mods.FactoryHelper.name=Factory Helper

# -- Entities --
# Battery
entities.FactoryHelper/Battery.placements.name.battery=Battery

# Battery Box
entities.FactoryHelper/BatteryBox.placements.name.battery_box=Battery Box
entities.FactoryHelper/BatteryBox.attributes.description.activationIds=A comma-separated list of all the activator IDs this box should set.

# Boom Box
entities.FactoryHelper/BoomBox.placements.name.active=Boom Box
entities.FactoryHelper/BoomBox.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/BoomBox.attributes.description.initialDelay=The time it takes before the box starts turning on in seconds after activated.
entities.FactoryHelper/BoomBox.attributes.description.startActive=If `true` the boom box will initially be active.

# Boom Box Zip
entities.FactoryHelper/BoomBoxZip.placements.name.active=Boom Box Zip
entities.FactoryHelper/BoomBoxZip.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/BoomBoxZip.attributes.description.initialDelay=The time it takes before the box starts turning on in seconds after activated.
entities.FactoryHelper/BoomBoxZip.attributes.description.startActive=If `true` the boom box will initially be active.

# Conveyor
entities.FactoryHelper/Conveyor.placements.name.start_left=Conveyor (Left)
entities.FactoryHelper/Conveyor.placements.name.start_right=Conveyor (Right)
entities.FactoryHelper/Conveyor.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/Conveyor.attributes.description.startLeft=If `true` the conveyor will initially be moving left.

# Crate
entities.FactoryHelper/ThrowBox.placements.name.wood=Crate (Wood)
entities.FactoryHelper/ThrowBox.placements.name.metal=Crate (Metal)
entities.FactoryHelper/ThrowBox.placements.name.reskin_wood=Crate (Reskinnable, Wood)
entities.FactoryHelper/ThrowBox.placements.name.reskin_metal=Crate (Reskinnable, Metal)
entities.FactoryHelper/ThrowBox.attributes.description.isMetal=Whether the crate is metallic or not. If `false` it will be wooden.\nWooden crates will break on high-speed impacts.
entities.FactoryHelper/ThrowBox.attributes.description.tutorial=Whether the tutorial messsages should show up.
entities.FactoryHelper/ThrowBox.attributes.description.isSpecial=Whether the crate should kill the player and return them to the crate's origin upon destruction or player death.
entities.FactoryHelper/ThrowBox.attributes.description.isCrucial=Whether the crate should kill the player upon destruction.
entities.FactoryHelper/ThrowBox.attributes.description.canPassThroughSpinners=Whether the crate should not break in collision with Spinners.
entities.FactoryHelper/ThrowBox.attributes.description.overrideTextures=Whether to use custom texture paths instead of the default ones, regardless of the type of the crate.
entities.FactoryHelper/ThrowBox.attributes.description.crateTexturePath=What texture to use for the crate.\nDefault value is "objects/FactoryHelper/crate/crate0" if wooden, or "objects/FactoryHelper/crate/crate_metal0" if metal.\nChanging this has no effect if `Override Textures` is `false`.
entities.FactoryHelper/ThrowBox.attributes.description.crucialTexturePath=What texture to add to the crate if `Is Crucial` is `true`.\nDefault value is "objects/FactoryHelper/crate/crucial".\nChanging this has no effect if `Override Textures` is `false`.
entities.FactoryHelper/ThrowBox.attributes.description.overrideParticles=Whether to create a new impact particle type for the crate, to be used instead of the default.
entities.FactoryHelper/ThrowBox.attributes.description.impactParticlesColor=The color in hexadecimal for the particles emitted when the crate hits a solid. Default value is "9c8d7b".\nChanging this has no effect if `Override Particles` is `false`.
entities.FactoryHelper/ThrowBox.attributes.description.overrideDebris=Whether to use a different type of debris that will appear when the crate breaks regardless of its type.
entities.FactoryHelper/ThrowBox.attributes.description.debrisFromTiletype=From which tiletype to use the debris that will appear when the crate breaks.\nDefault value is '9' (Wood) if wooden, or '8' (Rock) if metal.\nChanging this has no effect if `Override Debris` is `false`.\nYou can create new debris types by adding the `debris` attribute to modded tilesets in your `ForegroundTiles.xml`.\nSee https://github.com/EverestAPI/Resources/wiki/Custom-Tilesets#adding-custom-debris for details.

# Crate Spawner
entities.FactoryHelper/ThrowBoxSpawner.placements.name.crate_spawner=Crate Spawner
entities.FactoryHelper/ThrowBoxSpawner.placements.name.crate_spawner_reskin=Crate Spawner (Reskinnable)
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.delay=The amount of time before a new crate is spawned after the previous one in seconds.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.isMetal=Whether the crates spawned are metallic or not. If `false` they will be wooden. Ignored if Is Random is true.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.isRandom=Whether the spawned crates should have a random material. If set to `true` the `Is Metal` value will be ignored.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.fromTop=If `true` they will spawn on top, otherwise they will spawn at the nearest side. Defaults to `true`.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.tutorial=Whether the tutorial messsages should show up.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.maximum=The maximum number of crate this spawner can spawn. Destroyed crates do not count towards the maximum.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.canPassThroughSpinners=Whether the spawned crates should not break in collision with Spinners.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.overrideTextures=Whether to use custom texture paths instead of the default ones for spawned crates depending on their type.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.woodenCrateTexturePath=What texture to use for spawned crates if they are wooden.\nDefault value is "objects/FactoryHelper/crate/crate0".\nChanging this has no effect if `Override Textures` is `false`.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.metalCrateTexturePath=What texture to use for spawned crates if they are metal.\nDefault value is "objects/FactoryHelper/crate/crate_metal0".\nChanging this has no effect if `Override Textures` is `false`.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.overrideParticles=Whether to create a new impact particle type for spawned crates, to be used instead of the default.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.impactParticlesColor=The color in hexadecimal for the particles emitted when spawned crates hit a solid. Default value is "9c8d7b".\nChanging this has no effect if `Override Particles` is `false`.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.overrideDebris=Whether to use a different type of debris that will appear when spawned crates break depending on their type.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.woodenDebrisFromTiletype=From which tiletype to use the debris that will appear when spawned crates break if they are wooden.\nDefault value is '9' (Wood).\nChanging this has no effect if `Override Debris` is `false`.\nYou can create new debris types by adding the `debris` attribute to modded tilesets in your `ForegroundTiles.xml`.\nSee https://github.com/EverestAPI/Resources/wiki/Custom-Tilesets#adding-custom-debris for details.
entities.FactoryHelper/ThrowBoxSpawner.attributes.description.metalDebrisFromTiletype=From which tiletype to use the debris that will appear when spawned crates break if they are metal.\nDefault value is '8' (Rock).\nChanging this has no effect if `Override Debris` is `false`.\nYou can create new debris types by adding the `debris` attribute to modded tilesets in your `ForegroundTiles.xml`.\nSee https://github.com/EverestAPI/Resources/wiki/Custom-Tilesets#adding-custom-debris for details.

# Dash Fuse Box
entities.FactoryHelper/DashFuseBox.placements.name.left=Dash Fuse Box (Left)
entities.FactoryHelper/DashFuseBox.placements.name.right=Dash Fuse Box (Right)
entities.FactoryHelper/DashFuseBox.attributes.description.direction=The direction the fuse box is facing.
entities.FactoryHelper/DashFuseBox.attributes.description.activationIds=A comma-separated list of all the activator IDs this box should set when broken.
entities.FactoryHelper/DashFuseBox.attributes.description.persistent=Determines whether the IDs not already persistent that are governed by this box should become persistent, meaning they will be active even after leaving the room.

# Dash Negator
entities.FactoryHelper/DashNegator.placements.name.active=Dash Negator
entities.FactoryHelper/DashNegator.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/DashNegator.attributes.description.startActive=If `true` the entity will initially be active.

# Killer Debris
entities.FactoryHelper/KillerDebris.placements.name.bronze=Killer Debris (Bronze)
entities.FactoryHelper/KillerDebris.placements.name.silver=Killer Debris (Silver)
entities.FactoryHelper/KillerDebris.attributes.description.color=Color of the debris.
entities.FactoryHelper/KillerDebris.attributes.description.attachToSolid=Whether the debris should attach to moving solid entities.

# Door Rusty
entities.FactoryHelper/DoorRusty.placements.name.door_rusty=Door (Rusty)

# Electrified Wall
entities.FactoryHelper/ElectrifiedWallUp.placements.name.active=Electrified Spikes (Up)
entities.FactoryHelper/ElectrifiedWallUp.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/ElectrifiedWallUp.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/ElectrifiedWallDown.placements.name.active=Electrified Spikes (Down)
entities.FactoryHelper/ElectrifiedWallDown.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/ElectrifiedWallDown.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/ElectrifiedWallLeft.placements.name.active=Electrified Spikes (Left)
entities.FactoryHelper/ElectrifiedWallLeft.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/ElectrifiedWallLeft.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/ElectrifiedWallRight.placements.name.active=Electrified Spikes (Right)
entities.FactoryHelper/ElectrifiedWallRight.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/ElectrifiedWallRight.attributes.description.startActive=If `true` the entity will initially be active.

# Factory Activator Dash Block
entities.FactoryHelper/FactoryActivatorDashBlock.placements.name.factory_dash_block=Factory Dash Block
entities.FactoryHelper/FactoryActivatorDashBlock.attributes.description.canDash=Whether the player can break the block by dashing into it.
entities.FactoryHelper/FactoryActivatorDashBlock.attributes.description.blendin=Blends the block with the walls it touches, making it less apparent.
entities.FactoryHelper/FactoryActivatorDashBlock.attributes.description.tiletype=Determines the visual appearance of the wall.
entities.FactoryHelper/FactoryActivatorDashBlock.attributes.description.permanent=Once broken, the block will remain that way, even if the player dies. Also makes the factory activation permanent.
entities.FactoryHelper/FactoryActivatorDashBlock.attributes.description.activationIds=A comma-separated list of all the activator IDs this dash block should activate when broken.

# Fan
entities.FactoryHelper/FanHorizontal.placements.name.active=Fan (Horizontal)
entities.FactoryHelper/FanHorizontal.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/FanHorizontal.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/FanVertical.placements.name.active=Fan (Vertical)
entities.FactoryHelper/FanVertical.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/FanVertical.attributes.description.startActive=If `true` the entity will initially be active.

# Jump Thru Rusty
entities.FactoryHelper/RustyJumpthruPlatform.placements.name.jump_thru_rusty=Jump Through (Rusty Metal)

# Machine Heart
entities.FactoryHelper/MachineHeart.placements.name.machine_heart=Machine Heart

# Piston
entities.FactoryHelper/PistonUp.placements.name.normal=Piston (Up)
entities.FactoryHelper/PistonUp.attributes.description.moveTime=The time it takes for the piston head to travel between its start and end position in seconds.
entities.FactoryHelper/PistonUp.attributes.description.pauseTime=The time the piston head waits in place after movement is done before moving again in seconds.
entities.FactoryHelper/PistonUp.attributes.description.initialDelay=The time it takes before the piston first starts moving in seconds.
entities.FactoryHelper/PistonUp.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/PistonUp.attributes.description.heated=Whether the pipe is heated or not. A heated pipe kills the player when grabbed or stood on.
entities.FactoryHelper/PistonUp.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on the piston will toggle state.
entities.FactoryHelper/PistonDown.placements.name.normal=Piston (Down)
entities.FactoryHelper/PistonDown.attributes.description.moveTime=The time it takes for the piston head to travel between its start and end position in seconds.
entities.FactoryHelper/PistonDown.attributes.description.pauseTime=The time the piston head waits in place after movement is done before moving again in seconds.
entities.FactoryHelper/PistonDown.attributes.description.initialDelay=The time it takes before the piston first starts moving in seconds.
entities.FactoryHelper/PistonDown.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/PistonDown.attributes.description.heated=Whether the pipe is heated or not. A heated pipe kills the player when grabbed or stood on.
entities.FactoryHelper/PistonDown.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on the piston will toggle state.
entities.FactoryHelper/PistonLeft.placements.name.normal=Piston (Left)
entities.FactoryHelper/PistonLeft.attributes.description.moveTime=The time it takes for the piston head to travel between its start and end position in seconds.
entities.FactoryHelper/PistonLeft.attributes.description.pauseTime=The time the piston head waits in place after movement is done before moving again in seconds.
entities.FactoryHelper/PistonLeft.attributes.description.initialDelay=The time it takes before the piston first starts moving in seconds.
entities.FactoryHelper/PistonLeft.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/PistonLeft.attributes.description.heated=Whether the pipe is heated or not. A heated pipe kills the player when grabbed or stood on.
entities.FactoryHelper/PistonLeft.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on the piston will toggle state.
entities.FactoryHelper/PistonRight.placements.name.normal=Piston (Right)
entities.FactoryHelper/PistonRight.attributes.description.moveTime=The time it takes for the piston head to travel between its start and end position in seconds.
entities.FactoryHelper/PistonRight.attributes.description.pauseTime=The time the piston head waits in place after movement is done before moving again in seconds.
entities.FactoryHelper/PistonRight.attributes.description.initialDelay=The time it takes before the piston first starts moving in seconds.
entities.FactoryHelper/PistonRight.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/PistonRight.attributes.description.heated=Whether the pipe is heated or not. A heated pipe kills the player when grabbed or stood on.
entities.FactoryHelper/PistonRight.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on the piston will toggle state.

# Power Line
entities.FactoryHelper/PowerLine.placements.name.power_line=Power Line
entities.FactoryHelper/PowerLine.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/PowerLine.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/PowerLine.attributes.description.colorCode=Hex color code (example: ff0000 is red) for the power line's power color, in both active and inactive state. Inactive is a dimmer version of this hex color.
entities.FactoryHelper/PowerLine.attributes.description.initialDelay=The time in seconds it takes for the power line to switch states after it is activated.

# Pressure Plate
entities.FactoryHelper/PressurePlate.placements.name.pressure_plate=Pressure Plate
entities.FactoryHelper/PressurePlate.attributes.description.activationIds=A comma-separated list of all the activator IDs this button should set when pressed.

# Rust Berry
entities.FactoryHelper/RustBerry.placements.name.rust_berry=Rusty Berry

# Rusty Lamp
entities.FactoryHelper/RustyLamp.placements.name.active=Rusty Lamp
entities.FactoryHelper/RustyLamp.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/RustyLamp.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/RustyLamp.attributes.description.initialDelay=The time in seconds it takes for the lamp to switch states after it is activated.
entities.FactoryHelper/RustyLamp.attributes.description.strobePattern=The strobe pattern the lamp will use. The possible values are:\n	* None - the lamp will turn on and off immediately. No additional effects.\n	* FlickerOn - the lamp will flicker on and off. No additional effects.\n	* LightFlicker - the lamp will flicker on and off. Periodically it lightly flickers for a short while at random.\n	* TurnOffFlickerOn - the lamp will flicker on and off. Periodically it will flicker off for a short duration then flicker back on at random.

# Rusty Spikes
entities.FactoryHelper/RustySpikeUp.placements.name.rusty_spikes=Rusty Spikes (Up)
entities.FactoryHelper/RustySpikeDown.placements.name.rusty_spikes=Rusty Spikes (Down)
entities.FactoryHelper/RustySpikeLeft.placements.name.rusty_spikes=Rusty Spikes (Left)
entities.FactoryHelper/RustySpikeRight.placements.name.rusty_spikes=Rusty Spikes (Right)

# Wind Tunnel
entities.FactoryHelper/WindTunnel.placements.name.up=Wind Tunnel (Up)
entities.FactoryHelper/WindTunnel.placements.name.down=Wind Tunnel (Down)
entities.FactoryHelper/WindTunnel.placements.name.left=Wind Tunnel (Left)
entities.FactoryHelper/WindTunnel.placements.name.right=Wind Tunnel (Right)
entities.FactoryHelper/WindTunnel.attributes.description.activationId=String value of the entity's activator ID. When a factory activator with this ID is turned on, the entity will toggle state.
entities.FactoryHelper/WindTunnel.attributes.description.startActive=If `true` the entity will initially be active.
entities.FactoryHelper/WindTunnel.attributes.description.direction=The direction the wind blows inside the wind tunnel.
entities.FactoryHelper/WindTunnel.attributes.description.strength=This value determines the wind strength. Experiment with these values to find the strength you desire.\nSome familiar values from the base game are:\n	* Weak horizontal: 400\n	* Strong horizontal: 800\n	* Crazy horizontal: 1200\n	* Summit updraft: 300\n	* Summit downdraft: 400
entities.FactoryHelper/WindTunnel.attributes.description.showParticles=Determines whether particles should be displayed.
entities.FactoryHelper/WindTunnel.attributes.description.particleColors=Hex colors of the particles, as a comma-separated list. Default colors are: 808080,545151,ada5a5

# -- Triggers --
# Factory Activation Trigger
triggers.FactoryHelper/FactoryActivationTrigger.placements.name.factory_activation=Factory Activation
triggers.FactoryHelper/FactoryActivationTrigger.attributes.description.mode=The mode of this trigger.\nActivate: will activate all entities with the given activator IDs.\nDeactivate: will deactivate all entities with the given activator IDs.
triggers.FactoryHelper/FactoryActivationTrigger.attributes.description.activationIds=A comma-separated list of all the activator IDs this trigger should set.
triggers.FactoryHelper/FactoryActivationTrigger.attributes.description.ownActivationId=String value of the trigger's activator ID. Can only fire if the ID is active.
triggers.FactoryHelper/FactoryActivationTrigger.attributes.description.lockState=Whether the activated entities should have their states locked after using the trigger.\nIf true, other activators will not affect those entities after the trigger is used until a retry.
triggers.FactoryHelper/FactoryActivationTrigger.attributes.description.persistent=Determines whether the IDs not already persistent that are governed by this trigger should become persistent, meaning they will be active even after leaving the room.

# Factory Event Trigger
triggers.FactoryHelper/EventTrigger.placements.name.factory_event=Factory Event
triggers.FactoryHelper/EventTrigger.attributes.description.event=String ID of the event to be triggered.

# Permanent Activation Trigger
triggers.FactoryHelper/PermanentActivationTrigger.placements.name.permanent_activation=Permanent Activation
triggers.FactoryHelper/PermanentActivationTrigger.attributes.description.activationIds=A comma-separated list of all the activator IDs this trigger should set.

# Spawn Steam Wall Trigger
triggers.FactoryHelper/SpawnSteamWallTrigger.placements.name.spawn_steam_wall=Spawn Steam Wall
triggers.FactoryHelper/SpawnSteamWallTrigger.attributes.description.color=Hex color code (example: ff0000 is red) of the spawned steam wall. Default is white.
triggers.FactoryHelper/SpawnSteamWallTrigger.attributes.name.speed=Speed Multiplier
triggers.FactoryHelper/SpawnSteamWallTrigger.attributes.description.speed=Sets the default speed multiplier of the steam wall. Has no effect if there is no steam wall currently spawned. Default speed is 22 pixels per second (a tile is 8 pixels wide).

# Special Box Deactivation Trigger
triggers.FactoryHelper/SpecialBoxDeactivationTrigger.placements.name.special_box_deactivation=Special Box Deactivation

# Steam Wall Color Trigger
triggers.FactoryHelper/SteamWallColorTrigger.placements.name.steam_wall_color=Steam Wall Color
triggers.FactoryHelper/SteamWallColorTrigger.attributes.description.color=Hex color code (example: ff0000 is red) to change the color of the spawned steam wall. Has no effect if there is no steam wall currently spawned. Default is white.
triggers.FactoryHelper/SteamWallColorTrigger.attributes.description.duration=The amount of time it will take for the color change to occur in seconds.

# Steam Wall Speed Trigger
triggers.FactoryHelper/SteamWallSpeedTrigger.placements.name.steam_wall_speed=Steam Wall Speed
triggers.FactoryHelper/SteamWallSpeedTrigger.attributes.name.speed=Speed Multiplier
triggers.FactoryHelper/SteamWallSpeedTrigger.attributes.description.speed=Changes the speed multiplier of the steam wall. Has no effect if there is no steam wall currently spawned. Default speed is 22 pixels per second (a tile is 8 pixels wide).
