度发出下落熔岩粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_landing_lava": "粒子效果：落地熔岩",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_landing_lava.info": "以特定的速度发出落地熔岩效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dripping_water": "粒子效果：渗透水滴",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dripping_water.info": "以特定的速度发出渗透水滴粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_water": "粒子效果：下落水滴",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_water.info": "以特定的速度发出下落水滴粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_effect": "粒子效果：效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_effect.info": "以特定的速度发出效果粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_elder_guardian": "粒子效果：远古守卫者",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_elder_guardian.info": "以特定的速度发出远古守卫者粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_enchanted_hit": "粒子效果：附魔之击",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_enchanted_hit.info": "以特定的速度发出附魔之击粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_enchant": "粒子效果：附魔",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_enchant.info": "以特定的速度发出附魔粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_end_rod": "粒子效果：末地烛",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_end_rod.info": "以特定的速度发出末地烛粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_entity_effect": "粒子效果：实体",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_entity_effect.info": "以特定的速度发出实体粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_explosion_emitter": "粒子效果：大爆炸",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_explosion_emitter.info": "以特定的速度发出大爆炸粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_explosion": "粒子效果：爆炸",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_explosion.info": "以特定的速度发出爆炸效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_firework": "粒子效果：烟火",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_firework.info": "以特定的速度发出烟火粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_fishing": "粒子效果：垂钓",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_fishing.info": "以特定的速度发出垂钓效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_flame": "粒子效果：火焰",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_flame.info": "以特定的速度发出火焰粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_flash.info": "以特定的速度发出闪烁粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_happy_villager": "粒子效果：高兴的村民",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_happy_villager.info": "以特定的速度发出高兴的村民效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_composter": "粒子效果：堆肥桶",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_composter.info": "以特定的速度发出堆肥桶粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_heart": "粒子效果：爱心",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_heart.info": "以特定的速度产生爱心",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_instant_effect": "粒子效果：瞬间效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_instant_effect.info": "以特定的速度发出瞬间效果粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_item_slime": "粒子效果：史莱姆",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_item_slime.info": "以特定的速度发出史莱姆蹦跳效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_item_snowball": "粒子效果：雪球",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_item_snowball.info": "以特定的速度发出雪球丢出效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_large_smoke": "粒子效果：浓烟",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_large_smoke.info": "以特定的速度发出浓烟",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_lava": "粒子效果：熔岩",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_lava.info": "以特定的速度发出熔岩粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_mycelium": "粒子效果：菌丝",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_mycelium.info": "以特定的速度发出菌丝粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_note": "粒子效果：音符",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_note.info": "以特定的速度发出音符粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_poof": "粒子效果：“咻”",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_poof.info": "以特定的速度发出“咻”粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_portal": "粒子效果：传送门",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_portal.info": "以特定的速度发出传送门粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_rain": "粒子效果：雨",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_rain.info": "以特定的速度发出雨粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_smoke": "粒子效果：烟雾",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_smoke.info": "以特定的速度发出烟雾",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_sneeze": "粒子效果：打喷嚏",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_sneeze.info": "以特定的速度发出打喷嚏粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_spit": "粒子效果：吐口水",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_spit.info": "以特定的速度发出吐口水粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_squid_ink": "粒子效果：鱿鱼喷墨。",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_squid_ink.info": "以特定的速度发出鱿鱼喷墨粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_sweep_attack": "粒子效果：横扫攻击",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_sweep_attack.info": "以特定的速度发出横扫攻击粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_totem_of_undying": "粒子效果：不死图腾",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_totem_of_undying.info": "以特定的速度发出不死图腾粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_underwater": "粒子效果：水下",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_underwater.info": "以特定的速度发出水下粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_splash": "粒子效果：喷溅",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_splash.info": "以特定的速度发出喷溅粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_witch": "粒子效果：女巫",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_witch.info": "以特定的速度发出女巫粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_bubble_pop": "粒子效果：气泡柱顶部",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_bubble_pop.info": "以特定的速度发出气泡柱顶部粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_current_down": "粒子效果：下行气泡柱",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_current_down.info": "以特定的速度发出下行气泡柱粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_bubble_column_up": "粒子效果：上行气泡柱",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_bubble_column_up.info": "以特定的速度发出上行气泡柱粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_nautilus": "粒子效果：潮涌核心",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_nautilus.info": "以特定的速度发出潮涌核心粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dolphin": "粒子效果：海豚",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dolphin.info": "以特定的速度发出海豚粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_campfire_cosy_smoke": "粒子效果：氤氲营烟",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_campfire_cosy_smoke.info": "以特定的速度发出氤氲营烟粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_campfire_signal_smoke": "粒子效果：信号营烟",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_campfire_signal_smoke.info": "以特定的速度发出信号营烟粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dripping_honey": "粒子效果：渗透蜂蜜",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_dripping_honey.info": "以特定的速度发出渗透蜂蜜粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_honey": "粒子效果：下落蜂蜜",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_honey.info": "以特定的速度发出下落蜂蜜粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_landing_honey": "粒子效果：落地蜂蜜",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_landing_honey.info": "以特定的速度发出落地蜂蜜粒子效果",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_nectar": "粒子效果：下落花粉",
  "aspect.integrateddynamics.write.double.effect.particle.minecraft_falling_nectar.info": "以特定的速度发出下落花粉粒子效果",
  "aspect.integrateddynamics.read.boolean.block.block": "有方块",
  "aspect.integrateddynamics.read.boolean.block.block.info": "目标位置是否有方块",
  "aspect.integrateddynamics.read.string.block.dimension": "维度",
  "aspect.integrateddynamics.read.string.block.dimension.info": "目标世界维度 ID",
  "aspect.integrateddynamics.read.integer.block.posx": "X 坐标",
  "aspect.integrateddynamics.read.integer.block.posx.info": "目标的 X 坐标",
  "aspect.integrateddynamics.read.integer.block.posy": "Y 坐标",
  "aspect.integrateddynamics.read.integer.block.posy.info": "目标的 Y 坐标",
  "aspect.integrateddynamics.read.integer.block.posz": "Z 坐标",
  "aspect.integrateddynamics.read.integer.block.posz.info": "目标的 Z 坐标",
  "aspect.integrateddynamics.read.nbt.block.tile": "方块实体 NBT 标签",
  "aspect.integrateddynamics.read.nbt.block.tile.info": "目标方块实体的 NBT 标签",
  "aspect.integrateddynamics.read.string.block.biome": "生物群系",
  "aspect.integrateddynamics.read.string.block.biome.info": "目标方块所在的生物群系名称",
  "aspect.integrateddynamics.read.integer.block.light": "亮度等级",
  "aspect.integrateddynamics.read.integer.block.light.info": "当前亮度等级",
  "aspect.integrateddynamics.read.block.block": "方块",
  "aspect.integrateddynamics.read.block.block.info": "目标方块",
  "aspect.integrateddynamics.read.integer.entity.itemframerotation": "物品展示框内物品旋转角度",
  "aspect.integrateddynamics.read.integer.entity.itemframerotation.info": "物品旋转角度的索引",
  "aspect.integrateddynamics.read.list.entity.entities": "实体列表",
  "aspect.integrateddynamics.read.list.entity.entities.info": "目标位置的实体",
  "aspect.integrateddynamics.read.list.entity.players": "玩家",
  "aspect.integrateddynamics.read.list.entity.players.info": "当前世界的玩家",
  "aspect.integrateddynamics.read.entity.entity": "Entity（实体）",
  "aspect.integrateddynamics.read.entity.entity.info": "目标位置选定的实体",
  "aspect.integrateddynamics.read.itemstack.entity.itemframecontents": "物品展示框",
  "aspect.integrateddynamics.read.itemstack.entity.itemframecontents.info": "物品展示框内的物品",
  "aspect.integrateddynamics.read.integer.extradimensional.random": "随机数",
  "aspect.integrateddynamics.read.integer.extradimensional.random.info": "随机整型数",
  "aspect.integrateddynamics.read.integer.extradimensional.playercount": "玩家数",
  "aspect.integrateddynamics.read.integer.extradimensional.playercount.info": "服务器玩家总数",
  "aspect.integrateddynamics.read.integer.extradimensional.ticktime": "游戏刻",
  "aspect.integrateddynamics.read.integer.extradimensional.ticktime.info": "此服务器平均游戏刻耗时(ms)",
  "aspect.integrateddynamics.read.double.extradimensional.tps": "TPS",
  "aspect.integrateddynamics.read.double.extradimensional.tps.info": "当前世界每秒的Tick数",
  "aspect.integrateddynamics.read.list.extradimensional.players": "玩家",
  "aspect.integrateddynamics.read.list.extradimensional.players.info": "在线玩家列表",
  "aspect.integrateddynamics.read.boolean.fluid.empty": "流体槽空",
  "aspect.integrateddynamics.read.boolean.fluid.empty.info": "目标流体槽是否为空",
  "aspect.integrateddynamics.read.boolean.fluid.full": "流体槽满",
  "aspect.integrateddynamics.read.boolean.fluid.full.info": "目标流体槽是否装满",
  "aspect.integrateddynamics.read.boolean.fluid.nonempty": "流体槽非空",
  "aspect.integrateddynamics.read.boolean.fluid.nonempty.info": "是否流体槽中有流体",
  "aspect.integrateddynamics.read.boolean.fluid.applicable": "有无流体槽",
  "aspect.integrateddynamics.read.boolean.fluid.applicable.info": "是否能够储存流体",
  "aspect.integrateddynamics.read.integer.fluid.amount": "流体量",
  "aspect.integrateddynamics.read.integer.fluid.amount.info": "当前位置的流体量(mB)",
  "aspect.integrateddynamics.read.integer.fluid.totalamount": "流体总量",
  "aspect.integrateddynamics.read.integer.fluid.totalamount.info": "当前流体槽的流体量(mB)",
  "aspect.integrateddynamics.read.integer.fluid.capacity": "活动位置流体存储量上限",
  "aspect.integrateddynamics.read.integer.fluid.capacity.info": "当前位置的流体存储量上限",
  "aspect.integrateddynamics.read.integer.fluid.totalcapacity": "流体存储量上限",
  "aspect.integrateddynamics.read.integer.fluid.totalcapacity.info": "当前流体槽的流体存储量上限",
  "aspect.integrateddynamics.read.integer.fluid.tanks": "流体槽数",
  "aspect.integrateddynamics.read.integer.fluid.tanks.info": "目标位置找到的流体槽总数",
  "aspect.integrateddynamics.read.double.fluid.fillratio": "流体槽装满程度",
  "aspect.integrateddynamics.read.double.fluid.fillratio.info": "当前流体槽流体量除以容量",
  "aspect.integrateddynamics.read.list.fluid.fluidstacks": "流体槽流体",
  "aspect.integrateddynamics.read.list.fluid.fluidstacks.info": "所有流体槽中的流体列表",
  "aspect.integrateddynamics.read.list.fluid.capacities": "流体槽容量",
  "aspect.integrateddynamics.read.list.fluid.capacities.info": "所有流体槽容量列表",
  "aspect.integrateddynamics.read.fluidstack.fluid": "流体槽流体类别",
  "aspect.integrateddynamics.read.fluidstack.fluid.info": "目标流体槽中的流体类别",
  "aspect.integrateddynamics.read.fluidstack.block": "流体方块",
  "aspect.integrateddynamics.read.fluidstack.block.info": "指定方块中的流体类别",
  "aspect.integrateddynamics.read.boolean.inventory.full": "物品栏满",
  "aspect.integrateddynamics.read.boolean.inventory.full.info": "是否没有空槽",
  "aspect.integrateddynamics.read.boolean.inventory.empty": "物品栏空",
  "aspect.integrateddynamics.read.boolean.inventory.empty.info": "是否均为空槽",
  "aspect.integrateddynamics.read.boolean.inventory.nonempty": "物品栏非空",
  "aspect.integrateddynamics.read.boolean.inventory.nonempty.info": "是否有物品",
  "aspect.integrateddynamics.read.boolean.inventory.applicable": "有无物品栏",
  "aspect.integrateddynamics.read.boolean.inventory.applicable.info": "能否存储物品",
  "aspect.integrateddynamics.read.integer.inventory.count": "物品总数",
  "aspect.integrateddynamics.read.integer.inventory.count.info": "获取物品总数",
  "aspect.integrateddynamics.read.integer.inventory.countslot": "物品堆叠大小",
  "aspect.integrateddynamics.read.integer.inventory.countslot.info": "获取当前物品栏物品堆叠大小限制",
  "aspect.integrateddynamics.read.integer.inventory.slots": "槽数",
  "aspect.integrateddynamics.read.integer.inventory.slots.info": "物品栏总数",
  "aspect.integrateddynamics.read.integer.inventory.slotsfilled": "装有物品的槽数",
  "aspect.integrateddynamics.read.integer.inventory.slotsfilled.info": "有物品的槽数",
  "aspect.integrateddynamics.read.double.inventory.fillratio": "装满度",
  "aspect.integrateddynamics.read.double.inventory.fillratio.info": "非空槽数除以总槽数",
  "aspect.integrateddynamics.read.list.inventory.itemstacks": "物品",
  "aspect.integrateddynamics.read.list.inventory.itemstacks.info": "获取物品栏中物品列表",
  "aspect.integrateddynamics.read.itemstack.inventory": "槽中物品",
  "aspect.integrateddynamics.read.itemstack.inventory.info": "获取选定槽中物品",
  "aspect.integrateddynamics.read.boolean.machine.isworker": "是否为机器",
  "aspect.integrateddynamics.read.boolean.machine.isworker.info": "目标是否为可工作的机器",
  "aspect.integrateddynamics.read.boolean.machine.haswork": "是否有工作",
  "aspect.integrateddynamics.read.boolean.machine.haswork.info": "目标是否有工作",
  "aspect.integrateddynamics.read.boolean.machine.canwork": "能否工作",
  "aspect.integrateddynamics.read.boolean.machine.canwork.info": "目标当前状态能否开始工作",
  "aspect.integrateddynamics.read.boolean.machine.isworking": "是否在工作",
  "aspect.integrateddynamics.read.boolean.machine.isworking.info": "目标是否在工作",
  "aspect.integrateddynamics.read.boolean.temperature.istemperature": "有无温度",
  "aspect.integrateddynamics.read.boolean.temperature.istemperature.info": "目标是否有指定的温度",
  "aspect.integrateddynamics.read.double.temperature.temperature": "温度",
  "aspect.integrateddynamics.read.double.temperature.temperature.info": "目标当前温度(K)",
  "aspect.integrateddynamics.read.double.temperature.maxtemperature": "最大温度",
  "aspect.integrateddynamics.read.double.temperature.maxtemperature.info": "目标最高温度(K)",
  "aspect.integrateddynamics.read.double.temperature.mintemperature": "最小温度",
  "aspect.integrateddynamics.read.double.temperature.mintemperature.info": "目标最低温度(K)",
  "aspect.integrateddynamics.read.double.temperature.defaulttemperature": "默认温度",
  "aspect.integrateddynamics.read.double.temperature.defaulttemperature.info": "目标的默认温度(K)",
  "aspect.integrateddynamics.read.boolean.recipehandler.applicable": "是合成处理对象",
  "aspect.integrateddynamics.read.boolean.recipehandler.applicable.info": "目标是否能够处理合成",
  "aspect.integrateddynamics.read.list.recipehandler.recipes": "合成表",
  "aspect.integrateddynamics.read.list.recipehandler.recipes.info": "目标能够处理的合成",
  "aspect.integrateddynamics.read.operator.recipehandler.recipeoutputbyinput": "依据指定输入计算输出",
  "aspect.integrateddynamics.read.operator.recipehandler.recipeoutputbyinput.info": "依据指定输入返回的输出结果合成",
  "aspect.integrateddynamics.read.operator.recipehandler.recipeinputsbyoutput": "依据指定输出计算所需输入",
  "aspect.integrateddynamics.read.operator.recipehandler.recipeinputsbyoutput.info": "依据指定的输出，返回所有可能的输入合成。",
  "aspect.integrateddynamics.read.operator.recipehandler.recipesbyinput": "依据指定输入计算可行合成表",
  "aspect.integrateddynamics.read.operator.recipehandler.recipesbyinput.info": "依据输入返回所有可能的合成",
  "aspect.integrateddynamics.read.operator.recipehandler.recipesbyoutput": "依据指定输出计算可能合成表",
  "aspect.integrateddynamics.read.operator.recipehandler.recipesbyoutput.info": "依据输出返回所有可能的合成",
  "aspect.integrateddynamics.read.operator.recipehandler.recipebyinput": "依据输入的合成",
  "aspect.integrateddynamics.read.operator.recipehandler.recipebyinput.info": "依据输入返回指定的的合成。",
  "aspect.integrateddynamics.read.operator.recipehandler.recipebyoutput": "依据输出的合成",
  "aspect.integrateddynamics.read.operator.recipehandler.recipebyoutput.info": "依据输出返回指定的的合成",
  "aspect.integrateddynamics.read.boolean.fe.applicable": "是 FE 处理对象",
  "aspect.integrateddynamics.read.boolean.fe.applicable.info": "检测是否目标能以某种方式处理 FE",
  "aspect.integrateddynamics.read.boolean.fe.isreceiver": "是 FE 接收器",
  "aspect.integrateddynamics.read.boolean.fe.isreceiver.info": "检测是否目标可以接收 FE",
  "aspect.integrateddynamics.read.boolean.fe.isprovider": "是 FE 供应器",
  "aspect.integrateddynamics.read.boolean.fe.isprovider.info": "检测是否目标可以提供 FE",
  "aspect.integrateddynamics.read.boolean.fe.canextract": "可以提取 FE",
  "aspect.integrateddynamics.read.boolean.fe.canextract.info": "检测是否真的从目标中提取 FE，以其当前所含能量作为判断",
  "aspect.integrateddynamics.read.boolean.fe.caninsert": "可以输入 FE",
  "aspect.integrateddynamics.read.boolean.fe.caninsert.info": "检测是否真的可以向目标输入 FE，以其当前所含能量以及容量作为判断",
  "aspect.integrateddynamics.read.boolean.fe.isfull": "是否 FE 缓冲区满",
  "aspect.integrateddynamics.read.boolean.fe.isfull.info": "检测是否目标的 FE 缓冲区已满",
  "aspect.integrateddynamics.read.boolean.fe.isempty": "是否 FE 缓冲区空",
  "aspect.integrateddynamics.read.boolean.fe.isempty.info": "检测是否目标的 FE 缓冲区完全为空",
  "aspect.integrateddynamics.read.boolean.fe.isnonempty": "是否 FE 缓冲区不为空",
  "aspect.integrateddynamics.read.boolean.fe.isnonempty.info": "检测是否目标的 FE 缓冲区不为空",
  "aspect.integrateddynamics.read.integer.fe.amount": "FE 储量",
  "aspect.integrateddynamics.read.integer.fe.amount.info": "存储在目标中的 FE 量",
  "aspect.integrateddynamics.read.integer.fe.capacity": "FE 容量",
  "aspect.integrateddynamics.read.integer.fe.capacity.info": "目标的 FE 容量",
  "aspect.integrateddynamics.read.double.fe.fillratio": "FE 装满程度",
  "aspect.integrateddynamics.read.double.fe.fillratio.info": "目标中的 FE 量除以其容量",
  "aspect.integrateddynamics.read.boolean.network.applicable": "是否联网",
  "aspect.integrateddynamics.read.boolean.network.applicable.info": "目标是否接入网络",
  "aspect.integrateddynamics.read.integer.network.elementcount": "元素数",
  "aspect.integrateddynamics.read.integer.network.elementcount.info": "目标网络中的元素数",
  "aspect.integrateddynamics.read.integer.network.energy.batterycount": "能量电池",
  "aspect.integrateddynamics.read.integer.network.energy.batterycount.info": "目标网络中的能量电池",
  "aspect.integrateddynamics.read.integer.network.energy.stored": "能源储量",
  "aspect.integrateddynamics.read.integer.network.energy.stored.info": "目标网络中的可用能源",
  "aspect.integrateddynamics.read.integer.network.energy.max": "能源容量",
  "aspect.integrateddynamics.read.integer.network.energy.max.info": "目标网络的能源容量",
  "aspect.integrateddynamics.read.integer.network.energy.consumptionrate": "能源使用率",
  "aspect.integrateddynamics.read.integer.network.energy.consumptionrate.info": "目标网络的当前每刻能耗",
  "aspect.integrateddynamics.read.any.network.value": "值",
  "aspect.integrateddynamics.read.any.network.value.info": "目标公开的值",
  "aspect.integrateddynamics.read.boolean.redstone.high": "高红石信号",
  "aspect.integrateddynamics.read.boolean.redstone.high.info": "红石信号最强",
  "aspect.integrateddynamics.read.boolean.redstone.low": "无红石信号",
  "aspect.integrateddynamics.read.boolean.redstone.low.info": "无红石信号",
  "aspect.integrateddynamics.read.boolean.redstone.nonlow": "红石信号等级",
  "aspect.integrateddynamics.read.boolean.redstone.nonlow.info": "是否有红石信号",
  "aspect.integrateddynamics.read.boolean.redstone.clock": "红石时钟",
  "aspect.integrateddynamics.read.boolean.redstone.clock.info": "可配置长度和间隔的红石脉冲",
  "aspect.integrateddynamics.read.integer.redstone.value": "红石信号等级",
  "aspect.integrateddynamics.read.integer.redstone.value.info": "获取精确红石信号等级",
  "aspect.integrateddynamics.read.integer.redstone.comparator": "比较器",
  "aspect.integrateddynamics.read.integer.redstone.comparator.info": "获取比较器输出值",
  "aspect.integrateddynamics.write.boolean.redstone": "红石信号等级",
  "aspect.integrateddynamics.write.boolean.redstone.info": "检测是否为真，输出最强红石信号",
  "aspect.integrateddynamics.write.boolean.redstone.pulse": "红石脉冲",
  "aspect.integrateddynamics.write.boolean.redstone.pulse.info": "当指定值发生改变时，输出一个指定强度的红石脉冲.",
  "aspect.integrateddynamics.write.integer.redstone": "红石信号等级",
  "aspect.integrateddynamics.write.integer.redstone.info": "将数值输出为对应红石信号强度",
  "aspect.integrateddynamics.write.integer.redstone.pulse": "红石脉冲",
  "aspect.integrateddynamics.write.integer.redstone.pulse.info": "当指定值发生改变时，输出一个指定强度的红石脉冲.",
  "aspect.integrateddynamics.read.boolean.world.entity": "有实体",
  "aspect.integrateddynamics.read.boolean.world.entity.info": "目标位置是否有实体",
  "aspect.integrateddynamics.read.boolean.world.mob": "有怪物",
  "aspect.integrateddynamics.read.boolean.world.mob.info": "目标位置是否有怪物",
  "aspect.integrateddynamics.read.boolean.world.animal": "有动物",
  "aspect.integrateddynamics.read.boolean.world.animal.info": "目标位置是否有动物",
  "aspect.integrateddynamics.read.boolean.world.player": "有玩家",
  "aspect.integrateddynamics.read.boolean.world.player.info": "目标位置是否有玩家",
  "aspect.integrateddynamics.read.boolean.world.item": "有物品",
  "aspect.integrateddynamics.read.boolean.world.item.info": "目标位置是否有掉落物",
  "aspect.integrateddynamics.read.boolean.world.weather.clear": "晴天",
  "aspect.integrateddynamics.read.boolean.world.weather.clear.info": "当前世界是否晴天",
  "aspect.integrateddynamics.read.boolean.world.weather.raining": "雨天",
  "aspect.integrateddynamics.read.boolean.world.weather.raining.info": "当前世界是否雨天",
  "aspect.integrateddynamics.read.boolean.world.weather.thunder": "雷雨天",
  "aspect.integrateddynamics.read.boolean.world.weather.thunder.info": "当前世界是否雷雨天",
  "aspect.integrateddynamics.read.boolean.world.isday": "白天",
  "aspect.integrateddynamics.read.boolean.world.isday.info": "当前世界是否白天",
  "aspect.integrateddynamics.read.boolean.world.isnight": "夜晚",
  "aspect.integrateddynamics.read.boolean.world.isnight.info": "当前世界是否夜晚",
  "aspect.integrateddynamics.read.integer.world.entity": "实体列表",
  "aspect.integrateddynamics.read.integer.world.entity.info": "当前空间实体总数",
  "aspect.integrateddynamics.read.integer.world.raincountdown": "雨停",
  "aspect.integrateddynamics.read.integer.world.raincountdown.info": "下雨剩余时间",
  "aspect.integrateddynamics.read.integer.world.ticktime": "游戏刻",
  "aspect.integrateddynamics.read.integer.world.ticktime.info": "此世界平均游戏刻耗时(ms)",
  "aspect.integrateddynamics.read.integer.world.daytime": "当前时间",
  "aspect.integrateddynamics.read.integer.world.daytime.info": "指定世界的当日时间",
  "aspect.integrateddynamics.read.integer.world.lightlevel": "亮度等级",
  "aspect.integrateddynamics.read.integer.world.lightlevel.info": "当前亮度等级",
  "aspect.integrateddynamics.read.integer.world.players": "玩家数",
  "aspect.integrateddynamics.read.integer.world.players.info": "当前世界玩家数",
  "aspect.integrateddynamics.read.double.world.tps": "TPS",
  "aspect.integrateddynamics.read.double.world.tps.info": "这个世界中每秒的游戏刻数",
  "aspect.integrateddynamics.read.long.world.time": "时间",
  "aspect.integrateddynamics.read.long.world.time.info": "世界时间，受 /time set 指令影响",
  "aspect.integrateddynamics.read.long.world.totaltime": "总时间",
  "aspect.integrateddynamics.read.long.world.totaltime.info": "世界总时间，不受 /time set 指令影响",
  "aspect.integrateddynamics.read.string.world.worldname": "世界名",
  "aspect.integrateddynamics.read.string.world.worldname.info": "当前世界名",
  "aspect.integrateddynamics.read.list.world.players": "玩家",
  "aspect.integrateddynamics.read.list.world.players.info": "当前世界的玩家",
  "aspect.aspecttypes.integrateddynamics.integer.tankid": "流体槽 ID",
  "aspect.aspecttypes.integrateddynamics.integer.slotid": "物品槽 ID",
  "aspect.aspecttypes.integrateddynamics.integer.listindex": "列出元素",
  "aspect.aspecttypes.integrateddynamics.integer.range": "范围",
  "aspect.aspecttypes.integrateddynamics.integer.channel": "频道",
  "aspect.aspecttypes.integrateddynamics.integer.interval": "脉冲间隔",
  "aspect.aspecttypes.integrateddynamics.integer.length": "脉冲长度",
  "aspect.aspecttypes.integrateddynamics.integer.offset": "脉冲时间偏移量",
  "aspect.aspecttypes.integrateddynamics.double.volume": "音量",
  "aspect.aspecttypes.integrateddynamics.double.frequency": "频率",
  "aspect.aspecttypes.integrateddynamics.double.offset_x": "X 轴偏移",
  "aspect.aspecttypes.integrateddynamics.double.offset_y": "Y 轴偏移",
  "aspect.aspecttypes.integrateddynamics.double.offset_z": "Z 轴偏移",
  "aspect.aspecttypes.integrateddynamics.integer.particles": "粒子数目",
  "aspect.aspecttypes.integrateddynamics.double.spread_x": "X 轴散布",
  "aspect.aspecttypes.integrateddynamics.double.spread_y": "Y 轴散布",
  "aspect.aspecttypes.integrateddynamics.double.spread_z": "Z 轴散布",
  "aspect.aspecttypes.integrateddynamics.boolean.strong_power": "强充能",
  "aspect.aspecttypes.integrateddynamics.boolean.strong_power.info": "检测是否一个需要被激活的红石火把而不是普通的红石粉",
  "aspect.aspecttypes.integrateddynamics.integer.pulse_emit_value": "脉冲强度",
  "aspect.aspecttypes.integrateddynamics.integer.pulse_emit_value.info": "需要发出的脉冲的强度.",
  "operator.integrateddynamics": "运算符",
  "operator.integrateddynamics.applied.operator_name": "柯里化运算符 %s [%s]",
  "operator.integrateddynamics.applied.type": "§已接收参数：§r%s",
  "operator.integrateddynamics.tooltip.operator_name": "§e运算符：§r%s (%s)",
  "operator.integrateddynamics.tooltip.operator_category": "§e类别：§r%s",
  "operator.integrateddynamics.tooltip.variable_ids": "§e变量 ID 表：§r§o%s",
  "operator.integrateddynamics.tooltip.input_type_name": "§e输入类型 %s：§r%s",
  "operator.integrateddynamics.tooltip.output_type_name": "§e输出类型：§r%s",
  "operator.integrateddynamics.error.wrong_input_length": "运算符%s获得的输入数量为 %s，而需要的输入数量为 %s。",
  "operator.integrateddynamics.error.operator_param_wrong_input_length": "运算符 %2$s 需要接收到长度为 %1$s 的参数，但它接收到了长度 %3$s 的参数。",
  "operator.integrateddynamics.error.null_type": "运算符%s在第 %s 个输入位置上的值为 null。",
  "operator.integrateddynamics.error.wrong_type": "运算符%1$s在第 %3$s 个输入位置上的类型为%2$s，但需要的类型为%4$s。",
  "operator.integrateddynamics.error.wrong_type_output": "对运算符 %s 的赋值返回了 %s，但返回的期望为 %s。",
  "operator.integrateddynamics.error.wrong_currying_type": "运算符%1$s在第 %3$s 个输入位置上的类型为%2$s，但需要一个%4$s类型的值以进行柯里化。",
  "operator.integrateddynamics.error.currying_overflow": "当柯里化运算符%s（%s 个输入）时，在输入 %s 个参数后并未得到运算符，而是得到了%s。",
  "operator.integrateddynamics.error.wrong_predicate": "运算符%s被输入一个输出类型为%s的运算符，而需要的运算符输出类型为%s。",
  "operator.integrateddynamics.error.illegal_property": "该属性将输出%1$s，而运算符%3$s需要的类型为%2$s。",
  "operator.integrateddynamics.error.variable_not_in_network": "在当前网络中无法找到 ID 为 %s 的变量。",
  "operator.integrateddynamics.error.cyclic_reference": "ID 为 %s 的变量引用了自身，形成无限递归。",
  "operator.integrateddynamics.error.wrong_input_length_virtual": "运算符%1$s接收到了参数长度为 %3$s 的运算符%2$s，但需要输入的参数长度为 %4$s。",
  "operator.integrateddynamics.error.operator_recursion_limit": "达到了%2$s运算符的最高迭代次数 %1$s 次。你是不是想让游戏崩溃？",
  "operator.integrateddynamics.error.operator_nbt_path_expression": "发现了无效的 NBT 路径表达“%s”：%s",
  "operator.integrateddynamics.error.cast.no_mapping": "不存在从 %s 到 %s 的类型转换映射",
  "operator.integrateddynamics.error.cast.illegal": "Attempted to cast %s to %s, for value “%s”.",
  "operator.integrateddynamics.error.cast.unexpected": " %s 的种类与类型转换： %s 转换至 %s 的期望输入类型不匹配。",
  "operator.integrateddynamics.error.divide_by_zero": "除数不能为零。",
  "operator.integrateddynamics.error.parse": "值“%s”无法被解析为 %s。",
  "operator.integrateddynamics.error.no_derserializer": "No serializer was found to deserialize the operator value “%s”.",
  "operator.integrateddynamics.error.regex.invalid": "无效的正则表达式：“%s”",
  "operator.integrateddynamics.error.substring.to_greater_than_from": "子字符串的终止位置必须严格大于起始位置。",
  "operator.integrateddynamics.error.substring.index_negative": "子字符串索引不能为负。",
  "operator.integrateddynamics.error.substring.longer_than_string": "子字符串所以不能超出字符串长度。",
  "operator.integrateddynamics.error.group.index_negative": "组索引不能为负。",
  "operator.integrateddynamics.error.group.no_match": "无法为组正则表达式“%2$s”中的“%1$s”找到匹配项。",
  "operator.integrateddynamics.error.group.no_match_group": "No group regex match was found for regex“%s” in “%s” for group“%s”.",
  "operator.integrateddynamics.error.regex_scan.index_negative": "正则扫描索引不能为负",
  "operator.integrateddynamics.error.regex_scan.no_match_group": "No regex scan match was found for regex“%s” in “%s” for group“%s”.",
  "operator.integrateddynamics.error.infinite_list.illegal": "运算符 %s 无法被应用于无限列表。",
  "operator.integrateddynamics.error.index_out_of_bounds": "索引越界。尝试获取长度为 %2$s 的列表的第 %1$s 个元素。使用 getOrDefault 运算符，可以在索引越界时提供一个基础值。",
  "operator.integrateddynamics.error.slice.to_greater_than_from": "切片的终止位置必须严格大于起始位置。",
  "operator.integrateddynamics.error.slice.index_negative": "切片索引不能为负。",
  "operator.integrateddynamics.error.reduce.empty": "纯简缩运算符尝试获取空列表的头。简缩运算符才能支持空列表操作，它会在操作时提供一个基础值。",
  "operator.integrateddynamics.error.operator_not_found": "无法找到名字为“%s”的运算符。",
  "operator.integrateddynamics.logical": "逻辑",
  "operator.integrateddynamics.logical.basename": "逻辑 %s",
  "operator.integrateddynamics.logical.and": "按位与",
  "operator.integrateddynamics.logical.or": "按位或",
  "operator.integrateddynamics.logical.not": "非",
  "operator.integrateddynamics.logical.nand": "与非",
  "operator.integrateddynamics.logical.nor": "或非",
  "operator.integrateddynamics.arithmetic": "算术",
  "operator.integrateddynamics.arithmetic.basename": "%s运算符",
  "operator.integrateddynamics.arithmetic.addition": "加",
  "operator.integrateddynamics.arithmetic.subtraction": "减",
  "operator.integrateddynamics.arithmetic.multiplication": "乘",
  "operator.integrateddynamics.arithmetic.division": "除",
  "operator.integrateddynamics.arithmetic.maximum": "最大",
  "operator.integrateddynamics.arithmetic.maximum.info": "取两个数值中的最大值",
  "operator.integrateddynamics.arithmetic.minimum": "最小",
  "operator.integrateddynamics.arithmetic.minimum.info": "取两个数值中的最小值",
  "operator.integrateddynamics.integer": "Integer（整型）",
  "operator.integrateddynamics.integer.basename": "整形%s运算",
  "operator.integrateddynamics.integer.modulus": "取模",
  "operator.integrateddynamics.integer.increment": "递增",
  "operator.integrateddynamics.integer.decrement": "递减",
  "operator.integrateddynamics.relational": "关系运算",
  "operator.integrateddynamics.relational.basename": "关系%s运算",
  "operator.integrateddynamics.relational.equals": "相等",
  "operator.integrateddynamics.relational.equals.info": "输入值的类型必须相同",
  "operator.integrateddynamics.relational.gt": "大于",
  "operator.integrateddynamics.relational.lt": "小于",
  "operator.integrateddynamics.relational.notequals": "不等",
  "operator.integrateddynamics.relational.notequals.info": "输入值的类型必须相同",
  "operator.integrateddynamics.relational.ge": "大于等于",
  "operator.integrateddynamics.relational.le": "小于等于",
  "operator.integrateddynamics.binary": "二进制运算",
  "operator.integrateddynamics.binary.basename": "二进制%s运算",
  "operator.integrateddynamics.binary.and": "按位与",
  "operator.integrateddynamics.binary.or": "按位或",
  "operator.integrateddynamics.binary.xor": "按位异或",
  "operator.integrateddynamics.binary.complement": "补码",
  "operator.integrateddynamics.binary.rshift": "右移",
  "operator.integrateddynamics.binary.rshift.info": "有符号右移，负数在左边补一",
  "operator.integrateddynamics.binary.lshift": "左移",
  "operator.integrateddynamics.binary.rzshift": "无符号右移",
  "operator.integrateddynamics.binary.rzshift.info": "无符号右移，永远在左边补零，负数会溢出",
  "operator.integrateddynamics.string": "字符串",
  "operator.integrateddynamics.string.basename": "字符串 %s",
  "operator.integrateddynamics.string.length": "长度",
  "operator.integrateddynamics.string.length.info": "指定字符串的长度",
  "operator.integrateddynamics.string.concat": "连接",
  "operator.integrateddynamics.string.concat.info": "连接两个字符串",
  "operator.integrateddynamics.string.contains": "字符串包含",
  "operator.integrateddynamics.string.contains.info": "判断指定的子字符串是否包含在指定的字符串中.",
  "operator.integrateddynamics.string.contains_regex": "正则包含",
  "operator.integrateddynamics.string.contains_regex.info": "判断指定的正则表达式是否能在指定字符串中找到匹配.",
  "operator.integrateddynamics.string.matches_regex": "正则匹配",
  "operator.integrateddynamics.string.matches_regex.info": "判断指定的正则表达式是否匹配指定的字符串.",
  "operator.integrateddynamics.string.index_of": "索引",
  "operator.integrateddynamics.string.index_of.info": "获取指定的子字符串在指定字符串中第一次出现的位置.",
  "operator.integrateddynamics.string.index_of_regex": "正则索引",
  "operator.integrateddynamics.string.index_of_regex.info": "获取指定的正则表达式在指定字符串中第一次匹配到的位置.",
  "operator.integrateddynamics.string.starts_with": "以其开头",
  "operator.integrateddynamics.string.starts_with.info": "判断指定的子字符串是否是指定的字符串的开头.",
  "operator.integrateddynamics.string.ends_with": "以其结尾",
  "operator.integrateddynamics.string.ends_with.info": "判断指定的子字符串是否是指定字符串的结尾.",
  "operator.integrateddynamics.string.split_on": "拆分",
  "operator.integrateddynamics.string.split_on.info": "用指定的分隔符拆分字符串，并返回拆分后的列表。",
  "operator.integrateddynamics.string.split_on_regex": "正则拆分",
  "operator.integrateddynamics.string.split_on_regex.info": "以指定的正则表达式分隔符拆分字符串，并返回拆分后的列表。",
  "operator.integrateddynamics.string.substring": "子字符串",
  "operator.integrateddynamics.string.substring.info": "指定起始位置（包含）与结束位置（不包含），获取指定字符串的子串.",
  "operator.integrateddynamics.string.regex_group": "正则匹配组",
  "operator.integrateddynamics.string.regex_group.info": "使用指定的正则表达式并指定索引搜索指定字符串，返回索引对应的匹配组。",
  "operator.integrateddynamics.string.regex_groups": "所有正则匹配组",
  "operator.integrateddynamics.string.regex_groups.info": "使用指定的正则表达式搜索字符串，返回所有匹配组的列表。",
  "operator.integrateddynamics.string.regex_scan": "正则扫描",
  "operator.integrateddynamics.string.regex_scan.info": "使用指定的正则表达式并指定索引以扫描指定字符串，返回索引对应的匹配组的所有匹配。",
  "operator.integrateddynamics.string.replace": "替换",
  "operator.integrateddynamics.string.replace.info": "找到指定的搜索词，并替换成指定的字符串，最后一个指定的字符串为搜索内容。",
  "operator.integrateddynamics.string.replace_regex": "正则替换",
  "operator.integrateddynamics.string.replace_regex.info": "找到所有指定正则表达式的匹配，并替换成指定的字符串，最后一个指定的字符串为搜索内容。",
  "operator.integrateddynamics.string.join": "连接",
  "operator.integrateddynamics.string.join.info": "创建一个用指定的分隔符将指定的字符串列表连接起来的字符串。",
  "operator.integrateddynamics.string.name": "变量名",
  "operator.integrateddynamics.string.name.info": "获取指定变量名或变量值的字符串形式",
  "operator.integrateddynamics.string.unique_name": "唯一名称",
  "operator.integrateddynamics.string.unique_name.info": "获取一个东西的唯一名称",
  "operator.integrateddynamics.double": "双精度浮点型",
  "operator.integrateddynamics.double.basename": "浮点 %s",
  "operator.integrateddynamics.number": "数值",
  "operator.integrateddynamics.number.basename": "数值 %s",
  "operator.integrateddynamics.list": "列表",
  "operator.integrateddynamics.list.basename": "列表 %s",
  "operator.integrateddynamics.list.length": "长度",
  "operator.integrateddynamics.list.length.info": "指定列表的长度",
  "operator.integrateddynamics.list.empty": "空",
  "operator.integrateddynamics.list.empty.info": "此列表是否为空",
  "operator.integrateddynamics.list.notempty": "非空",
  "operator.integrateddynamics.list.notempty.info": "此列表是否非空",
  "operator.integrateddynamics.list.get": "获取",
  "operator.integrateddynamics.list.get.info": "获取对应下标的列表元素，当下标越界时抛出异常。",
  "operator.integrateddynamics.list.get_or_default": "获取或默认",
  "operator.integrateddynamics.list.get_or_default.info": "在指定地址获取列表元素，检测是否该元素不可用，则返回默认值。",
  "operator.integrateddynamics.list.contains": "包含",
  "operator.integrateddynamics.list.contains.info": "此列表是否包含指定元素",
  "operator.integrateddynamics.list.contains_p": "谓词包含",
  "operator.integrateddynamics.list.contains_p.info": "检测是否列表的至少一个元素对于指定的谓词返回 true。",
  "operator.integrateddynamics.list.count": "计数",
  "operator.integrateddynamics.list.count.info": "指定元素在列表中被找到的次数",
  "operator.integrateddynamics.list.count_p": "谓词计数",
  "operator.integrateddynamics.list.count_p.info": "指定谓词对列表中的元素返回为 true 的次数。",
  "operator.integrateddynamics.list.append": "附加",
  "operator.integrateddynamics.list.append.info": "为指定列表附加指定元素。",
  "operator.integrateddynamics.list.concat": "连接",
  "operator.integrateddynamics.list.concat.info": "连接两个列表。",
  "operator.integrateddynamics.list.lazybuilt": "惰性列表构建器",
  "operator.integrateddynamics.list.lazybuilt.info": "构建一个列表，提供起始值和一个运算符，其余元素由运算符作用于上一个元素得出。仅当需要该元素时才会进行求值计算。",
  "operator.integrateddynamics.list.head": "首",
  "operator.integrateddynamics.list.head.info": "获取指定列表的第一个元素。",
  "operator.integrateddynamics.list.tail": "尾",
  "operator.integrateddynamics.list.tail.info": "从列表中删除第一个元素。",
  "operator.integrateddynamics.list.uniq_p": "唯一谓词",
  "operator.integrateddynamics.list.uniq_p.info": "基于指定的比较谓词删除列表中所有的重复元素。",
  "operator.integrateddynamics.list.uniq": "唯一",
  "operator.integrateddynamics.list.uniq.info": "删除列表中所有的重复元素。",
  "operator.integrateddynamics.list.slice": "切片",
  "operator.integrateddynamics.list.slice.info": "将指定列表从指定开头（包含）到指定结尾（不包含）进行切片。",
  "operator.integrateddynamics.block": "方块",
  "operator.integrateddynamics.block.basename": "方块 %s",
  "operator.integrateddynamics.block.opaque": "不透明",
  "operator.integrateddynamics.block.opaque.info": "指定的方块是否不透明",
  "operator.integrateddynamics.block.itemstack": "物品",
  "operator.integrateddynamics.block.itemstack.info": "指定方块代表的物品",
  "operator.integrateddynamics.block.mod": "所属模组",
  "operator.integrateddynamics.block.mod.info": "指定方块对应的模组名称",
  "operator.integrateddynamics.block.breaksound": "方块破坏声",
  "operator.integrateddynamics.block.breaksound.info": "指定方块被破坏的声音",
  "operator.integrateddynamics.block.placesound": "方块放置声",
  "operator.integrateddynamics.block.placesound.info": "指定方块被放置的声音",
  "operator.integrateddynamics.block.stepsound": "方块行走声",
  "operator.integrateddynamics.block.stepsound.info": "在指定方块上行走的声音",
  "operator.integrateddynamics.block.isshearable": "方块可收剪",
  "operator.integrateddynamics.block.isshearable.info": "检测是否指定方块可用剪刀进行收剪",
  "operator.integrateddynamics.block.isplantable": "方块为植物",
  "operator.integrateddynamics.block.isplantable.info": "检测是否指定方块是植物",
  "operator.integrateddynamics.block.planttype": "方块植物类型",
  "operator.integrateddynamics.block.planttype.info": "指定方块的植物类型",
  "operator.integrateddynamics.block.plant": "方块对应植物方块",
  "operator.integrateddynamics.block.plant.info": "当该方块被种植时，得到的方块",
  "operator.integrateddynamics.block.cansustainplantblock": "方块可持存方块植物",
  "operator.integrateddynamics.block.cansustainplantblock.info": "检测是否指定的方块能支持指定的植物方块",
  "operator.integrateddynamics.block.cansustainplantitem": "方块可持存物品植物",
  "operator.integrateddynamics.block.cansustainplantitem.info": "检测是否指定的方块能支持指定的植物物品",
  "operator.integrateddynamics.block.plantage": "方块植物生长阶段",
  "operator.integrateddynamics.block.plantage.info": "指定方块植物的生长阶段",
  "operator.integrateddynamics.block.blockbyname": "方块名称",
  "operator.integrateddynamics.block.blockbyname.info": "获取对应指定名称的方块，添加空格 + 数字以显示元数据。",
  "operator.integrateddynamics.itemstack": "物品",
  "operator.integrateddynamics.itemstack.basename": "物品 %s",
  "operator.integrateddynamics.itemstack.size": "数量",
  "operator.integrateddynamics.itemstack.size.info": "当前物品的堆叠数量",
  "operator.integrateddynamics.itemstack.maxsize": "堆叠上限",
  "operator.integrateddynamics.itemstack.maxsize.info": "当前物品的堆叠数量上限",
  "operator.integrateddynamics.itemstack.stackable": "可堆叠",
  "operator.integrateddynamics.itemstack.stackable.info": "物品能否堆叠两个及以上的物品",
  "operator.integrateddynamics.itemstack.damageable": "有耐久",
  "operator.integrateddynamics.itemstack.damageable.info": "物品能否被损坏",
  "operator.integrateddynamics.itemstack.damage": "耐久",
  "operator.integrateddynamics.itemstack.damage.info": "当前物品的耐久",
  "operator.integrateddynamics.itemstack.maxdamage": "耐久值上限",
  "operator.integrateddynamics.itemstack.maxdamage.info": "物品耐久值上限",
  "operator.integrateddynamics.itemstack.enchanted": "附魔",
  "operator.integrateddynamics.itemstack.enchanted.info": "物品是否被附魔",
  "operator.integrateddynamics.itemstack.enchantable": "能否附魔",
  "operator.integrateddynamics.itemstack.enchantable.info": "物品能否被附魔",
  "operator.integrateddynamics.itemstack.repaircost": "修复花费",
  "operator.integrateddynamics.itemstack.repaircost.info": "修复此物品的花费",
  "operator.integrateddynamics.itemstack.rarity": "稀有度",
  "operator.integrateddynamics.itemstack.rarity.info": "物品的稀有度",
  "operator.integrateddynamics.itemstack.strength": "能否挖掘方块",
  "operator.integrateddynamics.itemstack.strength.info": "该物品能否挖掘指定方块",
  "operator.integrateddynamics.itemstack.canharvest": "能否采集",
  "operator.integrateddynamics.itemstack.canharvest.info": "该物品能否采集指定方块",
  "operator.integrateddynamics.itemstack.block": "方块",
  "operator.integrateddynamics.itemstack.block.info": "指定物品对应的方块",
  "operator.integrateddynamics.itemstack.isfluidstack": "有流体",
  "operator.integrateddynamics.itemstack.isfluidstack.info": "指定物品中有流体",
  "operator.integrateddynamics.itemstack.fluidstack": "流体",
  "operator.integrateddynamics.itemstack.fluidstack.info": "指定物品中对应的流体",
  "operator.integrateddynamics.itemstack.fluidstackcapacity": "活动位置流体存储量上限",
  "operator.integrateddynamics.itemstack.fluidstackcapacity.info": "指定物品的容量（mB）",
  "operator.integrateddynamics.itemstack.isnbtequal": "NBT 相同",
  "operator.integrateddynamics.itemstack.isnbtequal.info": "指定物品 NBT 标签是否相同",
  "operator.integrateddynamics.itemstack.isitemequalnonbt": "物品除 NBT 完全相同",
  "operator.integrateddynamics.itemstack.isitemequalnonbt.info": "指定的物品是否相同，忽略 NBT 但包括耐久值。",
  "operator.integrateddynamics.itemstack.israwitemequal": "物品模糊相同",
  "operator.integrateddynamics.itemstack.israwitemequal.info": "指定的物品是否相同，忽略 NBT 和耐久值。",
  "operator.integrateddynamics.itemstack.mod": "所属模组",
  "operator.integrateddynamics.itemstack.mod.info": "指定物品所属的模组名称",
  "operator.integrateddynamics.itemstack.burntime": "燃烧时间",
  "operator.integrateddynamics.itemstack.burntime.info": "指定物品在熔炉中的燃烧时间（tick）",
  "operator.integrateddynamics.itemstack.canburn": "是否燃料",
  "operator.integrateddynamics.itemstack.canburn.info": "指定物品是否可用作燃料",
  "operator.integrateddynamics.itemstack.tag": "标签名称",
  "operator.integrateddynamics.itemstack.tag.info": "指定物品的标签名称（字符串）",
  "operator.integrateddynamics.string.tag": "标签值",
  "operator.integrateddynamics.string.tag.info": "指定名称的标签值（物品）",
  "operator.integrateddynamics.itemstack.hasinventory": "物品带有物品栏",
  "operator.integrateddynamics.itemstack.hasinventory.info": "检测是否指定的物品带有物品栏",
  "operator.integrateddynamics.itemstack.inventorysize": "物品的物品栏容量",
  "operator.integrateddynamics.itemstack.inventorysize.info": "检测指定物品处理对象的物品栏大小",
  "operator.integrateddynamics.itemstack.inventory": "物品的物品栏",
  "operator.integrateddynamics.itemstack.inventory.info": "检测指定物品处理对象的物品栏内容",
  "operator.integrateddynamics.itemstack.withsize": "物品堆叠大小",
  "operator.integrateddynamics.itemstack.withsize.info": "设置指定物品的堆叠大小",
  "operator.integrateddynamics.itemstack.isplantable": "物品是植物",
  "operator.integrateddynamics.itemstack.isplantable.info": "检测是否指定物品是植物",
  "operator.integrateddynamics.itemstack.planttype": "物品植物类型",
  "operator.integrateddynamics.itemstack.planttype.info": "指定物品的植物类型",
  "operator.integrateddynamics.itemstack.plant": "物品植物方块",
  "operator.integrateddynamics.itemstack.plant.info": "物品种植后得到的方块",
  "operator.integrateddynamics.itemstack.itembyname": "物品名称",
  "operator.integrateddynamics.itemstack.itembyname.info": "根据指定名称名称获取物品，添加空格 + 数字显示元数据。",
  "operator.integrateddynamics.itemstack.itemlistcount": "物品列表计数",
  "operator.integrateddynamics.itemstack.itemlistcount.info": "在列表中获取完整的指定物品的总物品数。",
  "operator.integrateddynamics.itemstack.nbt": "物品 NBT",
  "operator.integrateddynamics.itemstack.nbt.info": "获得指定物品的 NBT 标签。",
  "operator.integrateddynamics.itemstack.hasnbt": "含有 NBT",
  "operator.integrateddynamics.itemstack.hasnbt.info": "物品是否含有 NBT 标签。",
  "operator.integrateddynamics.entity": "实体",
  "operator.integrateddynamics.entity.basename": "实体 %s",
  "operator.integrateddynamics.entity.ismob": "是怪物",
  "operator.integrateddynamics.entity.ismob.info": "实体是否为怪物",
  "operator.integrateddynamics.entity.isanimal": "是动物",
  "operator.integrateddynamics.entity.isanimal.info": "实体是否为动物",
  "operator.integrateddynamics.entity.isitem": "是掉落物",
  "operator.integrateddynamics.entity.isitem.info": "实体是否为掉落物",
  "operator.integrateddynamics.entity.isplayer": "是玩家",
  "operator.integrateddynamics.entity.isplayer.info": "实体是否为玩家",
  "operator.integrateddynamics.entity.isminecart": "是矿车",
  "operator.integrateddynamics.entity.isminecart.info": "实体是否为矿车",
  "operator.integrateddynamics.entity.item": "对应物品",
  "operator.integrateddynamics.entity.item.info": "掉落物对应物品",
  "operator.integrateddynamics.entity.health": "生命值",
  "operator.integrateddynamics.entity.health.info": "实体生命值",
  "operator.integrateddynamics.entity.width": "宽度",
  "operator.integrateddynamics.entity.width.info": "实体宽度",
  "operator.integrateddynamics.entity.height": "高度",
  "operator.integrateddynamics.entity.height.info": "实体高度",
  "operator.integrateddynamics.entity.isburning": "在燃烧",
  "operator.integrateddynamics.entity.isburning.info": "实体是否在燃烧",
  "operator.integrateddynamics.entity.iswet": "在水中",
  "operator.integrateddynamics.entity.iswet.info": "实体是否在水中",
  "operator.integrateddynamics.entity.iscrouching": "处于潜行状态",
  "operator.integrateddynamics.entity.iscrouching.info": "实体是否处于潜行状态",
  "operator.integrateddynamics.entity.iseating": "在进食",
  "operator.integrateddynamics.entity.iseating.info": "实体是否在进食",
  "operator.integrateddynamics.entity.armorinventory": "盔甲栏",
  "operator.integrateddynamics.entity.armorinventory.info": "实体所穿戴盔甲的物品列表",
  "operator.integrateddynamics.entity.inventory": "玩家物品栏",
  "operator.integrateddynamics.entity.inventory.info": "玩家所携带物品的列表",
  "operator.integrateddynamics.entity.mod": "所属模组",
  "operator.integrateddynamics.entity.mod.info": "所给实体所属的模组",
  "operator.integrateddynamics.entity.targetblock": "目标方块",
  "operator.integrateddynamics.entity.targetblock.info": "实体正在看的方块",
  "operator.integrateddynamics.entity.targetentity": "目标实体",
  "operator.integrateddynamics.entity.targetentity.info": "实体视线方向的实体",
  "operator.integrateddynamics.entity.hasguiopen": "GUI 是否打开",
  "operator.integrateddynamics.entity.hasguiopen.info": "指定玩家是否开着 GUI",
  "operator.integrateddynamics.entity.helditem": "手持物品",
  "operator.integrateddynamics.entity.helditem.info": "指定实体主手正手持的物品",
  "operator.integrateddynamics.entity.helditemoffhand": "副手物品",
  "operator.integrateddynamics.entity.helditemoffhand.info": "指定实体副手正手持的物品。",
  "operator.integrateddynamics.entity.mounted": "骑行实体",
  "operator.integrateddynamics.entity.mounted.info": "目前骑在指定实体上的实体",
  "operator.integrateddynamics.entity.itemframecontents": "物品展示框内容",
  "operator.integrateddynamics.entity.itemframecontents.info": "指定物品展示框的内容",
  "operator.integrateddynamics.entity.itemframerotation": "物品展示框内物品旋转角度",
  "operator.integrateddynamics.entity.itemframerotation.info": "指定物品展示框内物品的旋转情况",
  "operator.integrateddynamics.entity.hurtsound": "实体受伤声",
  "operator.integrateddynamics.entity.hurtsound.info": "指定实体受伤的声音",
  "operator.integrateddynamics.entity.deathsound": "实体死亡声",
  "operator.integrateddynamics.entity.deathsound.info": "指定实体死亡的声音",
  "operator.integrateddynamics.entity.age": "实体年龄",
  "operator.integrateddynamics.entity.age.info": "指定实体的年龄",
  "operator.integrateddynamics.entity.ischild": "实体为幼年",
  "operator.integrateddynamics.entity.ischild.info": "检测是否指定实体处于幼年期",
  "operator.integrateddynamics.entity.canbreed": "实体可繁殖",
  "operator.integrateddynamics.entity.canbreed.info": "检测是否指定实体已可以进行交配",
  "operator.integrateddynamics.entity.isinlove": "实体发情",
  "operator.integrateddynamics.entity.isinlove.info": "检测是否实体已发情",
  "operator.integrateddynamics.entity.canbreedwith": "实体可使用某物喂养",
  "operator.integrateddynamics.entity.canbreedwith.info": "检测是否指定实体可被指定物品喂养",
  "operator.integrateddynamics.entity.isshearable": "实体可收剪",
  "operator.integrateddynamics.entity.isshearable.info": "检测是否可对实体进行收剪",
  "operator.integrateddynamics.entity.nbt": "实体 NBT",
  "operator.integrateddynamics.entity.nbt.info": "获取指定实体的 NBT。",
  "operator.integrateddynamics.entity.entitytype": "实体类型",
  "operator.integrateddynamics.entity.entitytype.info": "实体类型名称。",
  "operator.integrateddynamics.entity.entityitems": "实体所有物",
  "operator.integrateddynamics.entity.entityitems.info": "实体中包含的物品。",
  "operator.integrateddynamics.entity.entityfluids": "实体流体",
  "operator.integrateddynamics.entity.entityfluids.info": "实体中包含的流体。",
  "operator.integrateddynamics.entity.entityenergystored": "实体存储能量",
  "operator.integrateddynamics.entity.entityenergystored.info": "实体中已存储能量的总量。",
  "operator.integrateddynamics.entity.entityenergycapacity": "实体能量容量",
  "operator.integrateddynamics.entity.entityenergycapacity.info": "实体可存储能量的上限。",
  "operator.integrateddynamics.itemstack.isfecontainer": "FE 容器",
  "operator.integrateddynamics.itemstack.isfecontainer.info": "检测是否指定的物品可以保存 FE",
  "operator.integrateddynamics.itemstack.storedfe": "FE 储量",
  "operator.integrateddynamics.itemstack.storedfe.info": "存储在此物品中的 FE 量",
  "operator.integrateddynamics.itemstack.fecapacity": "FE 容量",
  "operator.integrateddynamics.itemstack.fecapacity.info": "可以存储在此物品中的最大 FE 数量",
  "operator.integrateddynamics.fluidstack": "流体",
  "operator.integrateddynamics.fluidstack.basename": "流体 %s",
  "operator.integrateddynamics.fluidstack.amount": "总量",
  "operator.integrateddynamics.fluidstack.amount.info": "流体总量（mb）",
  "operator.integrateddynamics.fluidstack.block": "方块",
  "operator.integrateddynamics.fluidstack.block.info": "流体对应方块",
  "operator.integrateddynamics.fluidstack.luminosity": "亮度",
  "operator.integrateddynamics.fluidstack.luminosity.info": "流体亮度",
  "operator.integrateddynamics.fluidstack.density": "密度",
  "operator.integrateddynamics.fluidstack.density.info": "流体密度",
  "operator.integrateddynamics.fluidstack.viscosity": "流动性",
  "operator.integrateddynamics.fluidstack.viscosity.info": "液体流动性",
  "operator.integrateddynamics.fluidstack.isgaseous": "是否气体",
  "operator.integrateddynamics.fluidstack.isgaseous.info": "流体是否为气体",
  "operator.integrateddynamics.fluidstack.rarity": "稀有度",
  "operator.integrateddynamics.fluidstack.rarity.info": "流体稀有度",
  "operator.integrateddynamics.fluidstack.israwfluidequal": "相同",
  "operator.integrateddynamics.fluidstack.israwfluidequal.info": "液体是否相同",
  "operator.integrateddynamics.fluidstack.mod": "所属模组",
  "operator.integrateddynamics.fluidstack.mod.info": "流体所属的模组",
  "operator.integrateddynamics.fluidstack.nbt": "流体 NBT",
  "operator.integrateddynamics.fluidstack.nbt.info": "获得指定流体的 NBT 标签。",
  "operator.integrateddynamics.fluidstack.with_amount": "带量流体",
  "operator.integrateddynamics.fluidstack.with_amount.info": "复制指定的流体以及指定流体的数量",
  "operator.integrateddynamics.nbt": "NBT 标签",
  "operator.integrateddynamics.nbt.basename": "NBT %s",
  "operator.integrateddynamics.nbt.compound_size": "NBT复合标签大小",
  "operator.integrateddynamics.nbt.compound_size.info": "指定的 NBT复合标签内包含的条目数量",
  "operator.integrateddynamics.nbt.compound_keys": "NBT 复合标签 Key",
  "operator.integrateddynamics.nbt.compound_keys.info": "指定的 NBT 复合标签内包含的 key 的列表",
  "operator.integrateddynamics.nbt.compound_haskey": "NBT 复合标签是否有 key",
  "operator.integrateddynamics.nbt.compound_haskey.info": "检测是否指定的 NBT复合标签内包含指定的 key",
  "operator.integrateddynamics.nbt.compound_type": "NBT复合标签条目种类",
  "operator.integrateddynamics.nbt.compound_type.info": "The value type in the given NBT compound tag corresponding to the given key",
  "operator.integrateddynamics.nbt.compound_value_tag": "NBT复合标签值",
  "operator.integrateddynamics.nbt.compound_value_tag.info": "The value of any type in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_boolean": "NBT复合标签布尔值",
  "operator.integrateddynamics.nbt.compound_value_boolean.info": "The Boolean value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_integer": "NBT复合标签整型值",
  "operator.integrateddynamics.nbt.compound_value_integer.info": "The Integer value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_long": "NBT复合标签长整型值",
  "operator.integrateddynamics.nbt.compound_value_long.info": "The Long value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_double": "NBT复合标签双精度值",
  "operator.integrateddynamics.nbt.compound_value_double.info": "The Double value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_string": "NBT复合标签字符串值",
  "operator.integrateddynamics.nbt.compound_value_string.info": "The String value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_compound": "NBT复合标签复合值",
  "operator.integrateddynamics.nbt.compound_value_compound.info": "The Compound value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_list_tag": "NBT复合标签列表NBT值",
  "operator.integrateddynamics.nbt.compound_value_list_tag.info": "The NBT List value in the given NBT compound tag with the given key",
  "operator.integrateddynamics.nbt.compound_value_list_byte": "NBT复合标签字节数组",
  "operator.integrateddynamics.nbt.compound_value_list_byte.info": "The Byte Array in the given NBT compound tag with the given key as Integer List",
  "operator.integrateddynamics.nbt.compound_value_list_int": "NBT复合标签整型数组",
  "operator.integrateddynamics.nbt.compound_value_list_int.info": "The Integer Array in the given NBT compound tag with the given key as Integer List",
  "operator.integrateddynamics.nbt.compound_value_list_long": "NBT复合标签长整型数组",
  "operator.integrateddynamics.nbt.compound_value_list_long.info": "The Long Array in the given NBT compound tag with the given key as Long List",
  "operator.integrateddynamics.nbt.compound_without": "NBT复合标签缺失值",
  "operator.integrateddynamics.nbt.compound_without.info": "Get a copy of the given NBT compound tag without the given key",
  "operator.integrateddynamics.nbt.compound_with_boolean": "NBT复合标签带布尔值",
  "operator.integrateddynamics.nbt.compound_with_boolean.info": "Get a copy of the given NBT compound tag with the given Boolean entry",
  "operator.integrateddynamics.nbt.compound_with_short": "NBT复合标签含带短整型",
  "operator.integrateddynamics.nbt.compound_with_short.info": "Get a copy of the given NBT compound tag with the given Integer as a short entry",
  "operator.integrateddynamics.nbt.compound_with_integer": "NBT复合标签含带整型",
  "operator.integrateddynamics.nbt.compound_with_integer.info": "Get a copy of the given NBT compound tag with the given Integer entry",
  "operator.integrateddynamics.nbt.compound_with_long": "NBT复合标签含带长整型",
  "operator.integrateddynamics.nbt.compound_with_long.info": "Get a copy of the given NBT compound tag with the given Long entry",
  "operator.integrateddynamics.nbt.compound_with_double": "NBT复合标签含带双精度",
  "operator.integrateddynamics.nbt.compound_with_double.info": "Get a copy of the given NBT compound tag with the given Double entry",
  "operator.integrateddynamics.nbt.compound_with_float": "NBT复合标签含带浮点数",
  "operator.integrateddynamics.nbt.compound_with_float.info": "Get a copy of the given NBT compound tag with the given Double as a float entry",
  "operator.integrateddynamics.nbt.compound_with_string": "NBT复合标签含带字符串",
  "operator.integrateddynamics.nbt.compound_with_string.info": "Get a copy of the given NBT compound tag with the given String entry",
  "operator.integrateddynamics.nbt.compound_with_tag": "NBT复合标签含带NBT",
  "operator.integrateddynamics.nbt.compound_with_tag.info": "Get a copy of the given NBT compound tag with the given NBT entry",
  "operator.integrateddynamics.nbt.compound_with_list_tag": "NBT复合标签含带NBT列表",
  "operator.integrateddynamics.nbt.compound_with_list_tag.info": "Get a copy of the given NBT compound tag with the given NBT List entry",
  "operator.integrateddynamics.nbt.compound_with_list_byte": "NBT复合标签含带字节列表",
  "operator.integrateddynamics.nbt.compound_with_list_byte.info": "Get a copy of the given NBT compound tag with the given Integer List as an NBT Byte Array entry",
  "operator.integrateddynamics.nbt.compound_with_list_int": "NBT复合标签含带整型列表",
  "operator.integrateddynamics.nbt.compound_with_list_int.info": "Get a copy of the given NBT compound tag with the given NBT Integer Array entry",
  "operator.integrateddynamics.nbt.compound_with_list_long": "NBT复合标签含带长整型列表",
  "operator.integrateddynamics.nbt.compound_with_list_long.info": "Get a copy of the given NBT compound tag with the given NBT Long Array entry",
  "operator.integrateddynamics.nbt.compound_subset": "NBT复合标签子集",
  "operator.integrateddynamics.nbt.compound_subset.info": "If the first NBT compound tag is a subset of, or equal to the second NBT compound tag. This will recursively check nested tags.",
  "operator.integrateddynamics.nbt.compound_union": "NBT复合标签并集",
  "operator.integrateddynamics.nbt.compound_union.info": "The union of the given NBT compound tags. Nested tags will be joined recusively.",
  "operator.integrateddynamics.nbt.compound_intersection": "NBT复合标签交集",
  "operator.integrateddynamics.nbt.compound_intersection.info": "The intersection of the given NBT compound tags. Nested tags will be intersected recusively.",
  "operator.integrateddynamics.nbt.compound_minus": "NBT复合标签差集",
  "operator.integrateddynamics.nbt.compound_minus.info": "The difference of the given NBT compound tags. Nested tags will be subtracted recusively.",
  "operator.integrateddynamics.nbt.as_boolean": "NBT Boolean As Boolean",
  "operator.integrateddynamics.nbt.as_boolean.info": "Get the Boolean value of the given NBT Byte tag",
  "operator.integrateddynamics.nbt.as_byte": "NBT Byte As Integer",
  "operator.integrateddynamics.nbt.as_byte.info": "Get the Integer value of the given NBT Byte tag",
  "operator.integrateddynamics.nbt.as_short": "NBT Short as Integer",
  "operator.integrateddynamics.nbt.as_short.info": "Get the Integer value of the given NBT Short tag",
  "operator.integrateddynamics.nbt.as_int": "NBT Integer As Integer",
  "operator.integrateddynamics.nbt.as_int.info": "Get the Integer value of the given NBT Integer tag",
  "operator.integrateddynamics.nbt.as_long": "NBT Long As Long",
  "operator.integrateddynamics.nbt.as_long.info": "Get the Long value of the given NBT Long tag",
  "operator.integrateddynamics.nbt.as_double": "NBT Double As Double",
  "operator.integrateddynamics.nbt.as_double.info": "Get the Double value of the given NBT Double tag",
  "operator.integrateddynamics.nbt.as_float": "NBT Float As Double",
  "operator.integrateddynamics.nbt.as_float.info": "Get the Double value of the given NBT Float tag",
  "operator.integrateddynamics.nbt.as_string": "NBT String As String",
  "operator.integrateddynamics.nbt.as_string.info": "Get the String value of the given NBT String tag",
  "operator.integrateddynamics.nbt.as_tag_list": "NBT List As NBT List",
  "operator.integrateddynamics.nbt.as_tag_list.info": "Get the NBT List value of the given NBT List tag",
  "operator.integrateddynamics.nbt.as_byte_list": "NBT Byte Array As Byte List",
  "operator.integrateddynamics.nbt.as_byte_list.info": "Get the Byte List value of the given NBT Byte Array tag",
  "operator.integrateddynamics.nbt.as_int_list": "NBT Integer Array As Integer List",
  "operator.integrateddynamics.nbt.as_int_list.info": "Get the Integer List value of the given NBT Integer Array tag",
  "operator.integrateddynamics.nbt.as_long_list": "NBT Long Array As Long List",
  "operator.integrateddynamics.nbt.as_long_list.info": "Get the Long List value of the given NBT Long Array tag",
  "operator.integrateddynamics.nbt.from_boolean": "NBT Byte From Boolean",
  "operator.integrateddynamics.nbt.from_boolean.info": "Create an NBT Byte tag from the given Boolean value",
  "operator.integrateddynamics.nbt.from_short": "NBT Short From Integer",
  "operator.integrateddynamics.nbt.from_short.info": "Create an NBT Short tag from the given Integer value",
  "operator.integrateddynamics.nbt.from_byte": "NBT Byte From Integer",
  "operator.integrateddynamics.nbt.from_byte.info": "Create an NBT Byte tag from the given Integer value",
  "operator.integrateddynamics.nbt.from_int": "NBT Integer From Integer",
  "operator.integrateddynamics.nbt.from_int.info": "Create an NBT Integer tag from the given Integer value",
  "operator.integrateddynamics.nbt.from_long": "NBT Long From Long",
  "operator.integrateddynamics.nbt.from_long.info": "Create an NBT Long tag from the given Long value",
  "operator.integrateddynamics.nbt.from_double": "NBT Double From Double",
  "operator.integrateddynamics.nbt.from_double.info": "Create an NBT Double tag from the given Double value",
  "operator.integrateddynamics.nbt.from_float": "NBT Float From Double",
  "operator.integrateddynamics.nbt.from_float.info": "Create an NBT Double tag from the given Float value",
  "operator.integrateddynamics.nbt.from_string": "NBT String From String",
  "operator.integrateddynamics.nbt.from_string.info": "Create an NBT String tag from the given String value",
  "operator.integrateddynamics.nbt.from_tag_list": "NBT List From Tag List",
  "operator.integrateddynamics.nbt.from_tag_list.info": "Create an NBT List tag from the given NBT List value",
  "operator.integrateddynamics.nbt.from_byte_list": "NBT Byte Array From Byte List",
  "operator.integrateddynamics.nbt.from_byte_list.info": "Create an NBT Byte Array tag from the given Integer List value",
  "operator.integrateddynamics.nbt.from_int_list": "NBT Integer Array From Integer List",
  "operator.integrateddynamics.nbt.from_int_list.info": "Create an NBT Integer Array tag from the given Integer List value",
  "operator.integrateddynamics.nbt.from_long_list": "NBT Long Array From Long List",
  "operator.integrateddynamics.nbt.from_long_list.info": "Create an NBT Long Array tag from the given Long List value",
  "operator.integrateddynamics.nbt.path_match_first": "NBT Path Match First",
  "operator.integrateddynamics.nbt.path_match_first.info": "Apply the given NBT Path expression on the given NBT value, and return the first match",
  "operator.integrateddynamics.nbt.path_match_all": "NBT Path Match All",
  "operator.integrateddynamics.nbt.path_match_all.info": "Apply the given NBT Path expression on the given NBT value, and return all matches as a list",
  "operator.integrateddynamics.nbt.path_test": "NBT Path Test",
  "operator.integrateddynamics.nbt.path_test.info": "Test if the given NBT Path expression matches with the given NBT value",
  "operator.integrateddynamics.operator": "运算符",
  "operator.integrateddynamics.operator.basename": "%s运算符",
  "operator.integrateddynamics.operator.apply": "一元执行",
  "operator.integrateddynamics.operator.apply.info": "为指定运算符输入一个指定的变量。",
  "operator.integrateddynamics.operator.apply2": "二元执行",
  "operator.integrateddynamics.operator.apply2.info": "为指定运算符输入两个指定的变量。",
  "operator.integrateddynamics.operator.apply3": "三元执行",
  "operator.integrateddynamics.operator.apply3.info": "为指定运算符输入三个指定的变量。",
  "operator.integrateddynamics.operator.map": "遍历映射",
  "operator.integrateddynamics.operator.map.info": "将指定运算符应用于列表上的所有元素，得到结果为新的列表。",
  "operator.integrateddynamics.operator.filter": "过滤",
  "operator.integrateddynamics.operator.filter.info": "用指定的谓词过滤元素列表。",
  "operator.integrateddynamics.operator.conjunction": "合取",
  "operator.integrateddynamics.operator.conjunction.info": "取两个谓词的合取。",
  "operator.integrateddynamics.operator.disjunction": "析取",
  "operator.integrateddynamics.operator.disjunction.info": "取两个谓词的析取。",
  "operator.integrateddynamics.operator.negation": "否定",
  "operator.integrateddynamics.operator.negation.info": "取谓词的否定",
  "operator.integrateddynamics.operator.pipe": "管道",
  "operator.integrateddynamics.operator.pipe.info": "创建一个新的运算符，把第一个操作的输出值传递给第二个运算符",
  "operator.integrateddynamics.operator.pipe2": "二元管道",
  "operator.integrateddynamics.operator.pipe2.info": "创建一个新的运算符，将输入的第一个和第二个运算符的输出传递到第三个运算符.",
  "operator.integrateddynamics.operator.flip": "翻转",
  "operator.integrateddynamics.operator.flip.info": "翻转运算符的两个输入参数。",
  "operator.integrateddynamics.virtual.flipped": "翻转参数运算符",
  "operator.integrateddynamics.operator.reduce": "简缩",
  "operator.integrateddynamics.operator.reduce.info": "对指定列表中的所有元素应用指定运算符，最后将列表简缩为单个值。",
  "operator.integrateddynamics.operator.reduce1": "纯简缩",
  "operator.integrateddynamics.operator.reduce1.info": "向指定的运算符输入列表的所有元素，以将列表汇总为一个值。纯简缩（运算符，列表）相当于简缩（运算符，列表头，列表尾）。",
  "operator.integrateddynamics.operator.by_name": "名称运算符",
  "operator.integrateddynamics.operator.by_name.info": "由指定唯一名称获取运算符。",
  "operator.integrateddynamics.virtual.recipeoutputbyinput": "依据指定输入计算输出",
  "operator.integrateddynamics.virtual.recipeinputsbyoutput": "依据指定输出计算所需输入",
  "operator.integrateddynamics.virtual.recipesbyinput": "依据指定输入计算可行合成表",
  "operator.integrateddynamics.virtual.recipesbyoutput": "依据指定输出计算可能合成表",
  "operator.integrateddynamics.ingredients": "原料",
  "operator.integrateddynamics.ingredients.basename": "原料 %s",
  "operator.integrateddynamics.ingredients.items": "物品原料",
  "operator.integrateddynamics.ingredients.items.info": "物品的列表",
  "operator.integrateddynamics.ingredients.fluids": "流体原料",
  "operator.integrateddynamics.ingredients.fluids.info": "液体的列表",
  "operator.integrateddynamics.ingredients.energies": "能量种类原料",
  "operator.integrateddynamics.ingredients.energies.info": "能量种类的列表",
  "operator.integrateddynamics.ingredients.with_item": "原料添加物品",
  "operator.integrateddynamics.ingredients.with_item.info": "获取指定的原料列表的包含指定物品的副本",
  "operator.integrateddynamics.ingredients.with_fluid": "原料添加液体",
  "operator.integrateddynamics.ingredients.with_fluid.info": "获取指定的原料列表的包含指定液体的副本",
  "operator.integrateddynamics.ingredients.with_energy": "原料添加能量",
  "operator.integrateddynamics.ingredients.with_energy.info": "获取指定的原料列表的包含指定能量的副本",
  "operator.integrateddynamics.ingredients.with_items": "原料添加物品列表",
  "operator.integrateddynamics.ingredients.with_items.info": "获取指定的原料列表的包含指定列表中物品的副本",
  "operator.integrateddynamics.ingredients.with_fluids": "原料添加流体列表",
  "operator.integrateddynamics.ingredients.with_fluids.info": "获取指定的原料列表的包含指定列表中流体的副本",
  "operator.integrateddynamics.ingredients.with_energies": "原料添加能量列表",
  "operator.integrateddynamics.ingredients.with_energies.info": "获取指定的原料列表的包含指定列表中能量的副本",
  "operator.integrateddynamics.recipe": "配方",
  "operator.integrateddynamics.recipe.basename": "配方 %s",
  "operator.integrateddynamics.recipe.input": "配方输入原料",
  "operator.integrateddynamics.recipe.input.info": "指定配方的输入原料",
  "operator.integrateddynamics.recipe.output": "配方输出原料",
  "operator.integrateddynamics.recipe.output.info": "指定配方的输出原料",
  "operator.integrateddynamics.recipe.with_input": "配方添加输入原料",
  "operator.integrateddynamics.recipe.with_input.info": "获取指定的配方的成品包含指定物品的副本",
  "operator.integrateddynamics.recipe.with_output": "配方添加输出成品",
  "operator.integrateddynamics.recipe.with_output.info": "获取指定的配方的成品包含指定物品的副本",
  "operator.integrateddynamics.recipe.with_input_output": "配方添加原料和成品",
  "operator.integrateddynamics.recipe.with_input_output.info": "获取指定的配方的原料包含第一个指定物品、成品包含第二个指定物品的副本",
  "operator.integrateddynamics.general": "通用",
  "operator.integrateddynamics.general.basename": "通用 %s",
  "operator.integrateddynamics.general.choice": "选择",
  "operator.integrateddynamics.general.choice.info": "检测是否第一个值为真，若真则取第二个值，否则取第三个值\\n第二个值和第三个值的类型必须相同。",
  "operator.integrateddynamics.general.identity": "复制",
  "operator.integrateddynamics.general.identity.info": "复制输入值",
  "operator.integrateddynamics.general.constant": "前值",
  "operator.integrateddynamics.general.constant.info": "第一个参数的副本。",
  "operator.integrateddynamics.general.isnull": "空",
  "operator.integrateddynamics.general.isnull.info": "指定的值是否为空",
  "operator.integrateddynamics.general.isnotnull": "非空",
  "operator.integrateddynamics.general.isnotnull.info": "指定的值是否非空",
  "operator.integrateddynamics.virtual": "虚拟运算符",
  "operator.integrateddynamics.virtual.basename": "虚拟%s",
  "operator.integrateddynamics.virtual.p_conjunction": "谓词合取",
  "operator.integrateddynamics.virtual.p_conjunction.info": "两个谓词的合取",
  "operator.integrateddynamics.virtual.p_disjunction": "谓词析取",
  "operator.integrateddynamics.virtual.p_disjunction.info": "两个谓词的析取",
  "operator.integrateddynamics.virtual.p_negation": "谓词否定",
  "operator.integrateddynamics.virtual.p_negation.info": "谓词的否定",
  "operator.integrateddynamics.virtual.piped": "管道操作",
  "operator.integrateddynamics.virtual.piped.info": "运算符链",
  "operator.integrateddynamics.virtual.piped2": "管道二元操作",
  "operator.integrateddynamics.virtual.piped2.info": "二元运算符链",
  "operator.integrateddynamics.cast": "类型转换",
  "operator.integrateddynamics.cast.basename": "类型转换",
  "operator.integrateddynamics.cast.tooltip": "将%s转换为%s",
  "operator.integrateddynamics.parse": "解析",
  "operator.integrateddynamics.parse.basename": "解析",
  "operator.integrateddynamics.parse.tooltip": "解析为 %s",
  "info_book.integrateddynamics.section.main": "论动态联合",
  "info_book.integrateddynamics.tag_index": "&o索引&r",
  "info_book.integrateddynamics.introduction": "介绍",
  "info_book.integrateddynamics.introduction.text1": "长久以来，自动化的自由度都相当有限。&1动态联合&0旨在让你的逻辑系统更加的智能化。它为你提供了其最具有代表性的沉浸逻辑编程体验，并且支持大部分 &lMinecraft&r 和模组里的要素。",
  "info_book.integrateddynamics.introduction.text2": "红石电路一直以来是 Minecraft 中最基础的、也是最简单易懂的自动化途径。然而归根结底，它并不方便。检测是否想要构建一个高度复杂的自动化网络，红石系统必定会非常的庞大，并且难以设计。更要命的是，检测是否你手残泼了一桶水，它也许能毁掉你的整个红石系统。",
  "info_book.integrateddynamics.introduction.text3": "这本书的目的有两个。其一，作为一本&l教程&r，它能让你方便的学习关于该模组的方方面面。其二，它也为那些对教程不感兴趣的玩家准备了一个详细&l菜单&r，它记录了该模组中所有机器和物品的信息和合成表。",
  "info_book.integrateddynamics.introduction.text4": "手册底部的箭头用于翻页，按住 Shift 点击翻过整个当前部分内容。在主目录中，你将看到内容一览表，其中包含到各个子目录的超链接，便于快速查阅。检测是否指南内的合成表里含有本书中已解释的物品可以通过点击它来进行快速的查阅。本书左上方的点状按钮用于返回上级目录。右上角的按钮能让你返回到最近访问过的页面。",
  "info_book.integrateddynamics.tutorials": "教程",
  "info_book.integrateddynamics.tutorials.introduction": "介绍",
  "info_book.integrateddynamics.tutorials.introduction.text1": "该目录包含了几个教程部分的内容，它将帮助你了解本模组的基础部分。另外，当你达成每个教学部分的成就后你会获得一些&l奖励&r。",
  "info_book.integrateddynamics.tutorials.menrilBasics": "门瑞欧基础",
  "info_book.integrateddynamics.tutorials.menrilBasics.text1": "开始该模组之前，你需要找到一些&l门瑞欧树&r，在&l门勒格林&r群系能很容易的找到。",
  "info_book.integrateddynamics.tutorials.menrilBasics.text2": "接下来，你需要做一个&l挤压机&r和&l烘干池&r来加工&l门瑞欧原木&r。你得站在&l挤压机&r上不停的跳跃直至机器中的原木被压扁。&l挤压机&r中压榨出的&l门瑞欧树脂&r将试图导入其两侧的液体容器中。然后，在&l挤压机&r旁放置一个&l洪干池&r来让&l门瑞欧树脂&r导入到里面",
  "info_book.integrateddynamics.tutorials.menrilBasics.text3": "检测是否想要重复此步骤，给予&l挤压机&r一个红石脉冲，便可重置。",
  "info_book.integrateddynamics.tutorials.menrilBasics.text4": "现在，你还可以制作更易于自动化、同时消耗也更高的机器：&l电动挤压机&r和&l电动烘干池&r。",
  "info_book.integrateddynamics.tutorials.networkFoundations": "网络基础",
  "info_book.integrateddynamics.tutorials.networkFoundations.text1": "本模组的主要目的就是构建一个可控制的自动化网络，通过&l逻辑线缆&r来实现。试着用 10 根这样的逻辑线缆来搭建一个网络吧。",
  "info_book.integrateddynamics.tutorials.networkFoundations.text2": "下一步需要做一些&l变量卡&r和&l变量转换器&r。&l变量卡&r用来在网络中存储变量的引用。&l变量转换器&r可以合成一系列可贴附在逻辑线缆上的组件，用于输入和输出各种类型的变量值。",
  "info_book.integrateddynamics.tutorials.basicNetworkComponents": "基本网络元件",
  "info_book.integrateddynamics.tutorials.basicNetworkComponents.text1": "为&l变量卡&r存入特定变量值的一种方法是：从&l读取器&r中导入。去做一些基础读取器吧。顺便，再做一个&l显示面板&r,他能够方便的显示&l变量卡&r的变量值。",
  "info_book.integrateddynamics.tutorials.aspects": "输入/输出项目",
  "info_book.integrateddynamics.tutorials.aspects.text1": "举个简单的例子，我们来读取一个红石信号的变量值并将它显示出来吧。",
  "info_book.integrateddynamics.tutorials.aspects.text2": "将&l红石读取器&r接到&l逻辑线缆&r上。确保读取器面对着有红石变量的方块，如&l红石火把&r。",
  "info_book.integrateddynamics.tutorials.aspects.text3": "接下来，右击打开&l红石读取器&r的界面，将&l变量卡&r插入&6整形&0&l红石信号等级&r输入项目的插槽里。现在，目标的红石变量值导入到了&l变量卡&r上。",
  "info_book.integrateddynamics.tutorials.aspects.text4": "然后，在该&l红石读取器&r所在的网络上接上一个&l显示面板&r，右键打开它，插入刚才存有变量值的&l变量卡&r即可在面板上显示它的变量值。",
  "info_book.integrateddynamics.tutorials.aspects.text5": "下一步，做一个&l红石输出器&r，插上变量卡，试着让它输出红石读取器读取的最高红石能量。",
  "info_book.integrateddynamics.tutorials.logicOperations": "逻辑运算符",
  "info_book.integrateddynamics.tutorials.logicOperations.text1": "读取器上直接显示的变量相当有用，但是你也可以将不同的变量通过&2运算符&0结合起来，这一定会非常有趣。所有的&2运算符&0都可以在&l逻辑编程器&r中找到。",
  "info_book.integrateddynamics.tutorials.logicOperations.text2": "首先你需要做一个&l逻辑编程器&r，它拥有物品和方块两种存在形式（可通合成来切换）。右键打开界面可在列表中查看所有的&l运算符&r。",
  "info_book.integrateddynamics.tutorials.logicOperations.text3": "接下来，搜索找到&6整型&0运算符并点击它。右边界面会切换到一个需要你输入数字的窗口。输入你想要的数字后，插入一个空白的&l变量卡&r来导入你设置的&6整型&0变量。设置完后，重复此步骤再设置一个不同的&6整型&0变量卡。",
  "info_book.integrateddynamics.tutorials.logicOperations.text4": "最后，搜索&l加&r（+）运算符并打开它。显示让你相加两个&e数字&0。插入 2 张之前写好的&6整型&0 &l变量卡&r，并在左下角的插槽内放入新的&l变量卡&r来存储它们相加后的变量。",
  "info_book.integrateddynamics.tutorials.logicOperations.text5": "&1动态联合&0是以一种较为&o懒&r的方式来检测变量的，&l加&r&l变量卡&r不会直接包含这些&6整型&0的相加值，相加的变量只会在被网络调用后才能表现出来。因此，检测是否想要表现运算后的变量，你需要为此网络提供运算后的&l变量卡&r所调用的所有变量。所以，你需要做一个&l变量卡箱&r。将这两张参与过运算的&6整型&0&l变量卡&r插入变量卡箱中来使运算后的变量卡在网络中生效。",
  "info_book.integrateddynamics.tutorials.logicOperations.text6": "现在我们来实际操作一遍，在&l变量卡箱&r上连接逻辑线缆，并在线缆上贴上一个&l显示面板&r，插入进行过&l加&r运算的&l变量卡&r，此时面板上显示“X”图案，并提示网络中找不到调用的变量。然后，你需要将之前参与&l加&r运算的两张&6整型&0&l变量卡&r放入变量卡箱内，再看看显示面板是否显示出了你期望的数值。",
  "info_book.integrateddynamics.tutorials.logicOperations.text7": "当你想做更多复杂的自动化时，&l逻辑编程器&r和&l变量卡箱&r会成为你最好的朋友。",
  "info_book.integrateddynamics.tutorials.recipe_handling": "合成处理",
  "info_book.integrateddynamics.tutorials.recipe_handling.text1": "&o合成&r是 &lMinecraft&r 的重要组成部分。这就是为什么这个模组通过&8合成表&0值，以及&l原料&r值来表示它们的输入和输出，提供了优秀的支持。在这个教程里，我们来看一看合成是如何被获得与使用的。",
  "info_book.integrateddynamics.tutorials.recipe_handling.text2": "获取&8合成&0最简单的方法是从一个可以处理合成的机器读取。就先将一个&l机器读取器&r靠着一个&l工作台&r放置并读取合成列表。",
  "info_book.integrateddynamics.tutorials.recipe_handling.text3": "检测是否你想对合成有更精细的控制，或者你正着手于一台不通过&l机器读取器&r暴露它的合成的机器，你可以在&l逻辑编程器&r中可视化地自行创建一个合成。让我们试着创建一个合成，例如合成一个&l箱子&r。",
  "info_book.integrateddynamics.tutorials.recipe_handling.text4": "在教程的最后一部分，我们将在合成读取上更进一步。使用&l依据输出的合成&r，我们可以检测得到一个运算符，它在一个&8原料&0上执行时会返回第一个将该&8原料&0作为输出返回的&8合成&0。我们会用它来寻找一个&l箱子&r的合成。",
  "info_book.integrateddynamics.tutorials.recipe_handling.text5": "在你的&l逻辑编程器&r中使用箱子，创建一个&8原料&0的实例吧。接下来，从一个对着&l工作台&r的&l机器读取器&r中读取&l依据输出的合成&r。然后，使用&o执行&r运算符，将你的&l箱子&r&8原料&0在从&l机器读取器&r中获得的运算符上执行。最后，将获得的变量插入显示器来查看&l箱子&r的合成。（别忘了将所有你用过的变量插入一个&l变量卡箱&r）",
  "info_book.integrateddynamics.tutorials.recipe_handling.text6": "很明显，你对&8合成&0与&8原料&0能做的还有很多。看看&l机器读取器&r和&l逻辑编程器&r来找出其它可用的高级功能。",
  "info_book.integrateddynamics.tutorials.nbt": "NBT",
  "info_book.integrateddynamics.tutorials.nbt.text1": "&4NBT&0 标签常用于表征一些复杂的数据结构。在 Minecraft 中，常见的用法便是用于储存机器信息以及实体信息。在本章教学里，我们将复习一些关于简单 NBT 标签的阅读以及操控的知识。",
  "info_book.integrateddynamics.tutorials.nbt.text2": "第一步，对着讲台使用&l方块读取器&r，读取它的 &4NBT&0 数据，并将其内容显示在&l显示屏&r上。",
  "info_book.integrateddynamics.tutorials.nbt.text3": "第二步，从读取出的&l讲台&r的&4NBT&0标签中，将子标签&3书&0作为复合标签读取出来，然后再将其可视化。",
  "info_book.integrateddynamics.tutorials.nbt.text4": "As a final step, we will read the &3id&0 field from this &3Book&0 sub-tag. However, instead of starting from our last read sub-tag, we will start from the root, and apply an &lNBT Path&r expression. Such expressions are useful to get deeply nested &4NBT&0 values. For example, applying the expression &4”.root.child1.child2”&0 on the &3NBT&0 tag &3{ root: { child1: { child2: ”some value” } }}&0 will output &3”some value”&0. More advanced features of &lNBT Path&r are described later in the advanced part of the manual.",
  "info_book.integrateddynamics.tutorials.nbt.text5": "To accomplish the final advancement, create an &lNBT Path&r expression that selects the &3Book&0/&3id&0 field, apply it on our &lLectern&r tag, and visualize it in a &lDisplay Panel&r.",
  "info_book.integrateddynamics.tutorials.advancedNetworkComponents": "高级网络元件",
  "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text1": "现在你已经熟悉了基础的逻辑部件，我们来看一看更多高级的网络元件：&l固值器&r和&l代理器&r。",
  "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text2": "你肯定记得，&l逻辑编程器&r使你能够创建&o静态&r的变量，或者可以通过与&o动态&r变量结合创建更多复杂的变量。",
  "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text3": "&l固值器&r能帮你把&o动态&r变量转换成&o静态&r变量。将&o动态&r&l变量卡&r插入到&l固值器&r顶部的插槽内。每个插入左槽的&l变量卡&r,将会记录顶槽动态变量卡当前时刻的变量。",
  "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text4": "&l代理器&r能让你为变量添加一个额外的间接级别。例如你目前有一个逻辑程序需要一个&o静态&r变量。检测是否在将来的某个时候，你想改变这个变量，你得重写你的程序，除非那个变量是&l动态&r的，在这种情况下你只需要在&l代理器&r获得该变量卡的复制品，代理的变量卡可放在多处同时使用也可以在原来的基础上进一步改进。",
  "info_book.integrateddynamics.tutorials.advancedNetworkComponents.text5": "接下来，去使用复制器和代理器吧。",
  "info_book.integrateddynamics.tutorials.advancedOperations": "高级运算符",
  "info_book.integrateddynamics.tutorials.advancedOperations.text1": "之前查询运算符时你可能已经注意到了，&l逻辑编程器&r的功能不仅仅只是相加数字那么简单。该教程中，我们将研究更先进的变量结构和链状运算符。",
  "info_book.integrateddynamics.tutorials.advancedOperations.text2": "尝试创建一个含有&61&0，&610&0，&6100&0的静态&6整型&0&7列表&0变量。导入变量卡，并在&l显示面板&r上展示它。",
  "info_book.integrateddynamics.tutorials.advancedOperations.text3": "尝试创建一个静态&7物品&0变量：&6圆石&0。导入&l变量卡&r，并在&l显示面板&r上展示它。",
  "info_book.integrateddynamics.tutorials.advancedOperations.text4": "记住你只能用&l变量卡箱&r来储存需要调用的变量。",
  "info_book.integrateddynamics.tutorials.advancedOperations.text5": "对于本教程的最后一部分，我们将结合运算符来使用动态变量。在网络中接上一个&l实体读取器&r，并让它读取一个实体。在读取器中&7实体&0设置面插上变量卡导出变量，在逻辑编程器列表中找到并点开目标方块运算符，插槽中放上&7实体&0变量卡，并将导出的变量卡插入&l显示面板&r，即可显示实体读取器读取的目标实体视线方向所看到的方块。",
  "info_book.integrateddynamics.tutorials.theValueOfOperators": "运算符的变量",
  "info_book.integrateddynamics.tutorials.theValueOfOperators.text1": "在&1动态联合&0中，&2运算符&0是一等公民。目前为止，我们只是在手动的使用&l逻辑编程器&r，但在这次教程中，我们将研究如何以动态的的方式使用它们，将&2运算符&0存入&l变量卡&r中，并动态地调用他们。",
  "info_book.integrateddynamics.tutorials.theValueOfOperators.text2": "首先，打开&l逻辑编程器&r，创建一个静态的&2运算符&0：找到&2Operator（运算符）&0，在右边的搜索栏找到&o加运算符&r并写入到&l变量卡&r里，然后，做两张&6整型&0的变量卡。接下来在逻辑编程器里找到 &o执行（Apply）&r，用存有&o加运算符&r的变量卡标记第一个槽，&6整型&0变量卡标记第二个槽，然后取得存有加法运算和一个数字的变量卡，若要完成一个加法运算，需要进一步给它添加一个整型变量，重复之前的 apply 步骤，将刚取得的变量卡放入第一个槽，另一个&6整型&0变量卡放入第二个槽，最后用变量卡存储其结果。将最终的变量卡插入&l显示面板&r验证相加的值（别忘了为网络提供所需要调用的变量卡）。",
  "info_book.integrateddynamics.tutorials.theValueOfOperators.text3": "接下来要开始执行&2运算符&0了，这里还有许多其他高级的&2运算符&0操作。我们现在将继续研究使用主&7列表&0上的&2运算符&0中的过滤运算符，&o过滤&r&2运算符&0需要用到一个&7列表&0和一个&o谓词&r（只有一个输入位和一个&9布尔&0值得输出位）。 &2第一步&0，创建一个含有&6整型&0&61&0，&610&0，&6100&0的&7列表&0。 &2第二步&0，将&o关联相等&r&2运算符&0存储到变量卡中。 &2第三步&0，打开执行界面，用该运算符执行&6整型&0 &610&0。 &2第四步&0，打开主列表中的过滤界面左槽放上带有整型 10 的&o关联相等&r&2运算符&0的变量卡，右槽放上列表变量卡。这将通过在指定的运算符上执行它们来过滤掉&7列表&0中返回值为 &9False&0 的所有元素，在这种情况下，这意味着所有不等于 &610&0 的元素将从列表中移除。所以将它在放在&l显示面板&r上时，只会显示列表中的整型“10”。",
  "info_book.integrateddynamics.tutorials.theValueOfOperators.text4": "&2运算符&0有很多其他的操作，例如&谓词&r合取，翻转&2运算符&0参数，以及关于&7列表&0的更多操作⋯⋯",
  "info_book.integrateddynamics.tutorials.challenges": "挑战",
  "info_book.integrateddynamics.tutorials.challenges.text1": "本最终教程部分包含几个解法不那么显然的挑战，来验证你是否掌握了&1动态联合&0的基础知识。关于每个挑战，我不会再教你你一步步该怎么做了，自己领悟。期待你的奋战！",
  "info_book.integrateddynamics.manual": "手册",
  "info_book.integrateddynamics.manual.introduction": "介绍",
  "info_book.integrateddynamics.manual.introduction.text1": "本书的这一部分包含了模组的所有部分的详细描述。",
  "info_book.integrateddynamics.manual.prerequisites": "基础要求",
  "info_book.integrateddynamics.manual.prerequisites.menril_trees": "门瑞欧树",
  "info_book.integrateddynamics.manual.prerequisites.menril_trees.text1": "在探索世界的过程中，你偶尔会遇到一些高大的蓝色树木。这些树叫做&l门瑞欧树&r,它们有一些非常有趣的属性。其一，它们的叶子会发光，这是由于浆果中含有的荧光物质导致的。它也非常的好吃！其二，色质较为特别的门瑞欧原木包含大量的树脂，可用于制作这个模组中的大部分内容。",
  "info_book.integrateddynamics.manual.prerequisites.meneglin_biome": "门勒格林",
  "info_book.integrateddynamics.manual.prerequisites.meneglin_biome.text1": "可能有些时候&l门瑞欧树&r很难找到。但幸运的是，本模组为此增加了一个生物群系：&l门勒格林&r。它是门瑞欧树茁壮生长的群系。大量的门瑞欧树使得该群系看起来很蓝，这是因为树木中的&l门瑞欧树脂&r被释放到了环境中。",
  "info_book.integrateddynamics.manual.prerequisites.squeezer": "挤压机",
  "info_book.integrateddynamics.manual.prerequisites.squeezer.text1": "&l挤压机&r是一个早期的游戏机器，可以让你跳跃在方块和物品上，以打破或挤压它们。 不仅玩家，任何一种实体都可以跳跃或落在它上面进行挤压过程。 所得项目将存入任何相邻的容器或实地。 产生的液体将保留在机器中，并且当存在目标流体储罐时将流入两侧之一。 该机器的压板可以启用红石脉冲来重置它。 最数据得注意的是，这台机器可以用来挤出树脂，并将它们从&l门瑞欧原木&r”中挤出。",
  "info_book.integrateddynamics.manual.prerequisites.drying_basin": "烘干池",
  "info_book.integrateddynamics.manual.prerequisites.drying_basin.text1": "干燥方块和物品可以用&l烘干池&r完成。例如，当你希望让你的&l门瑞欧树脂&r干燥成&l门瑞欧水晶&r时，这可能是有用的。",
  "info_book.integrateddynamics.manual.prerequisites.drying_basin.text2": "无论如何，不要注入热流体！",
  "info_book.integrateddynamics.manual.networks": "网络",
  "info_book.integrateddynamics.manual.networks.text1": "&l动态联合&r&l网络&r是一切自动化系统的基础。网络由相互连接的&l逻辑线缆&r和其链接的IO组件构成。这些线缆可以通过&l扳手&r进行管理。右键断开与其他电缆的连接，潜行右键将其拆卸。",
  "info_book.integrateddynamics.manual.networks.text2": "尽管&l逻辑线缆&r的材质看起来不错，在某些情况下，你仍然想要隐藏它们。你可以使用&l伪装方块&r将它伪装成任何材质。此外，这些电缆也与 &lMC MultiPart&r 兼容，这意味着你可以将电缆隐藏在更复杂的逻辑门结构中。",
  "info_book.integrateddynamics.manual.logic": "逻辑",
  "info_book.integrateddynamics.manual.logic.value_types": "变量类型",
  "info_book.integrateddynamics.manual.logic.value_types.boolean": "布尔",
  "info_book.integrateddynamics.manual.logic.value_types.boolean.text1": "最简单的变量类型，其变量值可以是 &9True&0 或者 &9False&0。",
  "info_book.integrateddynamics.manual.logic.value_types.integer": "Integer（整型）",
  "info_book.integrateddynamics.manual.logic.value_types.integer.text1": "用于表示正整数和负整数的变量类型。例如 &6-20&0，&60&0，&61000&0，&6333&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.integer.text2": "它的取值范围在 &6–2147483648&0~&62147483647&0之间。",
  "info_book.integrateddynamics.manual.logic.value_types.integer.text3": "该变量类型是&l数字&r类别的一部分。",
  "info_book.integrateddynamics.manual.logic.value_types.double": "双精度浮点型",
  "info_book.integrateddynamics.manual.logic.value_types.double.text1": "实数，也可以是正数或负数。例如 &e3.1415&0，&e4815162342&0，&e3.33333333&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.double.text2": "该变量类型是&l数字&r类别的一部分。",
  "info_book.integrateddynamics.manual.logic.value_types.long": "长整型",
  "info_book.integrateddynamics.manual.logic.value_types.long.text1": "和 &6Integers&0 类似，但它拥有更大的取值范围：&e-9223372036854775808&0~&e9223372036854775807&0之间。",
  "info_book.integrateddynamics.manual.logic.value_types.long.text2": "该变量类型是&l数字&r类别的一部分。",
  "info_book.integrateddynamics.manual.logic.value_types.string": "字符串",
  "info_book.integrateddynamics.manual.logic.value_types.string.text1": "一连串的字符，例如&4“aaa”&0，&4“Hi!”&0，&4“x!(àà)ç”&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.list": "列表",
  "info_book.integrateddynamics.manual.logic.value_types.list.text1": "包含某种&l变量类型&r的变量的列表。列表的所有元素只能包含相同变量类型的变量。例如&8(0, 1, 2, 3)&0，&8(“a”, “b”, “c”)&0，&8(3,33, 1,14, 5, 6)&0。",
  "info_book.integrateddynamics.manual.logic.value_types.operator": "运算符",
  "info_book.integrateddynamics.manual.logic.value_types.operator.text1": "一种包含对&2运算符&0调用的变量。运算符可以根据&l柯里化&r的概念执行来更灵活的检测数据。这个概念源于&l元编程&r,也就是把运算符本身视为变量被其他运算符处理。你能以此为基础创造你自己的运算符，并用于更加复杂的运算操作。",
  "info_book.integrateddynamics.manual.logic.value_types.operator.text2": "例如，你可以将加法&2运算符&0存入变量卡中。通过在运算符界面搜索运算符名称并从自动识别的下拉列表中选择它并单击来执行此操作。然后，你可以用它执行&6整型&0&l变量卡&r,这将得到具有输入类型和输出类型的新的虚拟运算符，其内部包含对执行&6整型&0的调用。再通过执行另一个&6整型&0得出一个新的&6整型&0。",
  "info_book.integrateddynamics.manual.logic.value_types.operator.text3": "&2运算符&0的其他操作在于&l逻辑编程器&r中可以找到，以进行更高级的检测，例如将列表减少为单个变量，或者基于&6谓词&r过滤列表。",
  "info_book.integrateddynamics.manual.logic.value_types.nbt": "NBT",
  "info_book.integrateddynamics.manual.logic.value_types.nbt.text1": "&lMinecraft&r 中的每个物品内部都使用着 &3NBT&0 数据结构。&3NBT&0 是一种特殊的东西，可以将它理解为标签。他能保存一个物品多种不同类情况下的状态。例如，NBT 数据能表示&8箱子&0的内部存储情况，NBT 数据能表示&8镐&0的附魔信息⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.nbt.text2": "变量卡可以对这些 &3NBT&0 进行调用，并能结合相应的运算符读取或操作这些数据。",
  "info_book.integrateddynamics.manual.logic.value_types.nbt.text3": "&3NBT&0 在这个模组中通常用作底层的备用机制，以防你在使用运算符时无法读取到特定状态的信息。",
  "info_book.integrateddynamics.manual.logic.value_types.block": "方块",
  "info_book.integrateddynamics.manual.logic.value_types.block.text1": "对 &lMinecraft&r 方块的调用，例如&8泥土&0，&8圆石&0，&8红色染色黏土&0，&8箱子&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.item": "对应物品",
  "info_book.integrateddynamics.manual.logic.value_types.item.text1": "对 &lMinecraft&r 物品的调用，例如&8苹果&0，&8红石&0，&8钻石镐&0，&8附魔剑&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.entity": "Entity（实体）",
  "info_book.integrateddynamics.manual.logic.value_types.entity.text1": "对 &lMinecraft&r 实体的调用，例如&8僵尸&0，&8牛&0，&8玩家Direpig20&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.fluid": "Fluid（流体）",
  "info_book.integrateddynamics.manual.logic.value_types.fluid.text1": "对 &lMinecraft&r 流体的调用，例如 1000 mB &8熔岩&0，3 mB &8水&0，943 mB &8酒石酸&0，3030 mB &8门瑞欧树脂&0⋯⋯",
  "info_book.integrateddynamics.manual.logic.value_types.ingredients": "Ingredients（原料）",
  "info_book.integrateddynamics.manual.logic.value_types.ingredients.text1": "一个&l物品&r、&l流体&r和&l能量数目&r（&6整数&0）。它主要被用于表示&8合成&0的输入与输出。",
  "info_book.integrateddynamics.manual.logic.value_types.recipe": "合成",
  "info_book.integrateddynamics.manual.logic.value_types.recipe.text1": "一个抽象的合成配方，将&8原料&0作为输入并输出另一个&8原料&0。",
  "info_book.integrateddynamics.manual.logic.value_types.recipe.text2": "你可以使用&l逻辑编程器&r可视化地创建合成，或者可以用&l机器读取器&r从（支持的）机器中读取合成。",
  "info_book.integrateddynamics.manual.logic.value_types.recipe.text3": "这些合成可以被用在自动合成的模组里，例如 &lIntegrated Crafting&r。",
  "info_book.integrateddynamics.manual.logic.value_types.recipe.text4": "如果你想在 GUI 中的众多&l变量卡&r里快速找到特定配方的变量卡，你可以对着变量卡按住 shift 来暂时显示这张卡的配方输出物品。",
  "info_book.integrateddynamics.manual.logic.variables": "变量",
  "info_book.integrateddynamics.manual.logic.variables.variable_card": "变量卡",
  "info_book.integrateddynamics.manual.logic.variables.variable_card.text1": "&l变量卡&r是这个模组中逻辑传输的主要方式。变量卡可以存储对具有某个&l变量类型&r的某个&l变量值&r的调用。",
  "info_book.integrateddynamics.manual.logic.variables.variable_card.text2": "变量可以是静态的也可以是动态的。静态变量定义一次，之后永远不会改变。动态变量是由&l运算符&r或&l读取器&r对某种世界元素的&l检测&r的结果。 动态变量的典型的例子是 Minecraft 世界中不断变化的时间，或是方块读取器前方不断变换的方块，或是红石读取器前方不断变化的红石信号等级⋯⋯",
  "info_book.integrateddynamics.manual.logic.variables.variable_card.text3": "动态变量仅在以某种方式请求变量时进行检测，例如在&l显示面板&r中显示变量，或者将其用作另一个动态变量检测的一部分。",
  "info_book.integrateddynamics.manual.logic.variables.variable_card.text4": "每个&l变量卡&r都有一个独有的 ID，用于在内部网络中逻辑检测。当网络出现错误时，这些 ID 将显示给玩家以帮助调试。为了增强其可用性，可以使用&l注释器&r来给&l变量卡&r附上标签，这样可以让玩家看到标签而不是 ID。",
  "info_book.integrateddynamics.manual.logic.variables.variable_store": "变量卡箱",
  "info_book.integrateddynamics.manual.logic.variables.variable_store.text1": "一些复杂的变量必定会调用到许多子变量来进行检测，这些调用的变量必须存在于网络中。表示添加两个其他变量的动态变量必须能够在检测时访问这两个其他变量。访问这些其他变量必须在与正在检测动态变量的相同的网络中进行，这可以通过将其他变量卡放入&l变量卡箱&r来完成。网络中可存在多个变量卡箱。这些其他变量也可以调用某些变量，这些变量也应该存在于同一个网络中。",
  "info_book.integrateddynamics.manual.logic.advanced": "进阶",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path": "NBT 路径",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text1": "当你一头扎进复杂的 NBT 标签中后，你会发现，你是如此地需要一个复杂运算符，让它帮你读取出那些深层嵌套的 NBT 值。为了简化这一繁杂工作，你可以使用&字符串&0基础的 &lNBT 路径表达式&r来写出你想要的&3NBT&0 标签中的路径。",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text2": "The simplest NBT Path expression is made up of a chain of &lfield selectors&r, such as &4.fieldName&0 or &4.[”fieldName”]&0.",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text3": "For example, applying the expression &4”.root.child1.child2”&0 on the &3NBT&0 tag &3{ root: { child1: { child2: ”some value” } }}&0 will output &3”some value”&0.",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text4": "Multiple fields can be selected by providing an array of field names or a wildcard, for example &4[fieldA,fieldB]&0 or &4*&0",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text5": "For example, applying the expression &4”.a[b1,b2]*”&0 on the &3NBT&0 tag &3{ a: { b1: { c: ”some value” } }}&0 will output &3”some value”&0.",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text6": "When working with NBT lists, specific entries can be selected by specifying an index, such as &4[1]&0.",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text7": "For example, applying the expression &4”.a[1]”&0 on the &3NBT&0 tag &3{ a: [10,20] }&0 will output &3”20”&0.",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text8": "Multiple list indexes can be selected using the slice operator: &4[start:end:step]&0. (Only start is required, the other elements may be omitted)",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text9": "For example, applying the expression &4”.a[1:4:2]”&0 on the &3NBT&0 tag &3{ a: [0,1,2,3,4,5] }&0 will output &3[1,3]&0.",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text10": "More advanced filter expressions are also possible using the filter syntax, for example &4[?(@.childName < 10)]&0 (@ refers to the current tag, .. refers to the parent tag, $ refers to the root tag)",
  "info_book.integrateddynamics.manual.logic.advanced.nbt_path.text11": "For example, applying the expression &4”$.a[?(@ == 3)]”&0 on the &3NBT&0 tag &3{ a: [0,1,2,3,4,5] }&0 will output &3[3]&0.",
  "info_book.integrateddynamics.manual.parts": "IO 组件",
  "info_book.integrateddynamics.manual.parts.introduction": "介绍",
  "info_book.integrateddynamics.manual.parts.introduction.text1": "IO 组件有很多种类型（如读取器，输出器，显示面板⋯⋯）。它们可以贴附在&l逻辑线缆&r的每一侧。本节介绍的部分可以读取&l变量&r并且将它们作为&l变量&r的部件，以及可以根据&l变量&r在&l变量卡&r内执行操作的部件。",
  "info_book.integrateddynamics.manual.parts.introduction.text2": "大多数部件都具有可配置的设置，可以使用部件 GUI 中的右上角的按钮进行访问。这允许你更改部件&l更新周期&r，这意味着每多少游戏刻执行一次部件功能。其次，可以改变部件的优先级，这表明该部分可以在同一个网络中相对于同一网络中的其他部件行动的顺序。检测是否部件 A 的优先级为 -1，部件 B 的优先级为 1，则部件 B 将始终在部件 A 之前执行其动作。检测是否部件的优先级相同，则相对顺序是随机的。",
  "info_book.integrateddynamics.manual.parts.introduction.text3": "部件的&l能量频道&r决定了它从何处抽取能量。-1 代表所有频道，0 是默认频道（那些没有设置频道的能量单元就在这个频道上）。最后，&l目标面&r决定了部件会与方块的哪个面交互。默认值为部件与方块贴合的面。",
  "info_book.integrateddynamics.manual.parts.introduction.text4": "有些读取器/写入器仅当一些特定模组存在时才有用。检测是否一个部件没有可选的读取/写入项目，它的提示文本上会显示一个警告。",
  "info_book.integrateddynamics.manual.parts.reader": "读取器",
  "info_book.integrateddynamics.manual.parts.reader.introduction": "介绍",
  "info_book.integrateddynamics.manual.parts.reader.introduction.text1": "使用&l读取器&r完成创建动态变量的最简单的方法。存在不同类型的读取器，用于从世界读取信息，将其存储在&l变量卡&r中。每个&l读取器&r包含一个或多个&l界面&r用于读取不同的&l变量类型&r的不同的东西。",
  "info_book.integrateddynamics.manual.parts.reader.audio": "音频",
  "info_book.integrateddynamics.manual.parts.reader.audio.text1": "有关在环境中播放的音乐和音频的信息。",
  "info_book.integrateddynamics.manual.parts.reader.block": "方块",
  "info_book.integrateddynamics.manual.parts.reader.block.text1": "关于部件面对的方块的信息。",
  "info_book.integrateddynamics.manual.parts.reader.entity": "Entity（实体）",
  "info_book.integrateddynamics.manual.parts.reader.entity.text1": "有关该部件所面对正方形内的实体的信息。",
  "info_book.integrateddynamics.manual.parts.reader.extra_dimensional": "额外维度",
  "info_book.integrateddynamics.manual.parts.reader.extra_dimensional.text1": "有关服务器的信息，如在线玩家列表。",
  "info_book.integrateddynamics.manual.parts.reader.fluid": "Fluid（流体）",
  "info_book.integrateddynamics.manual.parts.reader.fluid.text1": "读取关于这个部件面对的流体储罐的数值。",
  "info_book.integrateddynamics.manual.parts.reader.inventory": "物品栏",
  "info_book.integrateddynamics.manual.parts.reader.inventory.text1": "读取关于这个部件面向的物品容器的信息，如储存槽数和物品数量。这不会转移物品本身。",
  "info_book.integrateddynamics.manual.parts.reader.machine": "机器",
  "info_book.integrateddynamics.manual.parts.reader.machine.text1": "读取这个部件面对的机器的信息，例如他们正在做的处理工作。",
  "info_book.integrateddynamics.manual.parts.reader.network": "网络",
  "info_book.integrateddynamics.manual.parts.reader.network.text1": "读取这个部件所面对的动态联合网络的信息。 这不一定是本部件所在的网络。",
  "info_book.integrateddynamics.manual.parts.reader.redstone": "红石信号等级",
  "info_book.integrateddynamics.manual.parts.reader.redstone.text1": "读取这个部件面对方块的红石信息。",
  "info_book.integrateddynamics.manual.parts.reader.world": "世界",
  "info_book.integrateddynamics.manual.parts.reader.world.text1": "关于这个部件所处的世界的信息，比如当前的天气和时间。",
  "info_book.integrateddynamics.manual.parts.writer": "输出器",
  "info_book.integrateddynamics.manual.parts.writer.audio": "音频",
  "info_book.integrateddynamics.manual.parts.writer.audio.text1": "播放音效和音乐。",
  "info_book.integrateddynamics.manual.parts.writer.effect": "效果",
  "info_book.integrateddynamics.manual.parts.writer.effect.text1": "基于某些变量和设置发射粒子。",
  "info_book.integrateddynamics.manual.parts.writer.entity": "Entity（实体）",
  "info_book.integrateddynamics.manual.parts.writer.entity.text1": "配置与控制实体.",
  "info_book.integrateddynamics.manual.parts.writer.machine": "机器",
  "info_book.integrateddynamics.manual.parts.writer.machine.text1": "配置与控制机器.",
  "info_book.integrateddynamics.manual.parts.writer.inventory": "物品栏",
  "info_book.integrateddynamics.manual.parts.writer.inventory.text1": "执行与库存和管道相关的操作。这不会转移物品本身。",
  "info_book.integrateddynamics.manual.parts.writer.redstone": "红石信号等级",
  "info_book.integrateddynamics.manual.parts.writer.redstone.text1": "输出一个等级可控的红石信号。",
  "info_book.integrateddynamics.manual.parts.other": "其它",
  "info_book.integrateddynamics.manual.parts.other.light": "灯",
  "info_book.integrateddynamics.manual.parts.other.light.text1": "一个简单的灯，可以是常开，也可以使用&1布尔&0或&6整型&0&l变量卡&r控制。",
  "info_book.integrateddynamics.manual.parts.other.display": "显示",
  "info_book.integrateddynamics.manual.parts.other.display.text1": "一个有用的监控或调试工具，只显示一个&l变量卡&r的变量。通过&l扳手&r右击可以旋转显示和r。",
  "info_book.integrateddynamics.manual.parts.other.display.text2": "GUI 中的复制键可以将当前显示的值复制到你的剪贴板中，以供游戏外使用。你也可以使用系统提供的复制快捷键。",
  "info_book.integrateddynamics.manual.parts.other.connector_mono_directional": "单向连接器",
  "info_book.integrateddynamics.manual.parts.other.connector_mono_directional.text1": "有些时候，你的逻辑网络需要跨越很长的距离。虽然普通线缆可以做到这一点，但是将线缆长距离放置可能并不方便。",
  "info_book.integrateddynamics.manual.parts.other.connector_mono_directional.text2": "&l单向连接器&r能帮你长距离无线连接逻辑网络。在网络上接上一个连接器，并在想要连接的另一个网络上放置第二个连接器来完成连接。两个连接器必须位于同一直线上，并且距离小于或等于512个单位。当有效连接完成后，连接器将显示为激活状态。",
  "info_book.integrateddynamics.manual.parts.other.connector_omni_directional": "全向连接器",
  "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text1": "虽然“单向”连接器对于单向远距离连接非常有用，但在某些情况下，这可能有点太受限制。",
  "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text2": "例如，你可能希望使用单个连接器与多个网络连接在一起，或者与其他维度的网络连接。对于这些情况，你可以使用&l全向&r连接器。",
  "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text3": "这些连接器在首次制作时将具有唯一的组 ID ，用于标识可以连接网络的组。 每个连接器组在放置在世界中时都有独特的粒子颜色，可以在物品的提示文本中看到组 ID，或者在放置时右击连接器查看。通过合成组内的现有连接器可得到多个同组的连接器。",
  "info_book.integrateddynamics.manual.parts.other.connector_omni_directional.text4": "也可以通过两种方式更改现有连接器组. 在制作工作台中单独制作会将其分配给没有其他成员的新组，将二个放在一起合成时第一个的分组将复制给第二个.",
  "info_book.integrateddynamics.manual.machines": "机器",
  "info_book.integrateddynamics.manual.machines.materializer": "固值器",
  "info_book.integrateddynamics.manual.machines.materializer.text1": "复制动态&l变量卡&r当前时刻的静态变量。必须插入动态&l变量卡&r，并且必须插入一个新的空&l变量卡&r，这将使其具有动态&l变量卡&r的当前值作为静态值。",
  "info_book.integrateddynamics.manual.machines.materializer.text2": "在你想要记录某个动态&l变量卡&r变量的情况下，或者当你不再需要动态检测&l变量卡&r的情况下，这将非常有用。",
  "info_book.integrateddynamics.manual.machines.materializer.text3": "&l变量卡&r可在&l固值器&r旁用管道输入和输出。",
  "info_book.integrateddynamics.manual.machines.proxy": "代理器",
  "info_book.integrateddynamics.manual.machines.proxy.text1": "&l代理器&r可以用来动态地调用某个&l变量卡&r。它允许你插入&l变量卡&r，并写入一个新的&l变量卡&r，它将动态地获取代理中存在的&l变量卡&r的值。",
  "info_book.integrateddynamics.manual.machines.proxy.text2": "这在你具有&l变量卡&r链的情况下非常有用，但你仍然可以手动更改一个变量。然后，你可以代理该变量，这将允许它随时与另一个变量交换。",
  "info_book.integrateddynamics.manual.machines.proxy.text3": "正如&l固值器&r，&l变量卡&r可以管道输入和输出。",
  "info_book.integrateddynamics.manual.machines.delay": "延迟器",
  "info_book.integrateddynamics.manual.machines.delay.text1": "在某些情况下，你可能需要知道某种变量的历史数据。例如，你想要获取上一个变化前的值来算平均值或差值。",
  "info_book.integrateddynamics.manual.machines.delay.text2": "为此，你可以使用&l延迟器&r，你可以使用它保持指定变量的值的历史记录。你可以通过插入要维护历史记录的&l变量卡&r来做到这一点。你现在可以创建并且&l变量卡&r将调用对应于历史记录的值列表。",
  "info_book.integrateddynamics.manual.machines.delay.text3": "最旧的变量对应于列表中的最后一个元素。你可以通过 GUI 调整历史记录的最大长度。",
  "info_book.integrateddynamics.manual.machines.energy_battery": "能量电池",
  "info_book.integrateddynamics.manual.machines.energy_battery.text1": "&l动态联合&r网络可以配置为消耗能量。为此，你可以将&l能量电池&r连接到网络，为其添加能量存储容量。",
  "info_book.integrateddynamics.manual.machines.energy_battery.text2": "这些电池支持 &lRF&r 能量和 &lTesla&r 能量。",
  "info_book.integrateddynamics.manual.machines.energy_battery.text3": "提供红石信号将使能量向所有面自动输出。",
  "info_book.integrateddynamics.manual.machines.energy_battery.text4": "当这个电池在你的物品栏中时，&l自动输出&r模式可以使用潜行右键激活。激活后，这个电池会尝试向你双手中的物品输出能量。",
  "info_book.integrateddynamics.manual.machines.generator": "发电机",
  "info_book.integrateddynamics.manual.machines.generator.text1": "当你需要 &lRF&r 或 &lTesla&r 的能量时，你可以使用&l发电机&r来创建能量和可再生能源。",
  "info_book.integrateddynamics.manual.machines.mechanical_squeezer": "电动挤压机",
  "info_book.integrateddynamics.manual.machines.mechanical_squeezer.text1": "总会有那么一段时间，你得不停地在&l挤压机&r上跳来跳去。检测是否你还没有自动化&l挤压机&r，也许是时候考虑制作一个&l电动挤压机&r了。它不需要任何人力来工作，但是需要提供能量才能运行。这也使它比普通的&l挤压机&r快的多，并且可以批量挤压，并得到更多产物。",
  "info_book.integrateddynamics.manual.machines.mechanical_drying_basin": "电动烘干池",
  "info_book.integrateddynamics.manual.machines.mechanical_drying_basin.text1": "使用&l烘干池&r进行烘干会需要一些时间。检测是否你想要烘干变得更快，或者你想能烘干更多的东西，你应该使用&l电动烘干池&r，它需要消耗能量来运行。",
  "info_book.integrateddynamics.manual.logic_programming": "逻辑编程",
  "info_book.integrateddynamics.manual.logic_programming.text1": "创建动态变量卡的另一种方法是通过在一个或多个变量卡上执行&l运算符&r来生成新的&l变量卡&r。一个&l运算符&r的一个例子是添加了两个&l数字&r，形成一个新的&l数字&r。",
  "info_book.integrateddynamics.manual.logic_programming.text2": "&l运算符&r可以有一个或多个输入值，并具有一个输出值。在大多数情况下，输入和输出具有一定的&l变量类型&r，否则它们将具有&l任意&r变量类型。具有单个输入和一个输出的&l运算符&r&l布尔&r被称为&l谓词&r。",
  "info_book.integrateddynamics.manual.logic_programming.text3": "&l逻辑编程器&r包含大量的&l运算符&r。它还允许你为所有&l变量类型&r创建静态和变量卡&r。选择&l运算符&r后，应在预期的输入插槽中插入有效&l变量卡&r。最后，应在输出插槽中插入另一个&l变量卡&r。检测是否&l运算符&r有效，则会将新的动态变量写入卡中。 请记住，调用的&l变量卡&r必须存在于&l运算符&r将被检测的同一网络中的&l变量卡箱&r中。",
  "info_book.integrateddynamics.manual.logic_programming.text4": "&l逻辑编程器&r 可以使用顶部的搜索框，通过名称搜索&l运算符&r的列表。它还允许你通过在左下角插入这些类型的&l变量卡&r输入或输出变量类型进行过滤。",
  "info_book.integrateddynamics.manual.logic_programming.text5": "检测是否玩家的物品栏中存在&l注释器&r。 通过点击输出插槽旁边的“E”按钮，可以立即标记产生的&l变量卡&r。",
  "info_book.integrateddynamics.manual.logic_programming.text6": "&l逻辑编程器&r以方块形式和物品形式存在。两者都可以通过将它们置于工作台中进行切换。"
}