maintainer: address requested changes

This commit is contained in:
ForestOfLight
2026-02-11 14:40:41 -08:00
Unverified
parent cd6dfae1de
commit 72c5d7a70e
5 changed files with 40 additions and 1221 deletions
+7 -786
View File
@@ -1,784 +1,7 @@
import { GameMode, system, world } from '@minecraft/server'; import { GameMode, system, world } from '@minecraft/server';
import { Raycaster } from '../classes/Raycaster'; import { Raycaster } from '../classes/Raycaster';
import { fetchMatchingItemSlot } from '../utils'; import { fetchMatchingItemSlot } from '../utils';
let State_values = {
active: {
true: "construct.statevalue.active.true",
false: "construct.statevalue.active.false"
},
age: {},
age_bit: {
true: "construct.statevalue.age_bit.true",
false: "construct.statevalue.age_bit.false"
},
allow_underwater_bit: {
true: "construct.statevalue.allow_underwater_bit.true",
false: "construct.statevalue.allow_underwater_bit.false"
},
attached_bit: {
true: "construct.statevalue.attached_bit.true",
false: "construct.statevalue.attached_bit.false"
},
attachment: {
standing: "construct.statevalue.attachment.standing",
hanging: "construct.statevalue.attachment.hanging",
side: "construct.statevalue.attachment.side",
multiple: "construct.statevalue.attachment.multiple"
},
bamboo_leaf_size: {
no_leaves: "construct.statevalue.bamboo_leaf_size.no_leaves",
small_leaves: "construct.statevalue.bamboo_leaf_size.small_leaves",
large_leaves: "construct.statevalue.bamboo_leaf_size.large_leaves"
},
bamboo_stalk_thickness: {
thin: "construct.statevalue.bamboo_stalk_thickness.thin",
thick: "construct.statevalue.bamboo_stalk_thickness.thick"
},
big_dripleaf_tilt: {
none: "construct.statevalue.big_dripleaf_tilt.none",
unstable: "construct.statevalue.big_dripleaf_tilt.unstable",
partial_tilt: "construct.statevalue.big_dripleaf_tilt.partial_tilt",
full_tilt: "construct.statevalue.big_dripleaf_tilt.full_tilt"
},
bite_counter: {},
books_stored: {
0: `
000
000`,
1: `
100
000`,
2: `
010
000`,
3: `
110
000`,
4: `
001
000`,
5: `
101
000`,
6: `
011
000`,
7: `
111
000`,
8: `
000
100`,
9: `
100
100`,
10: `
010
100`,
11: `
110
100`,
12: `
001
100`,
13: `
101
100`,
14: `
011
100`,
15: `
111
100`,
16: `
000
010`,
17: `
100
010`,
18: `
010
010`,
19: `
110
010`,
20: `
001
010`,
21: `
101
010`,
22: `
011
010`,
23: `
111
010`,
24: `
000
110`,
25: `
100
110`,
26: `
010
110`,
27: `
110
110`,
28: `
001
110`,
29: `
101
110`,
30: `
011
110`,
31: `
111
110`,
32: `
000
001`,
33: `
100
001`,
34: `
010
001`,
35: `
110
001`,
36: `
001
001`,
37: `
101
001`,
38: `
011
001`,
39: `
111
001`,
40: `
000
101`,
41: `
100
101`,
42: `
010
101`,
43: `
110
101`,
44: `
001
101`,
45: `
101
101`,
46: `
011
101`,
47: `
111
101`,
48: `
000
011`,
49: `
100
011`,
50: `
010
011`,
51: `
110
011`,
52: `
001
011`,
53: `
101
011`,
54: `
011
011`,
55: `
111
011`,
56: `
000
111`,
57: `
100
111`,
58: `
010
111`,
59: `
110
111`,
60: `
001
111`,
61: `
101
111`,
62: `
011
111`,
63: `
111
111`
},
brewing_stand_slot_a_bit: {
true: "construct.statevalue.brewing_stand_slot_a_bit.true",
false: "construct.statevalue.brewing_stand_slot_a_bit.false"
},
brewing_stand_slot_b_bit: {
true: "construct.statevalue.brewing_stand_slot_b_bit.true",
false: "construct.statevalue.brewing_stand_slot_b_bit.false"
},
brewing_stand_slot_c_bit: {
true: "construct.statevalue.brewing_stand_slot_c_bit.true",
false: "construct.statevalue.brewing_stand_slot_c_bit.false"
},
button_pressed_bit: {
true: "construct.statevalue.button_pressed_bit.true",
false: "construct.statevalue.button_pressed_bit.false"
},
candles: {
"0": "construct.statevalue.candles.0",
"1": "construct.statevalue.candles.1",
"2": "construct.statevalue.candles.2",
"3": "construct.statevalue.candles.3"
},
cauldron_liquid: {
water: "construct.statevalue.cauldron_liquid.water",
lava: "construct.statevalue.cauldron_liquid.lava",
powder_snow: "construct.statevalue.cauldron_liquid.powder_snow"
},
cluster_count: {
"0": "construct.statevalue.cluster_count.0",
"1": "construct.statevalue.cluster_count.1",
"2": "construct.statevalue.cluster_count.2",
"3": "construct.statevalue.cluster_count.3",
"4": "construct.statevalue.cluster_count.4",
"5": "construct.statevalue.cluster_count.5",
"6": "construct.statevalue.cluster_count.6",
"7": "construct.statevalue.cluster_count.7",
"8": "construct.statevalue.cluster_count.8",
"9": "construct.statevalue.cluster_count.9",
"10": "construct.statevalue.cluster_count.10"
},
color: {
white: "construct.statevalue.color.white",
orange: "construct.statevalue.color.orange",
magenta: "construct.statevalue.color.magenta",
light_blue: "construct.statevalue.color.light_blue",
yellow: "construct.statevalue.color.yellow",
lime: "construct.statevalue.color.lime",
pink: "construct.statevalue.color.pink",
gray: "construct.statevalue.color.gray",
silver: "construct.statevalue.color.silver",
cyan: "construct.statevalue.color.cyan",
purple: "construct.statevalue.color.purple",
blue: "construct.statevalue.color.blue",
brown: "construct.statevalue.color.brown",
green: "construct.statevalue.color.green",
red: "construct.statevalue.color.red",
black: "construct.statevalue.color.black"
},
color_bit: {
true: "construct.statevalue.color_bit.true",
false: "construct.statevalue.color_bit.false"
},
conditional_bit: {
true: "construct.statevalue.conditional_bit.true",
false: "construct.statevalue.conditional_bit.false"
},
coral_direction: {
2: "construct.statevalue.coral_direction.2",
3: "construct.statevalue.coral_direction.3",
1: "construct.statevalue.coral_direction.1",
0: "construct.statevalue.coral_direction.0"
},
coral_hang_type_bit: {
true: "construct.statevalue.coral_hang_type_bit.true",
false: "construct.statevalue.coral_hang_type_bit.false"
},
covered_bit: {
true: "construct.statevalue.covered_bit.true",
false: "construct.statevalue.covered_bit.false"
},
cracked_state: {
no_cracks: "construct.statevalue.cracked_state.no_cracks",
cracked: "construct.statevalue.cracked_state.cracked",
max_cracked: "construct.statevalue.cracked_state.max_cracked"
},
crafting: {
true: "construct.statevalue.crafting.true",
false: "construct.statevalue.crafting.false"
},
damage: {
undamaged: "construct.statevalue.damage.undamaged",
slightly_damaged: "construct.statevalue.damage.slightly_damaged",
very_damaged: "construct.statevalue.damage.very_damaged",
broken: "construct.statevalue.damage.broken"
},
dead_bit: {
true: "construct.statevalue.dead_bit.true",
false: "construct.statevalue.dead_bit.false"
},
direction: {
0: "construct.statevalue.direction.0",
2: "construct.statevalue.direction.2",
3: "construct.statevalue.direction.3",
1: "construct.statevalue.direction.1"
},
dirt_type: {
normal: "construct.statevalue.dirt_type.normal",
coarse: "construct.statevalue.dirt_type.coarse"
},
disarmed_bit: {
true: "construct.statevalue.disarmed_bit.true",
false: "construct.statevalue.disarmed_bit.false"
},
door_hinge_bit: {
true: "construct.statevalue.door_hinge_bit.true",
false: "construct.statevalue.door_hinge_bit.false"
},
drag_down: {
true: "construct.statevalue.drag_down.true",
false: "construct.statevalue.drag_down.false"
},
dripstone_thickness: {
tip: "construct.statevalue.dripstone_thickness.tip",
frustum: "construct.statevalue.dripstone_thickness.frustum",
base: "construct.statevalue.dripstone_thickness.base",
middle: "construct.statevalue.dripstone_thickness.middle",
merge: "construct.statevalue.dripstone_thickness.merge"
},
end_portal_eye_bit: {
true: "construct.statevalue.end_portal_eye_bit.true",
false: "construct.statevalue.end_portal_eye_bit.false"
},
explode_bit: {
true: "construct.statevalue.explode_bit.true",
false: "construct.statevalue.explode_bit.false"
},
facing_direction: {
"0": "construct.statevalue.facing_direction.0",
"1": "construct.statevalue.facing_direction.1",
"2": "construct.statevalue.facing_direction.2",
"3": "construct.statevalue.facing_direction.3",
"4": "construct.statevalue.facing_direction.4",
"5": "construct.statevalue.facing_direction.5"
},
fill_level: {},
ground_sign_direction: {
0: "construct.statevalue.ground_sign_direction.0",
1: "construct.statevalue.ground_sign_direction.1",
2: "construct.statevalue.ground_sign_direction.2",
3: "construct.statevalue.ground_sign_direction.3",
4: "construct.statevalue.ground_sign_direction.4",
5: "construct.statevalue.ground_sign_direction.5",
6: "construct.statevalue.ground_sign_direction.6",
7: "construct.statevalue.ground_sign_direction.7",
8: "construct.statevalue.ground_sign_direction.8",
9: "construct.statevalue.ground_sign_direction.9",
10: "construct.statevalue.ground_sign_direction.10",
11: "construct.statevalue.ground_sign_direction.11",
12: "construct.statevalue.ground_sign_direction.12",
13: "construct.statevalue.ground_sign_direction.13",
14: "construct.statevalue.ground_sign_direction.14",
15: "construct.statevalue.ground_sign_direction.15"
},
growth: {},
hanging: {
true: "construct.statevalue.hanging.true",
false: "construct.statevalue.hanging.false"
},
head_piece_bit: {
true: "construct.statevalue.head_piece_bit.true",
false: "construct.statevalue.head_piece_bit.false"
},
height: {},
huge_mushroom_bits: {
"0": "construct.statevalue.huge_mushroom_bits.0",
"1": "construct.statevalue.huge_mushroom_bits.1",
"2": "construct.statevalue.huge_mushroom_bits.2",
"3": "construct.statevalue.huge_mushroom_bits.3",
"4": "construct.statevalue.huge_mushroom_bits.4",
"5": "construct.statevalue.huge_mushroom_bits.5",
"6": "construct.statevalue.huge_mushroom_bits.6",
"7": "construct.statevalue.huge_mushroom_bits.7",
"8": "construct.statevalue.huge_mushroom_bits.8",
"9": "construct.statevalue.huge_mushroom_bits.9",
"10": "construct.statevalue.huge_mushroom_bits.10",
"11": "construct.statevalue.huge_mushroom_bits.11",
"12": "construct.statevalue.huge_mushroom_bits.12",
"13": "construct.statevalue.huge_mushroom_bits.13",
"14": "construct.statevalue.huge_mushroom_bits.14",
"15": "construct.statevalue.huge_mushroom_bits.15"
},
in_wall_bit: {
true: "construct.statevalue.in_wall_bit.true",
false: "construct.statevalue.in_wall_bit.false"
},
infiniburn_bit: {
true: "construct.statevalue.infiniburn_bit.true",
false: "construct.statevalue.infiniburn_bit.false"
},
item_frame_map_bit: {
true: "construct.statevalue.item_frame_map_bit.true",
false: "construct.statevalue.item_frame_map_bit.false"
},
item_frame_photo_bit: {
true: "construct.statevalue.item_frame_photo_bit.true",
false: "construct.statevalue.item_frame_photo_bit.false"
},
liquid_depth: {},
lit: {
true: "construct.statevalue.lit.true",
false: "construct.statevalue.lit.false"
},
moisturized_amount: {},
natural: {
true: "construct.statevalue.natural.true",
false: "construct.statevalue.natural.false"
},
no_drop_bit: {
true: "construct.statevalue.no_drop_bit.true",
false: "construct.statevalue.no_drop_bit.false"
},
occupied_bit: {
true: "construct.statevalue.occupied_bit.true",
false: "construct.statevalue.occupied_bit.false"
},
ominous: {
true: "construct.statevalue.ominous.true",
false: "construct.statevalue.ominous.false"
},
open_bit: {
true: "construct.statevalue.open_bit.true",
false: "construct.statevalue.open_bit.false"
},
orientation: {
0: "construct.statevalue.orientation.0",
1: "construct.statevalue.orientation.1",
2: "construct.statevalue.orientation.2",
3: "construct.statevalue.orientation.3",
4: "construct.statevalue.orientation.4",
5: "construct.statevalue.orientation.5",
6: "construct.statevalue.orientation.6",
7: "construct.statevalue.orientation.7",
8: "construct.statevalue.orientation.8",
9: "construct.statevalue.orientation.9",
10: "construct.statevalue.orientation.10",
11: "construct.statevalue.orientation.11",
12: "construct.statevalue.orientation.12",
13: "construct.statevalue.orientation.13",
14: "construct.statevalue.orientation.14",
15: "construct.statevalue.orientation.15"
},
output_lit_bit: {
true: "construct.statevalue.output_lit_bit.true",
false: "construct.statevalue.output_lit_bit.false"
},
output_subtract_bit: {
true: "construct.statevalue.output_subtract_bit.true",
false: "construct.statevalue.output_subtract_bit.false"
},
pale_moss_carpet_side_east: {
none: "construct.statevalue.pale_moss_carpet_side_east.none",
short: "construct.statevalue.pale_moss_carpet_side_east.short",
tall: "construct.statevalue.pale_moss_carpet_side_east.tall"
},
pale_moss_carpet_side_north: {
none: "construct.statevalue.pale_moss_carpet_side_north.none",
short: "construct.statevalue.pale_moss_carpet_side_north.short",
tall: "construct.statevalue.pale_moss_carpet_side_north.tall"
},
pale_moss_carpet_side_south: {
none: "construct.statevalue.pale_moss_carpet_side_south.none",
short: "construct.statevalue.pale_moss_carpet_side_south.short",
tall: "construct.statevalue.pale_moss_carpet_side_south.tall"
},
pale_moss_carpet_side_west: {
none: "construct.statevalue.pale_moss_carpet_side_west.none",
short: "construct.statevalue.pale_moss_carpet_side_west.short",
tall: "construct.statevalue.pale_moss_carpet_side_west.tall"
},
persistent_bit: {
true: "construct.statevalue.persistent_bit.true",
false: "construct.statevalue.persistent_bit.false"
},
portal_axis: {
x: "construct.statevalue.portal_axis.x",
z: "construct.statevalue.portal_axis.z"
},
powered_bit: {
true: "construct.statevalue.powered_bit.true",
false: "construct.statevalue.powered_bit.false"
},
rail_data_bit: {
true: "construct.statevalue.rail_data_bit.true",
false: "construct.statevalue.rail_data_bit.false"
},
rail_direction: {
0: "construct.statevalue.rail_direction.0",
1: "construct.statevalue.rail_direction.1",
2: "construct.statevalue.rail_direction.2",
3: "construct.statevalue.rail_direction.3",
4: "construct.statevalue.rail_direction.4",
5: "construct.statevalue.rail_direction.5",
6: "construct.statevalue.rail_direction.6",
7: "construct.statevalue.rail_direction.7",
8: "construct.statevalue.rail_direction.8",
9: "construct.statevalue.rail_direction.9"
},
redstone_signal: {},
repeater_delay: {
0: "construct.statevalue.repeater_delay.0",
1: "construct.statevalue.repeater_delay.1",
2: "construct.statevalue.repeater_delay.2",
3: "construct.statevalue.repeater_delay.3"
},
sea_grass_type: {
default: "construct.statevalue.sea_grass_type.default",
double_top: "construct.statevalue.sea_grass_type.double_top",
double_bot: "construct.statevalue.sea_grass_type.double_bot"
},
sponge_type: {
dry: "construct.statevalue.sponge_type.dry",
wet: "construct.statevalue.sponge_type.wet"
},
stability: {},
stability_check: {
true: "construct.statevalue.stability_check.true",
false: "construct.statevalue.stability_check.false"
},
stripped_bit: {
true: "construct.statevalue.stripped_bit.true",
false: "construct.statevalue.stripped_bit.false"
},
structure_block_type: {
data: "construct.statevalue.structure_block_type.data",
save: "construct.statevalue.structure_block_type.save",
load: "construct.statevalue.structure_block_type.load",
corner: "construct.statevalue.structure_block_type.corner",
invalid: "construct.statevalue.structure_block_type.invalid",
export: "construct.statevalue.structure_block_type.export"
},
suspended_bit: {
true: "construct.statevalue.suspended_bit.true",
false: "construct.statevalue.suspended_bit.false"
},
tip: {
true: "construct.statevalue.tip.true",
false: "construct.statevalue.tip.false"
},
toggle_bit: {
true: "construct.statevalue.toggle_bit.true",
false: "construct.statevalue.toggle_bit.false"
},
top_slot_bit: {
true: "construct.statevalue.top_slot_bit.true",
false: "construct.statevalue.top_slot_bit.false"
},
torch_facing_direction: {
unknown: "construct.statevalue.torch_facing_direction.unknown",
west: "construct.statevalue.torch_facing_direction.west",
east: "construct.statevalue.torch_facing_direction.east",
north: "construct.statevalue.torch_facing_direction.north",
south: "construct.statevalue.torch_facing_direction.south",
top: "construct.statevalue.torch_facing_direction.top"
},
trial_spawner_state: {
"0": "construct.statevalue.trial_spawner_state.0",
"1": "construct.statevalue.trial_spawner_state.1",
"2": "construct.statevalue.trial_spawner_state.2",
"3": "construct.statevalue.trial_spawner_state.3",
"4": "construct.statevalue.trial_spawner_state.4",
"5": "construct.statevalue.trial_spawner_state.5"
},
triggered_bit: {
true: "construct.statevalue.triggered_bit.true",
false: "construct.statevalue.triggered_bit.false"
},
turtle_egg_count: {
one_egg: "construct.statevalue.turtle_egg_count.one_egg",
two_egg: "construct.statevalue.turtle_egg_count.two_egg",
three_egg: "construct.statevalue.turtle_egg_count.three_egg",
four_egg: "construct.statevalue.turtle_egg_count.four_egg"
},
update_bit: {
true: "construct.statevalue.update_bit.true",
false: "construct.statevalue.update_bit.false"
},
upper_block_bit: {
true: "construct.statevalue.upper_block_bit.true",
false: "construct.statevalue.upper_block_bit.false"
},
upside_down_bit: {
true: "construct.statevalue.upside_down_bit.true",
false: "construct.statevalue.upside_down_bit.false"
},
vine_direction_bits: {
0: "construct.statevalue.vine_direction_bits.0",
1: "construct.statevalue.vine_direction_bits.1",
2: "construct.statevalue.vine_direction_bits.2",
3: "construct.statevalue.vine_direction_bits.3",
4: "construct.statevalue.vine_direction_bits.4",
5: "construct.statevalue.vine_direction_bits.5",
6: "construct.statevalue.vine_direction_bits.6",
7: "construct.statevalue.vine_direction_bits.7",
8: "construct.statevalue.vine_direction_bits.8",
9: "construct.statevalue.vine_direction_bits.9",
10: "construct.statevalue.vine_direction_bits.10",
11: "construct.statevalue.vine_direction_bits.11",
12: "construct.statevalue.vine_direction_bits.12",
13: "construct.statevalue.vine_direction_bits.13",
14: "construct.statevalue.vine_direction_bits.14",
15: "construct.statevalue.vine_direction_bits.15"
},
wall_connection_type_east: {
none: "construct.statevalue.wall_connection_type_east.none",
short: "construct.statevalue.wall_connection_type_east.short",
tall: "construct.statevalue.wall_connection_type_east.tall"
},
wall_connection_type_north: {
none: "construct.statevalue.wall_connection_type_north.none",
short: "construct.statevalue.wall_connection_type_north.short",
tall: "construct.statevalue.wall_connection_type_north.tall"
},
wall_connection_type_south: {
none: "construct.statevalue.wall_connection_type_south.none",
short: "construct.statevalue.wall_connection_type_south.short",
tall: "construct.statevalue.wall_connection_type_south.tall"
},
wall_connection_type_west: {
none: "construct.statevalue.wall_connection_type_west.none",
short: "construct.statevalue.wall_connection_type_west.short",
tall: "construct.statevalue.wall_connection_type_west.tall"
},
wall_post_bit: {
true: "construct.statevalue.wall_post_bit.true",
false: "construct.statevalue.wall_post_bit.false"
},
weirdo_direction: {
0: "construct.statevalue.weirdo_direction.0",
1: "construct.statevalue.weirdo_direction.1",
2: "construct.statevalue.weirdo_direction.2",
3: "construct.statevalue.weirdo_direction.3"
}
};
let Block_state_mapping = {
active: "construct.blockstate.active",
age: "construct.blockstate.age",
age_bit: "construct.blockstate.age_bit",
allow_underwater_bit: "construct.blockstate.allow_underwater_bit",
attached_bit: "construct.blockstate.attached_bit",
attachment: "construct.blockstate.attachment",
bamboo_leaf_size: "construct.blockstate.bamboo_leaf_size",
bamboo_stalk_thickness: "construct.blockstate.bamboo_stalk_thickness",
big_dripleaf_tilt: "construct.blockstate.big_dripleaf_tilt",
bite_counter: "construct.blockstate.bite_counter",
books_stored: "construct.blockstate.books_stored",
brewing_stand_slot_a_bit: "construct.blockstate.brewing_stand_slot_a_bit",
brewing_stand_slot_b_bit: "construct.blockstate.brewing_stand_slot_b_bit",
brewing_stand_slot_c_bit: "construct.blockstate.brewing_stand_slot_c_bit",
button_pressed_bit: "construct.blockstate.button_pressed_bit",
candles: "construct.blockstate.candles",
cauldron_liquid: "construct.blockstate.cauldron_liquid",
chisel_type: "construct.blockstate.chisel_type",
cluster_count: "construct.blockstate.cluster_count",
color: "construct.blockstate.color",
color_bit: "construct.blockstate.color_bit",
conditional_bit: "construct.blockstate.conditional_bit",
coral_color: "construct.blockstate.coral_color",
coral_direction: "construct.blockstate.coral_direction",
coral_hang_type_bit: "construct.blockstate.coral_hang_type_bit",
covered_bit: "construct.blockstate.covered_bit",
cracked_state: "construct.blockstate.cracked_state",
crafting: "construct.blockstate.crafting",
damage: "construct.blockstate.damage",
dead_bit: "construct.blockstate.dead_bit",
direction: "construct.blockstate.direction",
dirt_type: "construct.blockstate.dirt_type",
disarmed_bit: "construct.blockstate.disarmed_bit",
door_hinge_bit: "construct.blockstate.door_hinge_bit",
double_plant_type: "construct.blockstate.double_plant_type",
drag_down: "construct.blockstate.drag_down",
dripstone_thickness: "construct.blockstate.dripstone_thickness",
end_portal_eye_bit: "construct.blockstate.end_portal_eye_bit",
explode_bit: "construct.blockstate.explode_bit",
facing_direction: "construct.blockstate.facing_direction",
fill_level: "construct.blockstate.fill_level",
ground_sign_direction: "construct.blockstate.ground_sign_direction",
growth: "construct.blockstate.growth",
hanging: "construct.blockstate.hanging",
head_piece_bit: "construct.blockstate.head_piece_bit",
height: "construct.blockstate.height",
huge_mushroom_bits: "construct.blockstate.huge_mushroom_bits",
in_wall_bit: "construct.blockstate.in_wall_bit",
infiniburn_bit: "construct.blockstate.infiniburn_bit",
item_frame_map_bit: "construct.blockstate.item_frame_map_bit",
item_frame_photo_bit: "construct.blockstate.item_frame_photo_bit",
liquid_depth: "construct.blockstate.liquid_depth",
lit: "construct.blockstate.lit",
moisturized_amount: "construct.blockstate.moisturized_amount",
monster_egg_stone_type: "construct.blockstate.monster_egg_stone_type",
natural: "construct.blockstate.natural",
no_drop_bit: "construct.blockstate.no_drop_bit",
occupied_bit: "construct.blockstate.occupied_bit",
ominous: "construct.blockstate.ominous",
open_bit: "construct.blockstate.open_bit",
orientation: "construct.blockstate.orientation",
output_lit_bit: "construct.blockstate.output_lit_bit",
output_subtract_bit: "construct.blockstate.output_subtract_bit",
pale_moss_carpet_side_east: "construct.blockstate.pale_moss_carpet_side_east",
pale_moss_carpet_side_north: "construct.blockstate.pale_moss_carpet_side_north",
pale_moss_carpet_side_south: "construct.blockstate.pale_moss_carpet_side_south",
pale_moss_carpet_side_west: "construct.blockstate.pale_moss_carpet_side_west",
persistent_bit: "construct.blockstate.persistent_bit",
portal_axis: "construct.blockstate.portal_axis",
powered_bit: "construct.blockstate.powered_bit",
rail_data_bit: "construct.blockstate.rail_data_bit",
rail_direction: "construct.blockstate.rail_direction",
redstone_signal: "construct.blockstate.redstone_signal",
repeater_delay: "construct.blockstate.repeater_delay",
sea_grass_type: "construct.blockstate.sea_grass_type",
sponge_type: "construct.blockstate.sponge_type",
stability: "construct.blockstate.stability",
stability_check: "construct.blockstate.stability_check",
stripped_bit: "construct.blockstate.stripped_bit",
structure_block_type: "construct.blockstate.structure_block_type",
suspended_bit: "construct.blockstate.suspended_bit",
tip: "construct.blockstate.tip",
toggle_bit: "construct.blockstate.toggle_bit",
top_slot_bit: "construct.blockstate.top_slot_bit",
torch_facing_direction: "construct.blockstate.torch_facing_direction",
trial_spawner_state: "construct.blockstate.trial_spawner_state",
triggered_bit: "construct.blockstate.triggered_bit",
turtle_egg_count: "construct.blockstate.turtle_egg_count",
update_bit: "construct.blockstate.update_bit",
upper_block_bit: "construct.blockstate.upper_block_bit",
upside_down_bit: "construct.blockstate.upside_down_bit",
vine_direction_bits: "construct.blockstate.vine_direction_bits",
wall_connection_type_east: "construct.blockstate.wall_connection_type_east",
wall_connection_type_north: "construct.blockstate.wall_connection_type_north",
wall_connection_type_south: "construct.blockstate.wall_connection_type_south",
wall_connection_type_west: "construct.blockstate.wall_connection_type_west",
wall_post_bit: "construct.blockstate.wall_post_bit",
weirdo_direction: "construct.blockstate.weirdo_direction"
};
class BlockInfo { class BlockInfo {
static shownToLastTick = new Set(); static shownToLastTick = new Set();
@@ -818,23 +41,21 @@ class BlockInfo {
static getBlockMessage(block) { static getBlockMessage(block) {
if (!block) if (!block)
return { translate: 'construct.blockinfo.unknown' }; return { translate: 'construct.blockinfo.unknown' };
const message = { rawtext: [{ text: '§a' }, { translate: block.type.id }]}; const message = { rawtext: [{ text: '§a' }, { translate: block.localizationKey }] };
const states = block.getAllStates(); const states = block.getAllStates();
if (Object.keys(states).length > 0) if (Object.keys(states).length > 0)
message.rawtext.push(...this.getFormattedStates(states)); message.rawtext.push({ text: `\n§7${this.getFormattedStates(states)}` });
if (block.isWaterlogged) if (block.isWaterlogged) {
message.rawtext.push({ rawtext: [ message.rawtext.push({ rawtext: [
{ text: '\n§7' }, { text: '\n§7' },
{ translate: 'construct.blockinfo.waterlogged' } { translate: 'construct.blockinfo.waterlogged' }
]}); ] });
}
return message; return message;
} }
/**
* @returns {import("@minecraft/server").RawMessage[]}
* */
static getFormattedStates(states) { static getFormattedStates(states) {
return Object.entries(states).map(/** @return {import("@minecraft/server").RawMessage}* */([key, value]) => return Object.entries(states).map(([key, value]) => `§7${key}: §3${value}`).join('\n');
{return {rawtext: [{text:"\n§7"},{ translate: Block_state_mapping[key],with:{rawtext: [{translate: State_values[key][String(value)]}]} }]};})
} }
static getSupplyMessage(player, block) { static getSupplyMessage(player, block) {
@@ -17,8 +17,12 @@ export class InstanceFormBuilder {
if (instance.hasLocation()) if (instance.hasLocation())
body.rawtext.push(...[ body.rawtext.push(...[
{ text: '\n' }, { text: '\n' },
//{translate:world.getDimension(location.dimensionId).localizationKey},---to be compatible with language files, this method is not used { translate: 'construct.instance.menu.location', with: { rawtext: [
{ translate: 'construct.instance.menu.location', with: {rawtext: [{text:String(location.location.x)}, {text:String(location.location.y)}, {text:String(location.location.z)},{translate:world.getDimension(location.dimensionId).localizationKey}]} } { text:String(location.location.x) },
{ text:String(location.location.y) },
{ text:String(location.location.z) },
{ translate:world.getDimension(location.dimensionId).localizationKey }
]} }
]); ]);
form.body(body); form.body(body);
options.forEach(option => { options.forEach(option => {
@@ -30,7 +34,7 @@ export class InstanceFormBuilder {
static buildRenameInstance(currentName) { static buildRenameInstance(currentName) {
return new ModalFormData() return new ModalFormData()
.title(MenuFormBuilder.menuTitle) .title(MenuFormBuilder.menuTitle)
.textField({ translate: 'construct.instance.menu.rename' }, currentName) //instance but not isntance .textField({ translate: 'construct.instance.menu.rename' }, currentName)
.submitButton({ translate: 'construct.menu.instance.button.rename' }); .submitButton({ translate: 'construct.menu.instance.button.rename' });
} }
+1 -1
View File
@@ -61,7 +61,7 @@ function handleWaterlogging(block, structureBlock) {
function playBlockPlacementSound(player, block, structureBlock) { function playBlockPlacementSound(player, block, structureBlock) {
const blockId = structureBlock.type.id.replace('minecraft:', ''); const blockId = structureBlock.type.id.replace('minecraft:', '');
const blockData = blocks[blockId]; const blockData = blocks[blockId];
let blockSound = blockData?.sound || 'stone';//fix error with missing sound let blockSound = blockData?.sound || 'stone';
let blockSoundId = block_sounds[blockSound].events.place?.sound let blockSoundId = block_sounds[blockSound].events.place?.sound
|| block_sounds[block_sounds[blockSound].base].events.place?.sound; || block_sounds[block_sounds[blockSound].base].events.place?.sound;
player.dimension.playSound(blockSoundId, block.location); player.dimension.playSound(blockSoundId, block.location);
+1 -1
View File
@@ -31,7 +31,7 @@ construct.instance.validation.alreadyRunning=§cA verification is already in pro
construct.instance.validation.formfail=§cFailed to build statistics form. construct.instance.validation.formfail=§cFailed to build statistics form.
construct.instance.menu.body=Instance: §a%1\n§fStructure: §2%2 ## Insert strings: instance name, structure name construct.instance.menu.body=Instance: §a%1\n§fStructure: §2%2 ## Insert strings: instance name, structure name
construct.instance.menu.location=§7(%1 %2 %3 in %4) ## Is added to the body when the instance has is placed. Insert strings: x, y, z coordinates, dimension construct.instance.menu.location=§7(%1 %2 %3 in %4) ## Is added to the body when the instance has is placed. Insert strings: x, y, z coordinates, dimension
construct.instance.menu.rename=Enter a new name for the instance: ##instance but not isntance construct.instance.menu.rename=Enter a new name for the instance:
construct.instance.option.validation=Block Validation construct.instance.option.validation=Block Validation
construct.instance.option.validation.description=Shows missing and incorrect block overlay. construct.instance.option.validation.description=Shows missing and incorrect block overlay.
construct.instance.option.layer=Layer construct.instance.option.layer=Layer
-406
View File
@@ -109,409 +109,3 @@ construct.option.materialgrabber.howto=使用"材料收集器"物品与箱子等
construct.option.materialgrabber.grabbed.zero=§7已收集 0 个物品 construct.option.materialgrabber.grabbed.zero=§7已收集 0 个物品
construct.option.materialgrabber.grabbed.one=§a已收集 1 个物品 construct.option.materialgrabber.grabbed.one=§a已收集 1 个物品
construct.option.materialgrabber.grabbed.many=§a已收集 %s 个物品 ## 插入字符串: 收集给玩家的物品数 construct.option.materialgrabber.grabbed.many=§a已收集 %s 个物品 ## 插入字符串: 收集给玩家的物品数
construct.blockstate.active=方块%1激活工作
construct.blockstate.age=块的年龄(树苗等)是%1
construct.blockstate.age_bit=植物幼苗%1生长
construct.blockstate.allow_underwater_bit=TNT%1在水中boom
construct.blockstate.attached_bit=绊线%1与绊线连接 或悬挂告示牌铰链%1相互平行
construct.blockstate.attachment=悬挂物品的悬挂方式是%1
construct.blockstate.bamboo_leaf_size=竹叶的大小是%1
construct.blockstate.bamboo_stalk_thickness=竹子的长成的粗细是%1
construct.blockstate.big_dripleaf_tilt=垂滴叶的倾斜状态是%1
construct.blockstate.bite_counter=蛋糕被食用%1口
construct.blockstate.books_stored=錾制书架存书:(1=有书)
construct.blockstate.brewing_stand_slot_a_bit=酿造台1槽%1药水
construct.blockstate.brewing_stand_slot_b_bit=酿造台2槽%1药水
construct.blockstate.brewing_stand_slot_c_bit=酿造台3槽%1药水
construct.blockstate.button_pressed_bit=按钮%1按下
construct.blockstate.candles=该方块内有%1个蜡烛
construct.blockstate.cauldron_liquid=锅中的液体是%1
construct.blockstate.chisel_type=石英和紫珀块是%1样式
construct.blockstate.cluster_count=该方块内有%1个蜡烛海泡菜
construct.blockstate.color=方块为%1色
construct.blockstate.color_bit=火把%1为彩色火把方块
construct.blockstate.conditional_bit=%1条件命令方块
construct.blockstate.coral_color=珊瑚方块为%1色
construct.blockstate.coral_direction=珊瑚扇朝%1
construct.blockstate.coral_hang_type_bit=珊瑚扇%1
construct.blockstate.covered_bit=顶层雪%1植物
construct.blockstate.cracked_state=海龟蛋%1
construct.blockstate.crafting=合成器%1在合成物品
construct.blockstate.damage=铁砧%1
construct.blockstate.dead_bit=珊瑚或海葵%1
construct.blockstate.direction=方块朝%1
construct.blockstate.dirt_type=该土块是%1
construct.blockstate.disarmed_bit=绊线%1触发(接入电路)
construct.blockstate.door_hinge_bit=门的铰链朝%1
construct.blockstate.double_plant_type=该高植物是%1
construct.blockstate.drag_down=气泡柱朝%1
construct.blockstate.dripstone_thickness=该方块是滴水石锥的%1
construct.blockstate.end_portal_eye_bit=末地传送门方块%1末影之眼
construct.blockstate.explode_bit=TNT方块%1被点燃
construct.blockstate.facing_direction=方块朝%1
construct.blockstate.fill_level=锅中液体高%1/15层
construct.blockstate.ground_sign_direction=告示牌和旗帜的朝%1
construct.blockstate.growth=作物的生长阶段是%1/15
construct.blockstate.hanging=处于%1
construct.blockstate.head_piece_bit=方块是床的%1
construct.blockstate.height=顶层雪的厚度是%1/15
construct.blockstate.huge_mushroom_bits=蘑菇块%1
construct.blockstate.in_wall_bit=栅栏%1到墙
construct.blockstate.infiniburn_bit=火%1无限燃烧
construct.blockstate.item_frame_map_bit=展示框中%1地图
construct.blockstate.item_frame_photo_bit=展示框中%1物品/图片
construct.blockstate.liquid_depth=液体方块的厚度%1/15
construct.blockstate.lit=方块%1点亮
construct.blockstate.moisturized_amount=作物的湿度水平%1/15
construct.blockstate.monster_egg_stone_type=虫蛀的%1
construct.blockstate.natural=方块%1自然生成
construct.blockstate.no_drop_bit=头颅被挖%1掉落
construct.blockstate.occupied_bit=床%1占用
construct.blockstate.ominous=方块%1不详/试炼版本
construct.blockstate.open_bit=各种门%1
construct.blockstate.orientation=方块朝%1
construct.blockstate.output_lit_bit=比较器的输出%1点亮
construct.blockstate.output_subtract_bit=比较器为'%1'模式
construct.blockstate.pale_moss_carpet_side_east=苍白苔藓地毯东面%1向上延伸
construct.blockstate.pale_moss_carpet_side_north=苍白苔藓地毯北面%1向上延伸
construct.blockstate.pale_moss_carpet_side_south=苍白苔藓地毯南面%1向上延伸
construct.blockstate.pale_moss_carpet_side_west=苍白苔藓地毯西面%1向上延伸
construct.blockstate.persistent_bit=树叶%1自动掉落性
construct.blockstate.portal_axis=2向方块的朝向%1
construct.blockstate.powered_bit=检测器或绊线%1触发
construct.blockstate.rail_data_bit=铁轨%1红石信号
construct.blockstate.rail_direction=%1
construct.blockstate.redstone_signal=红石信号强度是%1/15
construct.blockstate.repeater_delay=红石中继器是%1/4档位
construct.blockstate.sea_grass_type=%1
construct.blockstate.sponge_type=%1海绵
construct.blockstate.stability=脚手架的稳定性(支柱=0)%1/5
construct.blockstate.stability_check=脚手架%1已检查稳定性
construct.blockstate.stripped_bit=木头%1去除树皮
construct.blockstate.structure_block_type=结构方块是%1
construct.blockstate.suspended_bit=绊线%1有效的绊线线路中
construct.blockstate.tip=该方块%1方块链(如一条石锥)中的最后一个
construct.blockstate.toggle_bit=漏斗%1工作(不充能)
construct.blockstate.top_slot_bit=台阶的%1半部分
construct.blockstate.torch_facing_direction=火把悬挂方块与火把的相对位置是%1
construct.blockstate.trial_spawner_state=试炼刷怪笼%1
construct.blockstate.triggered_bit=方块%1红石信号激活
construct.blockstate.turtle_egg_count=方块中有%1个海龟蛋
construct.blockstate.update_bit=叶或花%1在下一次随机刻时检查是否应枯萎
construct.blockstate.upper_block_bit=门或高玉良的%1半部分
construct.blockstate.upside_down_bit=楼梯方块或栅门方块%1
construct.blockstate.vine_direction_bits=藤蔓的附着方块相对方向是%1
construct.blockstate.wall_connection_type_east=墙向东%1
construct.blockstate.wall_connection_type_north=墙向北%1
construct.blockstate.wall_connection_type_south=墙向南%1
construct.blockstate.wall_connection_type_west=墙向西%1
construct.blockstate.wall_post_bit=墙%1中心柱
construct.blockstate.weirdo_direction=楼梯%1
construct.statevalue.active.true=§3是§7
construct.statevalue.active.false=§3否§7
construct.statevalue.age_bit.true=§3能§7
construct.statevalue.age_bit.false=§3不能§7
construct.statevalue.allow_underwater_bit.true=§3能§7
construct.statevalue.allow_underwater_bit.false=§3不能§7
construct.statevalue.attached_bit.true=§3是§7
construct.statevalue.attached_bit.false=§3不§7
construct.statevalue.color_bit.true=§3是§7
construct.statevalue.color_bit.false=§3不是§7
construct.statevalue.conditional_bit.true=§3是§7
construct.statevalue.conditional_bit.false=§3不是§7
construct.statevalue.covered_bit.true=§3含§7
construct.statevalue.covered_bit.false=§3不含§7
construct.statevalue.crafting.true=§3正§7
construct.statevalue.crafting.false=§3不§7
construct.statevalue.dead_bit.true=§3死亡§7
construct.statevalue.dead_bit.false=§3鲜活§7
construct.statevalue.disarmed_bit.true=§3能§7
construct.statevalue.disarmed_bit.false=§3不能§7
construct.statevalue.drag_down.true=§3下§7
construct.statevalue.drag_down.false=§3上§7
construct.statevalue.end_portal_eye_bit.true=§3有§7
construct.statevalue.end_portal_eye_bit.false=§3无§7
construct.statevalue.explode_bit.true=§3已§7
construct.statevalue.explode_bit.false=§3未§7
construct.statevalue.hanging.true=§3悬挂状态§7
construct.statevalue.hanging.false=§3非悬挂状态。§7
construct.statevalue.head_piece_bit.true=§3床头§7
construct.statevalue.head_piece_bit.false=§3床尾§7
construct.statevalue.infiniburn_bit.true=§3可§7
construct.statevalue.infiniburn_bit.false=§3不可§7
construct.statevalue.item_frame_map_bit.true=§3有§7
construct.statevalue.item_frame_map_bit.false=§3无§7
construct.statevalue.item_frame_photo_bit.true=§3有§7
construct.statevalue.item_frame_photo_bit.false=§3无§7
construct.statevalue.lit.true=§3是§7
construct.statevalue.lit.false=§3未§7
construct.statevalue.natural.true=§3被§7
construct.statevalue.natural.false=§3未§7
construct.statevalue.no_drop_bit.true=§3有§7
construct.statevalue.no_drop_bit.false=§3无§7
construct.statevalue.occupied_bit.true=§3被§7
construct.statevalue.occupied_bit.false=§3未被§7
construct.statevalue.ominous.true=§3是§7
construct.statevalue.ominous.false=§3不是§7
construct.statevalue.open_bit.true=§3打开§7
construct.statevalue.open_bit.false=§3关闭§7
construct.statevalue.output_lit_bit.true=§3被§7
construct.statevalue.output_lit_bit.false=§3未§7
construct.statevalue.output_subtract_bit.true=§3减§7
construct.statevalue.output_subtract_bit.false=§3加§7
construct.statevalue.persistent_bit.true=§3有§7
construct.statevalue.persistent_bit.false=§3无§7
construct.statevalue.powered_bit.true=§3被§7
construct.statevalue.powered_bit.false=§3未§7
construct.statevalue.rail_data_bit.true=§3有§7
construct.statevalue.rail_data_bit.false=§3无§7
construct.statevalue.stability_check.true=§3是§7
construct.statevalue.stability_check.false=§3否§7
construct.statevalue.stripped_bit.true=§3被§7
construct.statevalue.stripped_bit.false=§3未§7
construct.statevalue.suspended_bit.true=§3在§7
construct.statevalue.suspended_bit.false=§3不在§7
construct.statevalue.tip.true=§3不是§7
construct.statevalue.tip.false=§3是§7
construct.statevalue.toggle_bit.true=§3可§7
construct.statevalue.toggle_bit.false=§3不可§7
construct.statevalue.top_slot_bit.true=§3上§7
construct.statevalue.top_slot_bit.false=§3下§7
construct.statevalue.triggered_bit.true=§3被§7
construct.statevalue.triggered_bit.false=§3未被§7
construct.statevalue.update_bit.true=§3需要§7
construct.statevalue.update_bit.false=§3不需要§7
construct.statevalue.upper_block_bit.true=§3上§7
construct.statevalue.upper_block_bit.false=§3下§7
construct.statevalue.direction.0=§3南§7
construct.statevalue.direction.2=§3北§7
construct.statevalue.direction.3=§3东§7
construct.statevalue.direction.1=§3西§7
construct.statevalue.facing_direction.0=§3下§7
construct.statevalue.facing_direction.1=§3上§7
construct.statevalue.facing_direction.2=§3北§7
construct.statevalue.facing_direction.3=§3南§7
construct.statevalue.facing_direction.4=§3西§7
construct.statevalue.facing_direction.5=§3东§7
construct.statevalue.ground_sign_direction.0=§3南§7
construct.statevalue.ground_sign_direction.1=§3南偏西22.5°§7
construct.statevalue.ground_sign_direction.2=§3西南§7
construct.statevalue.ground_sign_direction.3=§3西偏南22.5°§7
construct.statevalue.ground_sign_direction.4=§3西§7
construct.statevalue.ground_sign_direction.5=§3西偏北22.5°§7
construct.statevalue.ground_sign_direction.6=§3西北§7
construct.statevalue.ground_sign_direction.7=§3北偏西22.5°§7
construct.statevalue.ground_sign_direction.8=§3北§7
construct.statevalue.ground_sign_direction.9=§3北偏东22.5°§7
construct.statevalue.ground_sign_direction.10=§3东北§7
construct.statevalue.ground_sign_direction.11=§3东偏北22.5°§7
construct.statevalue.ground_sign_direction.12=§3东§7
construct.statevalue.ground_sign_direction.13=§3东偏南22.5°§7
construct.statevalue.ground_sign_direction.14=§3东南§7
construct.statevalue.ground_sign_direction.15=§3南偏东22.5°§7
construct.statevalue.coral_direction.2=§3北§7
construct.statevalue.coral_direction.3=§3南§7
construct.statevalue.coral_direction.1=§3东§7
construct.statevalue.coral_direction.0=§3西§7
construct.statevalue.door_hinge_bit.true=§3东§7
construct.statevalue.door_hinge_bit.false=§3西§7
construct.statevalue.portal_axis.x=§3南北朝向§7
construct.statevalue.portal_axis.z=§3东西朝向§7
construct.statevalue.torch_facing_direction.unknown=§3未知§7
construct.statevalue.torch_facing_direction.west=§3西§7
construct.statevalue.torch_facing_direction.east=§3东§7
construct.statevalue.torch_facing_direction.north=§3北§7
construct.statevalue.torch_facing_direction.south=§3南§7
construct.statevalue.torch_facing_direction.top=§3顶部§7
construct.statevalue.upside_down_bit.true=§3倒置§7
construct.statevalue.upside_down_bit.false=§3正放§7
construct.statevalue.weirdo_direction.0=§3朝西§7
construct.statevalue.weirdo_direction.1=§3朝东§7
construct.statevalue.weirdo_direction.2=§3朝北§7
construct.statevalue.weirdo_direction.3=§3朝南§7
construct.statevalue.color.white=§3白§7
construct.statevalue.color.orange=§3橙§7
construct.statevalue.color.magenta=§3品红§7
construct.statevalue.color.light_blue=§3淡蓝§7
construct.statevalue.color.yellow=§3黄§7
construct.statevalue.color.lime=§3黄绿§7
construct.statevalue.color.pink=§3粉§7
construct.statevalue.color.gray=§3灰§7
construct.statevalue.color.silver=§3淡灰§7
construct.statevalue.color.cyan=§3青§7
construct.statevalue.color.purple=§3紫§7
construct.statevalue.color.blue=§3蓝§7
construct.statevalue.color.brown=§3棕§7
construct.statevalue.color.green=§3绿§7
construct.statevalue.color.red=§3红§7
construct.statevalue.color.black=§3黑§7
construct.statevalue.dirt_type.normal=§3泥土§7
construct.statevalue.dirt_type.coarse=§3砂土§7
construct.statevalue.sponge_type.dry=§3干§7
construct.statevalue.sponge_type.wet=§3湿§7
construct.statevalue.sea_grass_type.default=§3普通海草§7
construct.statevalue.sea_grass_type.double_top=§3高海草上半部§7
construct.statevalue.sea_grass_type.double_bot=§3高海草下半部§7
construct.statevalue.cauldron_liquid.water=§3水§7
construct.statevalue.cauldron_liquid.lava=§3岩浆§7
construct.statevalue.cauldron_liquid.powder_snow=§3细雪§7
construct.statevalue.huge_mushroom_bits.0=§36面都是气孔§7
construct.statevalue.huge_mushroom_bits.1=§3上西北面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.2=§3上北面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.3=§3上北东面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.4=§3上西面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.5=§3上面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.6=§3上东面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.7=§3上南西面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.8=§3上南面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.9=§3上东南面是蘑菇盖,其他面是气孔§7
construct.statevalue.huge_mushroom_bits.10=§34侧面都是蘑菇柄,上下面是气孔§7
construct.statevalue.huge_mushroom_bits.11=§3未使用,6面都是气孔§7
construct.statevalue.huge_mushroom_bits.12=§3未使用,6面都是气孔§7
construct.statevalue.huge_mushroom_bits.13=§3未使用,6面都是气孔§7
construct.statevalue.huge_mushroom_bits.14=§36面都是蘑菇盖§7
construct.statevalue.huge_mushroom_bits.15=§36面都是蘑菇柄§7
construct.statevalue.rail_direction.0=§3南北朝向的平坦铁轨§7
construct.statevalue.rail_direction.1=§3东西朝向的平坦铁轨§7
construct.statevalue.rail_direction.2=§3朝向东的上坡铁轨§7
construct.statevalue.rail_direction.3=§3朝向西的上坡铁轨§7
construct.statevalue.rail_direction.4=§3朝向北的上坡铁轨§7
construct.statevalue.rail_direction.5=§3朝向南的上坡铁轨§7
construct.statevalue.rail_direction.6=§3东南方向的转弯铁轨§7
construct.statevalue.rail_direction.7=§3西南方向的转弯铁轨§7
construct.statevalue.rail_direction.8=§3西北方向的转弯铁轨§7
construct.statevalue.rail_direction.9=§3东北方向的转弯铁轨§7
construct.statevalue.trial_spawner_state.0=§3未激活§7
construct.statevalue.trial_spawner_state.1=§3待玩家加入试炼§7
construct.statevalue.trial_spawner_state.2=§3可刷生物§7
construct.statevalue.trial_spawner_state.3=§3试炼生物全被清除,待喷出奖励§7
construct.statevalue.trial_spawner_state.4=§3喷出奖励§7
construct.statevalue.trial_spawner_state.5=§3冷却阶段,无法激活§7
construct.statevalue.vine_direction_bits.0=§3无§7
construct.statevalue.vine_direction_bits.1=§3北§7
construct.statevalue.vine_direction_bits.2=§3东§7
construct.statevalue.vine_direction_bits.3=§3北, 东§7
construct.statevalue.vine_direction_bits.4=§3南§7
construct.statevalue.vine_direction_bits.5=§3北, 南§7
construct.statevalue.vine_direction_bits.6=§3东, 南§7
construct.statevalue.vine_direction_bits.7=§3北, 东, 南§7
construct.statevalue.vine_direction_bits.8=§3西§7
construct.statevalue.vine_direction_bits.9=§3北, 西§7
construct.statevalue.vine_direction_bits.10=§3东, 西§7
construct.statevalue.vine_direction_bits.11=§3北, 东, 西§7
construct.statevalue.vine_direction_bits.12=§3南, 西§7
construct.statevalue.vine_direction_bits.13=§3北, 南, 西§7
construct.statevalue.vine_direction_bits.14=§3东, 南, 西§7
construct.statevalue.vine_direction_bits.15=§3北, 东, 南, 西§7
construct.statevalue.wall_connection_type_east.none=§3不连接方块§7
construct.statevalue.wall_connection_type_east.short=§3连接方块,较矮§7
construct.statevalue.wall_connection_type_east.tall=§3连接方块,较高§7
construct.statevalue.wall_connection_type_north.none=§3不连接方块§7
construct.statevalue.wall_connection_type_north.short=§3连接方块,较矮§7
construct.statevalue.wall_connection_type_north.tall=§3连接方块,较高§7
construct.statevalue.wall_connection_type_south.none=§3不连接方块§7
construct.statevalue.wall_connection_type_south.short=§3连接方块,较矮§7
construct.statevalue.wall_connection_type_south.tall=§3连接方块,较高§7
construct.statevalue.wall_connection_type_west.none=§3不连接方块§7
construct.statevalue.wall_connection_type_west.short=§3连接方块,较矮§7
construct.statevalue.wall_connection_type_west.tall=§3连接方块,较高§7
construct.statevalue.attachment.standing=§3直立§7
construct.statevalue.attachment.hanging=§3悬挂§7
construct.statevalue.attachment.side=§3侧挂§7
construct.statevalue.attachment.multiple=§3多方面依赖§7
construct.statevalue.bamboo_leaf_size.no_leaves=§3无竹叶§7
construct.statevalue.bamboo_leaf_size.small_leaves=§3少竹叶§7
construct.statevalue.bamboo_leaf_size.large_leaves=§3多竹叶§7
construct.statevalue.bamboo_stalk_thickness.thin=§3薄§7
construct.statevalue.bamboo_stalk_thickness.thick=§3厚§7
construct.statevalue.big_dripleaf_tilt.none=§3无倾斜§7
construct.statevalue.big_dripleaf_tilt.unstable=§3不稳定§7
construct.statevalue.big_dripleaf_tilt.partial_tilt=§3半倾斜§7
construct.statevalue.big_dripleaf_tilt.full_tilt=§3完全倾斜§7
construct.statevalue.brewing_stand_slot_a_bit.true=§3有§7
construct.statevalue.brewing_stand_slot_a_bit.false=§3无§7
construct.statevalue.brewing_stand_slot_b_bit.true=§3有§7
construct.statevalue.brewing_stand_slot_b_bit.false=§3无§7
construct.statevalue.brewing_stand_slot_c_bit.true=§3有§7
construct.statevalue.brewing_stand_slot_c_bit.false=§3无§7
construct.statevalue.button_pressed_bit.true=§3被§7
construct.statevalue.button_pressed_bit.false=§3未§7
construct.statevalue.candles.0=§31§7
construct.statevalue.candles.1=§32§7
construct.statevalue.candles.2=§33§7
construct.statevalue.candles.3=§34§7
construct.statevalue.cluster_count.0=§31§7
construct.statevalue.cluster_count.1=§32§7
construct.statevalue.cluster_count.2=§33§7
construct.statevalue.cluster_count.3=§34§7
construct.statevalue.cluster_count.4=§35§7
construct.statevalue.cluster_count.5=§36§7
construct.statevalue.cluster_count.6=§37§7
construct.statevalue.cluster_count.7=§38§7
construct.statevalue.cluster_count.8=§39§7
construct.statevalue.cluster_count.9=§310§7
construct.statevalue.cluster_count.10=§310§7
construct.statevalue.coral_hang_type_bit.true=§3悬挂状态§7
construct.statevalue.coral_hang_type_bit.false=§3不悬挂§7
construct.statevalue.cracked_state.no_cracks=§3无裂纹§7
construct.statevalue.cracked_state.cracked=§3有裂纹§7
construct.statevalue.cracked_state.max_cracked=§3大裂纹§7
construct.statevalue.damage.undamaged=§3无破损§7
construct.statevalue.damage.slightly_damaged=§3轻微破损§7
construct.statevalue.damage.very_damaged=§3严重破损§7
construct.statevalue.damage.broken=§3已损坏§7
construct.statevalue.dripstone_thickness.tip=§3末梢§7
construct.statevalue.dripstone_thickness.frustum=§3末端§7
construct.statevalue.dripstone_thickness.base=§3基底§7
construct.statevalue.dripstone_thickness.middle=§3中部§7
construct.statevalue.dripstone_thickness.merge=§3柱形末梢(2对向尖端相连)§7
construct.statevalue.in_wall_bit.true=§3连接§7
construct.statevalue.in_wall_bit.false=§3不连接§7
construct.statevalue.orientation.0=§3无§7
construct.statevalue.orientation.1=§3北§7
construct.statevalue.orientation.2=§3东§7
construct.statevalue.orientation.3=§3北, 东§7
construct.statevalue.orientation.4=§3南§7
construct.statevalue.orientation.5=§3北, 南§7
construct.statevalue.orientation.6=§3东, 南§7
construct.statevalue.orientation.7=§3北, 东, 南§7
construct.statevalue.orientation.8=§3西§7
construct.statevalue.orientation.9=§3北, 西§7
construct.statevalue.orientation.10=§3东, 西§7
construct.statevalue.orientation.11=§3北, 东, 西§7
construct.statevalue.orientation.12=§3南, 西§7
construct.statevalue.orientation.13=§3北, 南, 西§7
construct.statevalue.orientation.14=§3东, 南, 西§7
construct.statevalue.orientation.15=§3北, 东, 南, 西§7
construct.statevalue.pale_moss_carpet_side_east.none=§3不§7
construct.statevalue.pale_moss_carpet_side_east.short=§3较少§7
construct.statevalue.pale_moss_carpet_side_east.tall=§3较多§7
construct.statevalue.pale_moss_carpet_side_north.none=§3不§7
construct.statevalue.pale_moss_carpet_side_north.short=§3较少§7
construct.statevalue.pale_moss_carpet_side_north.tall=§3较多§7
construct.statevalue.pale_moss_carpet_side_south.none=§3不§7
construct.statevalue.pale_moss_carpet_side_south.short=§3较少§7
construct.statevalue.pale_moss_carpet_side_south.tall=§3较多§7
construct.statevalue.pale_moss_carpet_side_west.none=§3不§7
construct.statevalue.pale_moss_carpet_side_west.short=§3较少§7
construct.statevalue.pale_moss_carpet_side_west.tall=§3较多§7
construct.statevalue.repeater_delay.0=§31§7
construct.statevalue.repeater_delay.1=§32§7
construct.statevalue.repeater_delay.2=§33§7
construct.statevalue.repeater_delay.3=§34§7
construct.statevalue.structure_block_type.data=§3数据模式§7
construct.statevalue.structure_block_type.save=§3保存模式§7
construct.statevalue.structure_block_type.load=§3加载模式§7
construct.statevalue.structure_block_type.corner=§3角落模式§7
construct.statevalue.structure_block_type.invalid=§3无效模式§7
construct.statevalue.structure_block_type.export=§33D输出模式§7
construct.statevalue.turtle_egg_count.one_egg=§31§7
construct.statevalue.turtle_egg_count.two_egg=§32§7
construct.statevalue.turtle_egg_count.three_egg=§33§7
construct.statevalue.turtle_egg_count.four_egg=§34§7
construct.statevalue.wall_post_bit.true=§3有§7
construct.statevalue.wall_post_bit.false=§3没有§7