# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the Voxelgarden package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
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msgstr ""
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#: mods/nether/init.lua:154
msgid "Realm Striker"
msgstr "Reichsschläger"

#: mods/nether/init.lua:155
msgid "Ignites realm portals"
msgstr "Entzündet Reichsportale"

#: mods/nether/init.lua:180 mods/nether/nodes.lua:28
msgid "Nether Portal"
msgstr "Netherportal"

#: mods/nether/init.lua:181
msgid ""
"Construction requires 14 blocks of obsidian, which we found deep underground "
"where water had solidified molten rock. The finished frame is four blocks "
"wide, five blocks high, and stands vertically, like a doorway.\n"
"\n"
"This opens to a truly hellish place, though for small mercies the air there "
"is still breathable. There is an intriguing dimensional mismatch happening "
"between this realm and ours, as after opening the second portal into it we "
"observed that 10 strides taken in the Nether appear to be an equivalent of "
"@1 in the natural world.\n"
"\n"
"The expedition parties have found no diamonds or gold, and after an "
"experienced search party failed to return from the trail of a missing "
"expedition party, I must conclude this is a dangerous place."
msgstr ""
"Der Bau benötigt 14 Blöcke aus Obsidian, welchen wir tief im Untergrund "
"finden können, wo das Wasser geschmolzenen Fels verfestigt hat. Der "
"fertiggestellte Rahmen ist vier Blöcke breit, fünf Blöcke hoch und steht "
"aufrecht, wie ein Türrahmen.\n"
"\n"
"Dies öffnet einen wahrhaft höllischen Ort, aber als eine kleine Gnade kann "
"man die Luft dort immer noch atmen. Es gibt eine beachtliche dimensionale "
"Verzerrung zwischen diesem Reich und dem unseren, da, nachdem wir das zweite "
"Portal geöffnet haben, wir festgestellt haben, dass 10 Schritte im Nether "
"einer Schrittzahl von @1 in der natürlichen Welt entsprechen.\n"
"\n"
"\n"
"Die Erkundungsgruppen haben weder Diamant noch Gold gefunden, und nachdem "
"eine erfahrene Erkundungsgruppe nach der Suche einer verschollenen "
"Erkundungsgruppe nicht mehr zurückgekehrt ist, muss ich daraus schließen, "
"dass es sich um einen gefährlichen Ort handelt."

#. ~3x
#.
#.
#. Register decorations for Nether mapgen
#.
#. Copyright (C) 2020 Treer
#.
#. Permission to use, copy, modify, and/or distribute this software for
#. any purpose with or without fee is hereby granted, provided that the
#. above copyright notice and this permission notice appear in all copies.
#.
#. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
#. WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
#. WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
#. BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
#. OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
#. WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
#. ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
#. SOFTWARE.
#.
#.
#.
#. Lava is unreliable in the old Nether mapgen because it removes lava
#. from the overdraw areas, so any decorations involving lava will often
#. have the lava missing depending on whether nearby chunks were already
#. emerged or not before the decoration was placed.
#. Keep compatibility with mapgen_nobiomes.lua, so hardcoding 128
#. instead of using nether.mapgen.BLEND
#. =================
#. Stalactites
#. =================
#. note that data is upside down
#. ypos 0, prob 25% (64/256)
#. ypos 1, prob 37% (96/256)
#. ypos 2, prob 100%
#. ypos 3, prob 100%
#. ypos 4, prob 50% (128/256) to make half of stalactites asymmetric
#. ypos 5, prob 75% (192/256)
#. ypos 6, prob 75% (192/256)
#. ypos 7, prob 100%
#. ypos 8, prob 100%
#. ypos 9, prob 75% (192/256)
#. Y-slice probabilities do not function correctly for ceiling schematic
#. decorations because they are inverted, so ypos numbers have been inverted
#. to match, and a larger offset in place_offset_y should be used (e.g. -3).
#. note that data is upside down
#. ypos 0, prob 85% (218/255)
#. ypos 1, prob 85% (218/255)
#. ypos 2, prob 85% (218/255)
#. ypos 3, prob 85% (218/255)
#. ypos 4, prob 85% (218/255)
#. ypos 5, prob 85% (218/255)
#. ypos 6, prob 85% (218/255)
#. ypos 7, prob 85% (218/255)
#. ypos 8, prob 85% (218/255)
#. ypos 9, prob 50% (128/256) to make half of stalactites asymmetric
#. ypos 10, prob 50% (128/256) to make half of stalactites asymmetric
#. ypos 11, prob 50% (128/256) to make half of stalactites asymmetric
#. ypos 12, prob 50% (128/256) to make half of stalactites asymmetric
#. ypos 13, prob 75% (192/256)
#. ypos 14, prob 75% (192/256)
#. ypos 15, prob 100%
#. ypos 16, prob 100%
#. ypos 17, prob 100%
#. ypos 18, prob 100%
#. ypos 19, prob 75% (192/256)
#. ypos 20, prob 85% (218/255)
#. ypos 21, prob 50% (128/256) to make half of stalactites asymmetric
#. ypos 22, prob 100%
#. Y-slice probabilities do not function correctly for ceiling schematic
#. decorations because they are inverted, so ypos numbers have been inverted
#. to match, and a larger offset in place_offset_y should be used (e.g. -3).
#. A stalagmite is an upsidedown stalactite, so
#. use the GreaterStalactite to create a ToweringStalagmite schematic
#. we can safely lower the prob. to gain more variance because floor based schematics
#. don't have the bug where missing lines moves them away from the surface
#. =======================================
#. Concealed crevice / Lava sinkhole
#. =======================================
#. if player places a torch/block on this sand or digs it while standing on it, it sinks into lava
#. note that data is upside down
#. make it look like a stalactite if it protrudes out the bottom of a landform
#. ==========================
#. Fumaroles (Chimneys)
#. ==========================
#. Minetest engine limitations mean any mesh or nodebox node (like nether:fumarole)
#. will light up if it has lava below it, so replace the air node over the lava with
#. a node that prevents light propagation.
#. (Unfortunately this also means if a player digs down to get the lava block it'll
#. look like the lighting wasn't set in the block above the lava)
#. Lava is frequently removed by the old mapgen, so put sand at the bottom
#. of fumaroles.
#. note that data is upside down
#. Common fumarole decoration that's flush with the floor and spawns everywhere
#. Rarer formations of raised fumaroles in clumps
#. note that data is upside down
#. occasionally leave the fumarole cap off
#. note that data is upside down
#. the F may add slight variance in landforms where it gets exposed
#.
#.
#. Nether mod for minetest
#.
#. All the Dungeon related functions used by the biomes-based mapgen are here.
#.
#.
#. Copyright (C) 2021 Treer
#.
#. Permission to use, copy, modify, and/or distribute this software for
#. any purpose with or without fee is hereby granted, provided that the
#. above copyright notice and this permission notice appear in all copies.
#.
#. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
#. WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
#. WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
#. BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
#. OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
#. WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
#. ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
#. SOFTWARE.
#.
#.
#.
#. We don't need to be gen-notified of temples because only dungeons will be generated
#. if a biome defines the dungeon nodes
#. Content ids
#. Misc math functions
#. avoid needing table lookups each time a common math function is invoked
#. Dungeon excavation functions
#. Unfortunately gennotify only returns dungeon rooms, not corridors.
#. We don't need to check for temples because only dungeons are generated in biomes
#. that define their own dungeon nodes.
#. Excavation should still know to stop if a cave or corridor has removed the dungeon wall.
#. See MapgenBasic::generateDungeons in mapgen.cpp for max room sizes.
#. this safety check does not appear to be necessary, but lets make it explicit
#. data[room_vi] = minetest.get_content_id("default:torch") -- debug
#. The roomPos coords given by gennotify are at floor level, but whenever possible we
#. want to be performing searches a node higher than floor level to avoids dungeon chests.
#. room coords given by gennotify are on the floor
#. room coords given by gennotify are on the floor
#. Only partially excavates dungeons, the rest is left as an exercise for the player ;)
#. (Corridors and the parts of rooms which extend beyond the emerge boundary will remain filled)
#. any air from the native mapgen has been replaced by netherrack, but
#. we don't want this inside dungeons, so fill dungeon rooms with air
#. clear netherrack from dungeon stairways
#. searching forward of the stairs could also be done
#. Since we already know where all the rooms and their walls are, and have all the nodes stored
#. in a voxelmanip already, we may as well add a little Nether flair to the dungeons found here.
#. Glowstone chandelier (feel free to replace with a fancy schematic)
#. lava well (feel free to replace with a fancy schematic)
#. Barred windows
#. data[area:indexp(roomInfo)] = minetest.get_content_id("default:mese_post_light") -- debug
#. Glass panes can't go in the windows because we aren't setting param data.
#. Until a Nether glass is added, every window will be made of netherbrick fence rather
#. than material depending on room_seed.
#. if c_netherglass ~= nil and room_seed % 20 >= 12 then window_node = c_netherglass end
#. place a glowstone light behind the window
#. pillars or mezzanine floor
#. mezzanine floor
#. The floor of the dungeon looks like it exists (i.e. not erased by nether
#. cavern), so add the mezzanine floor
#. 4 pillars
#. there's no dungeon floor under this pillar so skip it, it's probably been cut away by nether cavern.
#. Weeds on the floor once Nether weeds are added
#.
#.
#. Nether mod for minetest
#.
#. This file contains helper functions for generating geode interiors,
#. a proof-of-concept to demonstrate how the secondary/spare region
#. in the nether might be put to use by someone.
#.
#.
#. Copyright (C) 2021 Treer
#.
#. Permission to use, copy, modify, and/or distribute this software for
#. any purpose with or without fee is hereby granted, provided that the
#. above copyright notice and this permission notice appear in all copies.
#.
#. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
#. WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
#. WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
#. BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
#. OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
#. WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
#. ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
#. SOFTWARE.
#.
#.
#.
#. Content ids
#. geodelite has a faint glow
#. local c_netherrack       = minetest.get_content_id("nether:rack")
#. Math funcs
#. Create a tiling space of close-packed spheres, using Hexagonal close packing
#. of spheres with radius 0.5.
#. With a layer of spheres on a flat surface, if the pack-z distance is 1 due to 0.5
#. radius then the pack-x distance will be the height of an equilateral triangle: sqrt(3) / 2,
#. and the pack-y distance between each layer will be sqrt(6) / 3,
#. The tessellating space will be a rectangular box of 2*pack-x by 1*pack-z by 3*pack-y
#. 0.866, height of an equalateral triangle
#. 1.732
#. 0.816, y height of each layer
#. 0.289, height to center of equalateral triangle
#. 0.577
#. magic numbers may need retuning if this changes too much
#. layer1[1][2] is the y value of the first point in layer1, and all spheres in a layer have the same y
#. Geode mapgen functions (AKA proof of secondary/spare region concept)
#. fast for small lists
#. It's quite a lot to calculate for each air node, but its not terribly slow and
#. it'll be pretty darn rare for chunks in the secondary region to ever get emerged.
#. Calculate structure warping
#. To avoid calculating this for each node there's no warping as you look along the x axis :(
#. convert x, y, z into a position in the tessellating space
#. zPack = 1, so can be omitted
#. optimization - don't include points to far away to make a difference. (0.71 comes from sin(45°))
#. optimization - point is inside a sphere, so cannot be a wall edge. (0.25 comes from radius of 0.5 squared)
#. clear the rest of the array instead of creating a new one to hopefully reduce luajit mem leaks.
#. local d4_1 = distSquaredList[4] - distSquaredList[1]
#. local d4_3 = distSquaredList[4] - distSquaredList[3]
#. Some shape formulas (tuned for a structureSize of 50)
#. (d3_1 < 0.05) gives connective lines
#. (d3_1 < 0.05 or d3_2 < .02) give fancy elven bridges - prob doesn't need the d3_1 part
#. ((d3_1 < 0.05 or d3_2 < .02) and distSquaredList[1] > .3) tapers the fancy connections in the middle
#. (d4_3 < 0.03 and d3_2 < 0.03) produces caltrops at intersections
#. (d4_1 < 0.1) produces spherish balls at intersections
#. The idea is voronoi based - edges in a voronoi diagram are where each nearby point is at equal distance.
#. In this case we use squared distances to avoid calculating square roots.
#.
#.
#. Nether mod for minetest
#.
#. "mapgen.lua" is the modern biomes-based Nether mapgen, which
#. requires Minetest v5.1 or greater
#. "mapgen_nobiomes.lua" is the legacy version of the mapgen, only used
#. in older versions of Minetest or in v6 worlds.
#.
#.
#. Copyright (C) 2013 PilzAdam
#.
#. Permission to use, copy, modify, and/or distribute this software for
#. any purpose with or without fee is hereby granted, provided that the
#. above copyright notice and this permission notice appear in all copies.
#.
#. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
#. WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
#. WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
#. BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
#. OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
#. WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
#. ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
#. SOFTWARE.
#.
#.
#.
#. Parameters
#. parameters for central region
#. Netherrack gives way to Deep-Netherrack here
#. Deep-Netherrack gives way to air here
#. Crusted-lava at the surface of the lava ocean gives way to liquid lava here
#. Crusted-lava under the surface of the lava ocean gives way to liquid lava here
#. Basalt columns may appear between these upper and lower limits
#. This value is close to SURFACE_CRUST_LIMIT so basalt columns give way to "flowing" lava rivers
#. Shared Nether mapgen namespace
#. For mapgen files to share functions and constants
#. const needed in mapgen_mantle.lua
#. const needed in mapgen_mantle.lua
#. const needed in mapgen_mantle.lua
#. const needed in mapgen_mantle.lua
#. const needed in mapgen_mantle.lua
#. const needed in mapgen_mantle.lua
#. leave a solid 128 node cap of netherrack before introducing ores
#. Using biomes to create the Nether requires the ability for biomes to set "node_cave_liquid = air".
#. This feature was introduced by paramat in b1b40fef1 on 2019-05-19, but we can't test for
#. it directly. However b2065756c was merged a few months later (in 2019-08-14) and it is easy
#. to directly test for - it adds minetest.read_schematic() - so we use this as a proxy-test
#. for whether the Minetest engine is recent enough to have implemented node_cave_liquid=air
#. Load specialty helper functions
#. Misc math functions
#. avoid needing table lookups each time a common math function is invoked
#. Inject nether_caverns biome
#. Move any existing biomes out of the y-range specified by 'floor_y' and 'ceiling_y'
#. https://forum.luanti.org/viewtopic.php?p=257522#p257522
#. Q: Is there a way to override an already-registered biome so I can get it out of the
#. way of my own underground biomes without disturbing the other biomes registered by
#. default?
#. A: No, all you can do is use a mod to clear all biomes then re-register the complete
#. set but with your changes. It has been described as hacky but this is actually the
#. official way to alter biomes, most mods and subgames would want to completely change
#. all biomes anyway.
#. To avoid the engine side of mapgen becoming overcomplex the approach is to require mods
#. to do slightly more complex stuff in Lua.
#. take a copy of all biomes, decorations, and ores. Regregistering a biome changes its ID, so
#. any decorations or ores using the 'biomes' field must afterwards be cleared and re-registered.
#. https://github.com/minetest/minetest/issues/9288
#. clear biomes, decorations, and ores
#. Restore biomes, adjusted to not overlap the Nether
#. follow similar min_pos/max_pos processing logic as read_biome_def() in l_mapgen.cpp
#. This biome occupies some or all of the depth of the Nether, shift/crop it.
#. place the biome above the Nether
#. We also shift biomes which extend to the bottom of the map above the Nether, since they
#. likely only extend that deep as a catch-all, and probably have a role nearer the surface.
#. shift the biome to below the Nether
#. Ensure the new heights are saved, even if original biome never specified one
#. Restore biome decorations
#. Restore biome ores
#. Shift any overlapping biomes out of the way before we create the Nether biomes
#. nether:native_mapgen is used to prevent ores and decorations being generated according
#. to landforms created by the native mapgen.
#. Ores and decorations can be registered against "nether:rack" instead, and the lua
#. on_generate() callback will carve the Nether with nether:rack before invoking
#. generate_decorations and generate_ores.
#. It is disguised as stone to hide any bug where it leaks out of the nether, such as
#. https://github.com/minetest/minetest/issues/13440 or if on_generated() somehow was aborted.
#. probably already defined as cobblestone
#. nether:native_mapgen is used here to prevent the native mapgen from placing ores and decorations.
#. The lua on_generate will transform nether:native_mapgen into nether:rack then decorate and add ores.
#. Setting node_cave_liquid to "air" avoids the need to filter lava and water out of the mapchunk and
#. surrounding shell (overdraw nodes beyond the mapchunk).
#. This feature was introduced by paramat in b1b40fef1 on 2019-05-19, and this mapgen.lua file should only
#. be run if the Minetest version includes it. The earliest tag made after 2019-05-19 is 5.1.0 on 2019-10-13,
#. however we shouldn't test version numbers. minetest.read_schematic() was added by b2065756c and merged in
#. 2019-08-14 and is easy to test for, we don't use it but it should make a good proxy-test for whether the
#. Minetest version is recent enough to have implemented node_cave_liquid=air
#. Ores and decorations
#. crusted lava replaces scattered glowstone in the mantle
#. Mapgen
#. 3D noise
#. squashed 3:1
#. flags = ""
#. Buffers and objects we shouldn't recreate every on_generate
#. Content ids
#. same as lava but with staggered animation to look better as an ocean
#. At both the top and bottom of the Nether, as set by NETHER_CEILING and NETHER_FLOOR,
#. there is a 128 deep cap of solid netherrack, followed by a 128-deep blending zone
#. where Nether caverns may start to appear.
#. The solid zones and blending zones are achieved by adjusting the np_cave noise to be
#. outside the range where caverns form, this function returns that adjustment.
#.
#. Returns two values: the noise limit adjustment for nether caverns, and the
#. noise limit adjustment for the central region / mantle caverns
#. floorAndCeilingBlend will normally be 0, but shifts toward 1 in the
#. blending zone, and goes higher than 1 in the solid zone between the
#. blending zone and the end of the nether.
#. the nether caverns exist when np_cave noise is greater than TCAVE, so
#. to fade out the nether caverns, adjust TCAVE upward.
#. the central regions exists when np_cave noise is below CENTER_REGION_LIMIT,
#. so to fade out the mantle caverns adjust CENTER_REGION_LIMIT downward.
#. On-generated function
#. function from mapgen_dungeons.lua
#. Y loop first to minimise tcave & lava-sea calculations
#. function from mapgen_mantle.lua
#. cavern_noise_adj already contains central_region_limit_adj, so tmantle is only for comparisons when cavern_noise_adj hasn't been added to the noise value
#. cavern_noise_adj gets added to noise value instead of added to the limit np_noise
#. is compared against, so subtract centerRegionLimit_adj instead of adding
#. Initial voxelmanip index
#. Prime region
#. This was the only region in initial versions of the Nether mod.
#. It is the only region which portals from the surface will open into,
#. getting to any other regions in the Nether will require Shanks' Pony.
#. Secondary/spare region
#. This secondary region is unused until someone decides to do something cool or novel with it.
#. Reaching here would require the player to first find and journey through the central region,
#. as it's always separated from the Prime region by the central region.
#. function from mapgen_geodes.lua
#. Only set contains_nether to true here if you want tunnels created between the secondary region
#. and the central region.
#. netherrack walls and/or center region/mantle
#. abs_cave_noise_adjusted makes the center region smaller as distance from the lava ocean
#. increases, we do this by pretending the abs_cave_noise value is higher.
#. Check existing node to avoid removing dungeons
#. the shell seperating the mantle from the rest of the nether...
#. excavate_dungeons() will mostly reverse this inside dungeons
#. function from mapgen_mantle.lua
#. function from mapgen_mantle.lua
#. any air from the native mapgen has been replaced by netherrack, but we
#. don't want netherrack inside dungeons, so fill known dungeon rooms with air.
#. function from mapgen_dungeons.lua
#. function from mapgen_dungeons.lua
#. use knowledge of the nether mapgen algorithm to return a suitable ground level for placing a portal.
#. player_name is optional, allowing a player to spawn a remote portal in their own protected areas.
#. Consecutive air nodes found
#. Cavern
#. Not cavern, check if 4 nodes of space above
#. Check volume for non-natural nodes
#. Restart search a little lower
#. Not enough space, reset air to zero
#. Fallback
#.
#.
#. Nether mod for minetest
#.
#. This file contains helper functions for generating the Mantle
#. (AKA center region), which are moved into a separate file to keep the
#. size of mapgen.lua manageable.
#.
#.
#. Copyright (C) 2021 Treer
#.
#. Permission to use, copy, modify, and/or distribute this software for
#. any purpose with or without fee is hereby granted, provided that the
#. above copyright notice and this permission notice appear in all copies.
#.
#. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL
#. WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED
#. WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR
#. BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES
#. OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
#. WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
#. ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
#. SOFTWARE.
#.
#.
#.
#. 2D noise for basalt formations
#. Buffers and objects we shouldn't recreate every on_generate
#. Content ids
#. same as lava but with staggered animation to look better as an ocean
#. Math funcs
#. avoid needing table lookups each time a common math function is invoked
#. returns the smallest component in the vector
#. Mantle mapgen functions (AKA Center region)
#. Returns (absolute height, fractional distance from ceiling or sea floor)
#. the fractional distance from ceiling or sea floor is a value between 0 and 1 (inclusive)
#. Note it may find the most relevent sea-level - not necesssarily the one you are closest
#. to, since the space above the sea reaches much higher than the depth below the sea.
#. todo: put oceans near the bottom of chunks to improve ability to generate tunnels to the center
#. todo: constrain y to be not near the bounds of the nether
#. todo: add some random adj at each level, seeded only by the level height
#. local sealevel = math.floor((y + 80) / 160) * 160
#. local sealevel = math.floor((y + 120) / 240) * 240
#. approaches 1 much faster as the lava sea is shallower than the cavern above it
#. Basalt columns are structures found in lava oceans, and the only way to obtain
#. nether basalt.
#. Their x, z position is determined by a 2d noise map and a 2d slice of the cave
#. noise (taken at lava-sealevel).
#. a basalt column is here
#. Add Some quick deterministic noise to the column heights
#. This is probably not good noise, but it doesn't have to be.
#. columns should drop below sealevel where lava rivers are flowing
#. i.e. anywhere abs_sealevel_cave_noise < BASALT_COLUMN_LOWER_LIMIT
#. And we'll also have it drop off near the edges of the lava ocean so that
#. basalt columns can only be found by the player reaching a lava ocean.
#. all are values between 1 and -1
#. Initial voxelmanip index
#. Y loop first to minimise tcave & lava-sea calculations
#. Existing node
#. Avoid letting columns extend beyond the central region.
#. (checking node ids saves having to calculate abs_cave_noise_adjusted here
#. to test it against CENTER_CAVERN_LIMIT)
#. returns an array of points from pos1 and pos2 which deviate from a straight line
#. but which don't venture too close to a chunk boundary
#. shift waypoint a few blocks in a random direction orthogonally to the pathVec, to make the path crooked.
#. so each tunnel generates deterministically (this doesn't have to be a quality seed)
#. First pass: record path details
#. Bresenham's line would be good here, but too much lua code
#. from the integer portion of waypointProgress
#. the remaining fractional portion
#. limit tunnel radius to roughly the closest that startPos or stopPos comes to minp-maxp, so we
#. don't end up exceeding minp-maxp and having excavation filled in when the next chunk is generated.
#. This is a logic check, ignore it. It could be commented out
#. 4 is (79 - 75), and values less than 4 shouldn't be possible if sampling-skip was 10
#. i.e. if sampling-skip was 10 then {5, 15, 25, 35, 45, 55, 65, 75} should be sampled from possible positions 0 to 79
#. chunk walls wont be visibly flat if the radius only exceeds it a little ;)
#. Second pass: excavate
#. Adjust radius so that tunnels start wide but thin out in the middle
#. from 0 to 1, with 0 at ends and 1 in the middle
#. Have it more flaired at the ends, rather than linear.
#. i.e. sizeAdj approaches 1 quickly as distFromEnds increases
#. Needed in third pass
#. Needed in third pass
#. Third pass: decorate
#. Add glowstones to make tunnels to the mantle easier to find
#. https://i.imgur.com/sRA28x7.jpg
#. else
#. data[vi] = c_debug
#. excavates a tunnel connecting the Primary or Secondary region with the mantle / central region
#. if a suitable path is found.
#. Returns true if successful
#. sampling rate of 1 in 10
#. start half the sampling distance away from minp
#. only create tunnels above sea level
#. cavern_noise_adj gets added to noise value instead of added to the limit np_noise
#. is compared against, so subtract centerRegionLimit_adj instead of adding
#. an enumerated list of the different regions in the nether
#: mods/nether/mapgen_mantle.lua:421
msgid "The Overworld"
msgstr "Die Oberwelt"

#: mods/nether/mapgen_mantle.lua:422
msgid "Positive nether"
msgstr "Positiver Nether"

#: mods/nether/mapgen_mantle.lua:423
msgid "Shell between positive nether and center region"
msgstr "Kruste zwischen dem positiven Nether und der Zentralregion"

#: mods/nether/mapgen_mantle.lua:424
msgid "Center/Mantle, inside cavern"
msgstr "Zentrum/Mantel, in Höhle"

#: mods/nether/mapgen_mantle.lua:425
msgid "Center/Mantle, but outside the caverns"
msgstr "Zentrum/Mantel, aber außerhalb der Höhlen"

#: mods/nether/mapgen_mantle.lua:426
msgid "Negative nether"
msgstr "Negativer Nether"

#: mods/nether/mapgen_mantle.lua:427
msgid "Shell between negative nether and center region"
msgstr "Kruste zwischen dem negativen Nether und der Zentralregion"

#: mods/nether/mapgen_mantle.lua:476
msgid "Describes which region of the nether the player is in"
msgstr "Beschreibt, in welcher Region des Nethers der Spieler sich aufhält"

#: mods/nether/mapgen_mantle.lua:481
msgid "Unknown player position"
msgstr "Unbekannte Spielerposition"

#: mods/nether/mapgen_mantle.lua:496
msgid ", @1m above lava-sea level"
msgstr ", @1m über dem Lavameeresspiegel"

#: mods/nether/mapgen_mantle.lua:498
msgid ", @1m below lava-sea level"
msgstr ", @1m unter dem Lavameeresspiegel"

#: mods/nether/mapgen_mantle.lua:502
msgid ", approaching y boundary of Nether"
msgstr ", annähernd der Y-Grenze des Nethers"

#: mods/nether/mapgen_mantle.lua:505
msgid "[Perlin @1] "
msgstr "[Perlin @1] "

#: mods/nether/mapgen_mantle.lua:508
msgid "@1@2@3@4"
msgstr "@1@2@3@4"

#: mods/nether/nodes.lua:52
msgid "Portal"
msgstr "Portal"

#: mods/nether/nodes.lua:176
msgid "Netherrack"
msgstr "Netherstein"

#: mods/nether/nodes.lua:185
msgid "Nether Ore"
msgstr "Nethererz"

#: mods/nether/nodes.lua:195
msgid "Nether Beryl"
msgstr "Netherberyll"

#: mods/nether/nodes.lua:196
msgid "Nether geode crystal, found lining the interior walls of Nether geodes"
msgstr "Nethergeodenkristall, gefunden im Inneren der Nethergeoden"

#: mods/nether/nodes.lua:207
msgid "Nether Berylite"
msgstr "Netherberyllit"

#: mods/nether/nodes.lua:208
msgid ""
"Nether geode crystal. A crystalline structure with faint glow found inside "
"large Nether geodes"
msgstr ""
"Nethergeodenkristall. Eine kristalline Struktur mit einem leichten Leuchten, "
"welches in großen Nethergeoden gefunden werden kann"

#: mods/nether/nodes.lua:219
msgid "Nether Crystal Pane"
msgstr "Netherkristallscheibe"

#: mods/nether/nodes.lua:240
msgid "Deep Netherrack"
msgstr "Tiefennetherstein"

#: mods/nether/nodes.lua:241
msgid "Netherrack from deep in the mantle"
msgstr "Netherstein aus den Tiefen des Mantels"

#: mods/nether/nodes.lua:250
msgid "Deep Nether Ore"
msgstr "Tiefennethererz"

#: mods/nether/nodes.lua:260
msgid "Nethersand"
msgstr "Nethersand"

#: mods/nether/nodes.lua:270
msgid "Glowstone"
msgstr "Leuchtstein"

#: mods/nether/nodes.lua:282
msgid "Deep Glowstone"
msgstr "Tiefenleuchtstein"

#: mods/nether/nodes.lua:293 mods/nether/nodes.lua:372
msgid "Nether Brick"
msgstr "Netherziegel"

#: mods/nether/nodes.lua:301
msgid "Compressed Netherbrick"
msgstr "Komprimierter Netherziegel"

#: mods/nether/nodes.lua:310
msgid "Cracked Nether Brick"
msgstr "Rissigier Netherziegel"

#: mods/nether/nodes.lua:318
msgid "Deep Nether Brick"
msgstr "Tiefennetherziegel"

#: mods/nether/nodes.lua:338
msgid "Nether Brick Fence"
msgstr "Netherziegelzaun"

#: mods/nether/nodes.lua:348
msgid "Nether Brick Fence Rail"
msgstr "Netherziegelzaungeländer"

#: mods/nether/nodes.lua:359
msgid "Netherrack Wall"
msgstr "Nethersteinmauer"

#: mods/nether/nodes.lua:360
msgid "Deep Netherrack Wall"
msgstr "Tiefennethersteinmauer"

#: mods/nether/nodes.lua:386
msgid "Nether Basalt"
msgstr "Netherbasalt"

#: mods/nether/nodes.lua:387
msgid ""
"Columns of dark basalt found only in magma oceans deep within the Nether."
msgstr ""
"Säulen aus dunklem Basalt, der nur in den Magmaozeanen tief im Nether "
"gefunden werden kann."

#: mods/nether/nodes.lua:407
msgid "Hewn Basalt"
msgstr "Gehauener Basalt"

#: mods/nether/nodes.lua:408
msgid "A rough cut solid block of Nether Basalt."
msgstr "Ein grober Schnitt eines festen Blocks Netherbasalts."

#: mods/nether/nodes.lua:430
msgid "Chiselled Basalt"
msgstr "Gemeißelter Basalt"

#: mods/nether/nodes.lua:431
msgid "A finely finished block of solid Nether Basalt."
msgstr "Ein fein bearbeiterter Block aus festem Netherbasalt."

#. ~= nil then
#. -- The fire mod only updates its sound every 3 seconds, these flames will be
#. -- out by then, so start the sound immediately
#. local players = minetest.get_connected_players()
#. for n = 1, #players do fire.update_player_sound(players[n]) end
#. end
#. this sample was encoded at 3x speed to reduce .ogg file size
#. at the expense of higher frequencies, so pitch it down ~3x
#. lava_crust nodes can only be used in the biomes-based mapgen, since they require
#. the MT 5.0 world-align texture features.
#: mods/nether/nodes.lua:577
msgid "Lava Crust"
msgstr "Lavakruste"

#: mods/nether/nodes.lua:578
msgid "A thin crust of cooled lava with liquid lava beneath"
msgstr "Eine dünne Kruste gekühlter Lava mit flüssiger Lava darunter"

#: mods/nether/nodes.lua:579
msgid ""
"Lava crust is strong enough to walk on, but still hot enough to inflict "
"burns."
msgstr ""
"Die Lavakruste ist stabil genug, um darauf laufen zu können, aber immer noch "
"heiß genug, um Verbrennungen zu verursachen."

#: mods/nether/nodes.lua:790
msgid "Fumarolic Chimney"
msgstr "Fumarolischer Schlot"

#: mods/nether/nodes.lua:791 mods/nether/nodes.lua:817
msgid "A vent in the earth emitting steam and gas"
msgstr "Ein Luftloch in der Erde, das Dampf und Gas ausstößt"

#: mods/nether/nodes.lua:792 mods/nether/nodes.lua:818
msgid "Can be repurposed to provide puffs of smoke in a chimney"
msgstr ""
"Kann umfunktioinert werden, um Rauchwolken in einem Schornstein zu "
"produzieren"

#: mods/nether/nodes.lua:816
msgid "Fumarolic Chimney Slab"
msgstr "Fumarolische Schornsteinplatte"

#: mods/nether/nodes.lua:843
msgid "Fumarolic Chimney Corner"
msgstr "Fumarolische Schornsteinecke"

#: mods/nether/portal_api.lua:59
msgid ""
"Mysterious forces prevented you from opening that portal. Please try another "
"location"
msgstr ""
"Mysteriöse Mächte haben Sie daran gehindert, das Portal zu öffnen. Bitte "
"versuchen Sie es mit einem anderem Ort"

#. ~20 seconds after creation
#. a wormhole node was there, but check the whole frame is intact
#. ruh roh
#. A pre-existing portal frame wouldn't have been immediately overwritten, so no need to check for one, just place the portal.
#. stop checking after ~20 seconds
#. Used to find or build the remote twin after a portal is opened.
#. If a portal is found that is already lit then it will be extinguished first and its destination_wormholePos updated,
#. this is to enforce that portals only link together in mutual pairs. It would be better for gameplay if I didn't apply
#. that restriction, but it would require maintaining an accurate list of every portal that links to a portal so they
#. could be updated if the portal is destroyed. To keep the code simple I'm going to limit portals to only being the
#. destination of one lit portal at a time.
#. * suggested_wormholePos indicates where the portal should be built - note this not an anchorPos!
#. * suggested_orientation is the suggested schematic rotation to use if no useable portal is found at suggested_wormholePos:
#. 0, 90, 180, 270 (0 meaning a portal that faces north/south - i.e. obsidian running east/west)
#. * destination_wormholePos is the wormholePos of the destination portal this one will be linked to.
#.
#. Returns the final (anchorPos, orientation), as they may differ from the anchorPos and orientation that was
#. specified if an existing portal was already found there.
#. Searching for an existing portal at wormholePos seems better than at anchorPos, though isn't important
#. can be optimized - check for portal at exactly suggested_wormholePos first
#. A portal is already here, we don't have to build one, though we may need to ignite it
#. We're about to link to this portal, so if it's already linked to a different portal then
#. extinguish it, to update the state of the about-to-be-orphaned portal.
#. It already links back to the portal the player is teleporting from, so don't
#. extinguish it or the player's portal will also extinguish.
#. ignite the portal
#. make sure portal isn't overwritten by ongoing generation/emerge
#. invoked when a player attempts to turn obsidian nodes into an open portal
#. player_name is optional, allowing a player to spawn a remote portal in their own protected area
#. ignition_node_name is optional
#. find which sort of portals are made from the node that was clicked on
#. WRT the for loop, since lua has no continue keyword
#. check it was a portal frame that the player is trying to ignite
#. no portal is here, but perhaps there's more than one portal type we need to search for
#. Found a portal, check its metadata and timer is healthy.
#. metadata is missing, the portal frame node must have been removed without calling
#. on_destruct - perhaps by an ABM, then replaced - presumably by a player.
#. allowing reigniting will repair the portal
#. Check the portal's timer is running, and fix if it's not.
#. A portal's timer can stop running if the game is played without that portal type being
#. registered, e.g. enabling one of the example portals then later disabling it, then enabling it again.
#. (if this is a frequent problem, then change the value of "run_at_every_load" in the lbm)
#. portal is already ignited (or timer has been fixed)
#. destination_anchorPos.y was also checked for nil in case portal_definition.find_surface_anchorPos()
#. had used nether.find_surface_target_y() and that had returned nil.
#. ignition/BURN_BABY_BURN
#. invoked when a player is standing in a portal
#. player quit the game while teleporting
#. player quit the game while teleporting
#. check player is still standing in a portal
#. Fix some glitches at -8000
#. the player has moved out of the portal
#. debounce - check player is still standing in the *same* portal that called this function
#. the player already teleported, and is now standing in a different portal
#. area not emerged yet, delay and retry
#. portal exists
#. if the portal is already linked to a different portal then extinguish the other portal and
#. update the target portal to point back at this one.
#. play the teleport sound
#. rotate the player if the destination portal is a different orientation
#. preserve player's position in the portal
#. no wormhole node at destination - destination portal either needs to be built or ignited.
#. Note: A very rare edge-case that is difficult to set up:
#. If the destination portal is unlit and its frame shares a node with a lit portal that is linked to this
#. portal (but has not been travelled through, thus not linking this portal back to it), then igniting
#. the destination portal will extinguish the portal it's touching, which will extinguish this portal
#. which will leave a confused player.
#. I don't think this is worth preventing, but I document it incase someone describes entering a portal
#. and then the portal turning off.
#. Update the local portal's target to match where the existing remote portal was found
#. The local portal has been extinguished!
#. Abort setting its metadata as that assumes it is active.
#. This shouldn't happen and may indicate a bug, I trap it incase when the destination
#. portal was found and extinguished, it somehow linked back to the local portal in a
#. misaligned fashion that wasn't recognized as being the local portal and caused the
#. local portal to also be extinguished.
#. run_wormhole() is invoked once per second per portal, handling teleportation and particle effects.
#. See get_timerPos_from_p1_and_p2() for an explanation of the timerPos location
#. will be used inside run_wormhole_node_func()
#. lets run only 3 particlespawners instead of 6 per portal
#. force emerge of target area
#. force load
#. hopefully target area is emerged in 3 seconds
#. don't rely on this yet until you're sure everything works with old portals that don't have this set
#. figure out the portal shape so we know where the wormhole nodes will be located
#. timerPos should be a frame node if the shape is traditionalPortalShape
#. page 2
#. add chapter title
#. add chapter image
#. add chapter text
#: mods/nether/portal_api.lua:1694
msgid ""
"A guidebook for how to build portals to other realms. It can sometimes be "
"found in dungeon chests, however a copy of this book is not needed as its "
"contents are included in this Encyclopedia."
msgstr ""
"Ein Ratgeber, das erklärt, wie man Portale in andere Reiche baut. Man kann "
"es manchmal in Truhen von Verliesen gefunden werden, jedoch ist eine Kopie "
"dieses Buches nicht nötig, das der Inhalt sich in dieser Enzyklopädie "
"befindet."

#: mods/nether/portal_api.lua:1695
msgid "Refer: \"Help\" > \"Basics\" > \"Building Portals\""
msgstr "Siehe: „Hilfe“ > „Grundlagen“ > „Portale bauen“"

#: mods/nether/portal_api.lua:1728
msgid ""
"Portals to other realms can be opened by building a frame in the right shape "
"with the right blocks, then using an item to activate it. A local copy of "
"the guidebook to portals is published below.\n"
"---\n"
"\n"
msgstr ""
"Portale zu anderen Reichen kann man öffnen, indem man einen Rahmen in der "
"richten Form mit den richtigen Blöcken baut, dann einen Gegenstand benutzt, "
"um es zu aktivieren. Eine Kopie des Ratgebers wird hier unten "
"veröffentlicht:\n"
"---\n"
"\n"

#: mods/nether/portal_api.lua:1752
msgid "Building Portals"
msgstr "Portale bauen"

#: mods/nether/portal_api.lua:1774
msgid ""
"In all my travels, and time spent in the Great Libraries, I have encountered "
"no shortage of legends surrounding preternatural doorways said to open into "
"other worlds, yet only one can I confirm as being more than merely a story."
msgstr ""
"Auf all meinen Reisen und der Zeit, die ich in den Großen Bibliotheken "
"verbracht habe, las ich nicht selten von Legenden, die von außernatürlichen "
"Toren handeln, welche sich zu anderen Welten öffnen sollen; Jedoch kann ich "
"nur bestätigen, dass eines von ihnen mehr als nur eine Geschichte ist."

#: mods/nether/portal_api.lua:1776
msgid ""
"In all my travels, and time spent in the Great Libraries, I have encountered "
"no shortage of legends surrounding preternatural doorways said to open into "
"other worlds, yet only @1 can I confirm as being more than merely stories."
msgstr ""
"Auf all meinen Reisen und der Zeit, die ich in den Großen Bibliotheken "
"verbracht habe, las ich nicht selten von Legenden, die von außernatürlichen "
"Toren handeln, welche sich zu anderen Welten öffnen sollen; Jedoch kann ich "
"nur bestätigen, dass es sich bei @1 von ihnen um mehr als nur Geschichten "
"handelt."

#: mods/nether/portal_api.lua:1785
msgid ""
"\n"
"\n"
"The key to opening such a doorway is to strike the frame with a @1, at which "
"point the very air inside begins to crackle and glow."
msgstr ""
"\n"
"\n"
"Der Schlüssel, um ein solches Tor zu öffnen, ist es, den Rahmen mit einem "
"Gegenstand namens „@1“ zu hauen. Danach knistert die Luft augenblicklich und "
"leuchtet auf."

#: mods/nether/portal_api.lua:1812
msgid "Book of Portals"
msgstr "Buch der Portale"

#: mods/nether/portal_api.lua:1814
msgid "A definitive guide to Rifts and Portals"
msgstr "Der ultimative Ratgeber für Spalten und Portale"

#: mods/nether/portal_api.lua:1971
msgid "Portal wormhole"
msgstr "Portalwurmloch"

#: mods/nether/portal_api.lua:2050
msgid "Untitled portal"
msgstr "Namenloses Portal"

#: mods/nether/portal_api.lua:2051
msgid "We know almost nothing about this portal"
msgstr "Wir wissen fast nichts über dieses Portal"

#: mods/nether/portal_examples.lua:60
msgid ""
"There is a floating land of hills and forests up there, over the edges of "
"which is a perilous drop all the way back down to sea level. We have not "
"found how far these pristine lands extend. I have half a mind to retire "
"there one day."
msgstr ""
"Es gibt ein schwebenes Land aus Hügeln und Wäldern da oben. Jenseits der "
"Ränder ist ein gefährlicher Abgrund, der bis nach ganz unten zum "
"Meeresspiegel führt. Wir haben noch nicht herausgefunden, wie weit sich "
"diese unberührten Länder ausbreiten. Ich spiele mit dem Gedanken, mich dort "
"eines Tages zur Ruhe zu setzen."

#: mods/nether/portal_examples.lua:79
msgid "Floatlands Portal"
msgstr "Schwebelandportal"

#: mods/nether/portal_examples.lua:80
msgid ""
"Requiring 21 blocks of ice, and constructed in the shape of a 3 × 3 platform "
"with walls, or like a bowl. A finished platform is 2 blocks high, and 5 "
"blocks wide at the widest in both directions.\n"
"\n"
"This portal is different to the others, rather than acting akin to a doorway "
"it appears to the eye more like a small pool of water which can be stepped "
"into. Upon setting foot in the portal we found ourselves at a tremendous "
"altitude.@1"
msgstr ""
"Benötigt 21 Blöcke aus Eis, gebaut in der Form einer 3×3-Plattform mit "
"Wänden, oder wie eine Schüssel. Eine fertige Plattform ist 2 Blöcke hoch und "
"5 Blöcke breit bei der breitesten Richtung.\n"
"\n"
"Dieses Portal unterscheidet sich von den anderen. Anstatt eines Türrahmens "
"ist es augenscheinlich eher wie ein Wasserbecken, in das man treten kann. "
"Sobald wir Fuß in das Portal setzen, finden wir uns auf schwindelerregender "
"Höhe wieder.@1"

#: mods/nether/portal_examples.lua:122
msgid "Surface Portal"
msgstr "Oberflächenportal"

#: mods/nether/portal_examples.lua:123
msgid ""
"Requiring 16 blocks of tin and constructed in a circular fashion, a finished "
"frame is seven blocks wide, seven blocks high, and stands vertically like a "
"doorway.\n"
"\n"
"These travel a distance along the ground, and even when constructed deep "
"underground will link back up to the surface. They appear to favor a strange "
"direction, with the exit portal linking back only for as long as the portal "
"stays open — attempting to reopen a portal from the exit doorway leads to a "
"new destination along this favored direction. It has stymied our ability to "
"study the behavior of these portals because without constructing dual "
"portals and keeping both open it's hard to step through more than one and "
"still be able to return home.\n"
"\n"
"Due to such difficulties, we never learned what determines the direction and "
"distance where the matching twin portal will appear, and I have lost my "
"friend and protégé. In cavalier youth and with little more than a rucksack, "
"Coudreau has decided to follow the chain as far as it goes, and has not been "
"seen since. Coudreau believes it works in epicycles, but I am not convinced. "
"Still, I cling to the hope that one day the portal will open and Coudreau "
"will step out from whichever place leads to this one, perhaps with an epic "
"tale to tell."
msgstr ""
"Benötigt 16 Blöcke aus Zinn und wird kreisförmig gebaut. Ein fertiger Rahmen "
"ist sieben Blöcke breit, sieben Blöcke hoch und steht aufrecht wie ein "
"Türrahmen.\n"
"\n"
"Sie reisen eine gewisse Distanz am Boden entlang und selbst, wenn sie tief "
"im Untergrund gebaut werden, werden sie sie sich zurück zur Oberfläche "
"verbinden. Es scheint, dass sie eine seltsame Richtung bevorzugen, wobei das "
"Ausgangsportal die Verbindung nur so lange aufrecht erhält, solange das "
"Portal geöffnet bleibt – der Versuch, ein Portal vom Ausgangtor neu zu "
"öffnen, führt zu einem neuem Ort entlang dieser bevorzugten Richtung. Dies "
"hat unsere Fähigkeit, das Verhalten dieser Portale zu studieren, "
"beeinträchtigt, denn ohne den Bau von Doppelportalen und ohne sie beide "
"offen zu halten, ist es schwierig, durch mehr als eines zu gehen und immer "
"noch in der Lage zu sein, nach Hause zu gehen."

#: mods/nether/subnodes.lua:5
msgid "Inner Nether Basalt Stair"
msgstr "Innere Netherbasalttreppe"

#: mods/nether/subnodes.lua:8
msgid "Outer Nether Basalt Stair"
msgstr "Äußere Netherbasalttreppe"

#: mods/nether/subnodes.lua:11
msgid "Nether Basalt Slab"
msgstr "Netherbasaltplatte"

#: mods/nether/subnodes.lua:14
msgid "Nether Basalt Stair"
msgstr "Netherbasalttreppe"

#: mods/nether/subnodes.lua:17 mods/nether/subnodes.lua:26
msgid "Nether Basalt Half Stair"
msgstr "Netherbasalthalbtreppe"

#: mods/nether/subnodes.lua:20
msgid "Nether Basalt Microblock"
msgstr "Netherbasaltmikroblock"

#: mods/nether/subnodes.lua:23
msgid "Nether Basalt Panel"
msgstr "Netherbasaltpaneel"

#: mods/nether/subnodes.lua:32
msgid "Inner Hewn Basalt Stair"
msgstr "Innere gehauene Basalttreppe"

#: mods/nether/subnodes.lua:35
msgid "Outer Hewn Basalt Stair"
msgstr "Äußere gehauene Basalttreppe"

#: mods/nether/subnodes.lua:38
msgid "Hewn Basalt Slab"
msgstr "Gehauene Basaltplatte"

#: mods/nether/subnodes.lua:41
msgid "Hewn Basalt Stair"
msgstr "Gehauene Basalttreppe"

#: mods/nether/subnodes.lua:44 mods/nether/subnodes.lua:53
msgid "Hewn Basalt Half Stair"
msgstr "Gehauene Basalthalbtreppe"

#: mods/nether/subnodes.lua:47
msgid "Hewn Basalt Microblock"
msgstr "Gehauener Basaltmikroblock"

#: mods/nether/subnodes.lua:50
msgid "Hewn Basalt Panel"
msgstr "Gehauenes Basaltpaneel"

#: mods/nether/subnodes.lua:59
msgid "Inner Nether Brick Stair"
msgstr "Innere Netherziegeltreppe"

#: mods/nether/subnodes.lua:62
msgid "Outer Nether Brick Stair"
msgstr "Äußere Netherziegeltreppe"

#: mods/nether/subnodes.lua:65
msgid "Nether Brick Slab"
msgstr "Netherziegelplatte"

#: mods/nether/subnodes.lua:68
msgid "Nether Brick Stair"
msgstr "Netherziegeltreppe"

#: mods/nether/subnodes.lua:71 mods/nether/subnodes.lua:80
msgid "Nether Brick Half Stair"
msgstr "Netherziegelhalbtreppe"

#: mods/nether/subnodes.lua:74
msgid "Nether Brick Microblock"
msgstr "Netherziegelmikroblock"

#: mods/nether/subnodes.lua:77
msgid "Nether Brick Panel"
msgstr "Netherziegelpaneel"

#: mods/nether/subnodes.lua:88
msgid "Inner Compressed Netherbrick Stair"
msgstr "Innere komprimierte Netherziegeltreppe"

#: mods/nether/subnodes.lua:91
msgid "Outer Compressed Netherbrick Stair"
msgstr "Äußere komprimierte Netherziegeltreppe"

#: mods/nether/subnodes.lua:94
msgid "Compressed Netherbrick Slab"
msgstr "Komprimierte Netherziegelplatte"

#: mods/nether/subnodes.lua:97
msgid "Compressed Netherbrick Stair"
msgstr "Komprimierte Netherziegeltreppe"

#: mods/nether/subnodes.lua:100 mods/nether/subnodes.lua:109
msgid "Compressed Netherbrick Half Stair"
msgstr "Komprimierte Netherziegelhalbtreppe"

#: mods/nether/subnodes.lua:103
msgid "Compressed Netherbrick Microblock"
msgstr "Komprimierter Netherziegelmikroblock"

#: mods/nether/subnodes.lua:106
msgid "Compressed Netherbrick Panel"
msgstr "Komprimiertes Netherziegelpaneel"

#: mods/nether/subnodes.lua:115
msgid "Inner Cracked Nether Brick Stair"
msgstr "Innere rissige Netherziegeltreppe"

#: mods/nether/subnodes.lua:118
msgid "Outer Cracked Nether Brick Stair"
msgstr "Äußere rissige Netherziegeltreppe"

#: mods/nether/subnodes.lua:121
msgid "Cracked Nether Brick Slab"
msgstr "Rissige Netherziegelplatte"

#: mods/nether/subnodes.lua:124
msgid "Cracked Nether Brick Stair"
msgstr "Rissige Netherziegeltreppe"

#: mods/nether/subnodes.lua:127 mods/nether/subnodes.lua:136
msgid "Cracked Nether Brick Half Stair"
msgstr "Rissige Netherziegelhalbtreppe"

#: mods/nether/subnodes.lua:130
msgid "Cracked Nether Brick Microblock"
msgstr "Rissiger Netherziegelmikroblock"

#: mods/nether/subnodes.lua:133
msgid "Cracked Nether Brick Panel"
msgstr "Rissigies Netherziegelpaneel"

#: mods/nether/subnodes.lua:142
msgid "Inner Deep Nether Brick Stair"
msgstr "Innere Tiefennetherziegeltreppe"

#: mods/nether/subnodes.lua:145
msgid "Outer Deep Nether Brick Stair"
msgstr "Äußere Tiefennetherziegeltreppe"

#: mods/nether/subnodes.lua:148
msgid "Deep Nether Brick Slab"
msgstr "Tiefennetherziegelplatte"

#: mods/nether/subnodes.lua:151
msgid "Deep Nether Brick Stair"
msgstr "Tiefennetherziegeltreppe"

#: mods/nether/subnodes.lua:154 mods/nether/subnodes.lua:163
msgid "Deep Nether Brick Half Stair"
msgstr "Tiefennetherziegelhalbtreppe"

#: mods/nether/subnodes.lua:157
msgid "Deep Nether Brick Microblock"
msgstr "Tiefennetherziegelmikroblock"

#: mods/nether/subnodes.lua:160
msgid "Deep Nether Brick Panel"
msgstr "Tiefennetherziegelpaneel"

#: mods/nether/subnodes.lua:169
msgid "Inner Nether Beryl Stair"
msgstr "Innere Netherberylltreppe"

#: mods/nether/subnodes.lua:172
msgid "Outer Nether Beryl Stair"
msgstr "Äußere Netherberylltreppe"

#: mods/nether/subnodes.lua:175
msgid "Nether Beryl Slab"
msgstr "Netherberyllplatte"

#: mods/nether/subnodes.lua:178
msgid "Nether Beryl Stair"
msgstr "Netherberylltreppe"

#: mods/nether/subnodes.lua:181 mods/nether/subnodes.lua:190
msgid "Nether Beryl Half Stair"
msgstr "Netherberyllhalbtreppe"

#: mods/nether/subnodes.lua:184
msgid "Nether Beryl Microblock"
msgstr "Netherberyllmikroblock"

#: mods/nether/subnodes.lua:187
msgid "Nether Beryl Panel"
msgstr "Netherberyllpaneel"

#: mods/nether/subnodes.lua:196
msgid "Inner Nether Berylite Stair"
msgstr "Innere Netherberyllittreppe"

#: mods/nether/subnodes.lua:199
msgid "Outer Nether Berylite Stair"
msgstr "Äußere Netherberyllittreppe"

#: mods/nether/subnodes.lua:202
msgid "Nether Berylite Slab"
msgstr "Netherberyllitplatte"

#: mods/nether/subnodes.lua:205
msgid "Nether Berylite Stair"
msgstr "Netherberyllittreppe"

#: mods/nether/subnodes.lua:208 mods/nether/subnodes.lua:217
msgid "Nether Berylite Half Stair"
msgstr "Netherberyllithalbtreppe"

#: mods/nether/subnodes.lua:211
msgid "Nether Berylite Microblock"
msgstr "Netherberyllitmikroblock"

#: mods/nether/subnodes.lua:214
msgid "Nether Berylite Panel"
msgstr "Netherberyllitpaneel"

#: mods/nether/subnodes.lua:223
msgid "Inner Netherrack Stair"
msgstr "Innere Nethersteintreppe"

#: mods/nether/subnodes.lua:226
msgid "Outer Netherrack Stair"
msgstr "Äußere Nethersteintreppe"

#: mods/nether/subnodes.lua:229
msgid "Netherrack Slab"
msgstr "Nethersteinplatte"

#: mods/nether/subnodes.lua:232
msgid "Netherrack Stair"
msgstr "Nethersteintreppe"

#: mods/nether/subnodes.lua:235 mods/nether/subnodes.lua:244
msgid "Netherrack Half Stair"
msgstr "Nethersteinhalbtreppe"

#: mods/nether/subnodes.lua:238
msgid "Netherrack Microblock"
msgstr "Nethersteinmikroblock"

#: mods/nether/subnodes.lua:241
msgid "Netherrack Panel"
msgstr "Nethersteinpaneel"

#: mods/nether/subnodes.lua:251
msgid "Inner Deep Netherrack Stair"
msgstr "Innere Tiefennethersteintreppe"

#: mods/nether/subnodes.lua:254
msgid "Outer Deep Netherrack Stair"
msgstr "Äußere Tiefennethersteintreppe"

#: mods/nether/subnodes.lua:257
msgid "Deep Netherrack Slab"
msgstr "Tiefennethersteinplatte"

#: mods/nether/subnodes.lua:260
msgid "Deep Netherrack Stair"
msgstr "Tiefennethersteintreppe"

#: mods/nether/subnodes.lua:263 mods/nether/subnodes.lua:272
msgid "Deep Netherrack Half Stair"
msgstr "Tiefennethersteinhalbtreppe"

#: mods/nether/subnodes.lua:266
msgid "Deep Netherrack Microblock"
msgstr "Tiefennethersteinmikroblock"

#: mods/nether/subnodes.lua:269
msgid "Deep Netherrack Panel"
msgstr "Tiefennethersteinpaneel"

#: mods/nether/subnodes.lua:278
msgid "Inner Deep Nether Ore Stair"
msgstr "Innere Tiefennethererztreppe"

#: mods/nether/subnodes.lua:281
msgid "Outer Deep Nether Ore Stair"
msgstr "Äußere Tiefennethererztreppe"

#: mods/nether/subnodes.lua:284
msgid "Deep Nether Ore Slab"
msgstr "Tiefennethererzplatte"

#: mods/nether/subnodes.lua:287
msgid "Deep Nether Ore Stair"
msgstr "Tiefennethererztreppe"

#: mods/nether/subnodes.lua:290 mods/nether/subnodes.lua:299
msgid "Deep Nether Ore Half Stair"
msgstr "Tiefennethererzhalbtreppe"

#: mods/nether/subnodes.lua:293
msgid "Deep Nether Ore Microblock"
msgstr "Tiefennethererzmikroblock"

#: mods/nether/subnodes.lua:296
msgid "Deep Nether Ore Panel"
msgstr "Tiefennethererzpaneel"

#: mods/nether/subnodes.lua:305
msgid "Inner Nether Ore Stair"
msgstr "Innere Nethererztreppe"

#: mods/nether/subnodes.lua:308
msgid "Outer Nether Ore Stair"
msgstr "Äußere Nethererztreppe"

#: mods/nether/subnodes.lua:311
msgid "Nether Ore Slab"
msgstr "Nethererzplatte"

#: mods/nether/subnodes.lua:314
msgid "Nether Ore Stair"
msgstr "Nethererztreppe"

#: mods/nether/subnodes.lua:317 mods/nether/subnodes.lua:326
msgid "Nether Ore Half Stair"
msgstr "Nethererzhalbtreppe"

#: mods/nether/subnodes.lua:320
msgid "Nether Ore Microblock"
msgstr "Nethererzmikroblock"

#: mods/nether/subnodes.lua:323
msgid "Nether Ore Panel"
msgstr "Nethererzpaneel"

#: mods/nether/subnodes.lua:332
msgid "Inner Nethersand Stair"
msgstr "Innere Nethersandtreppe"

#: mods/nether/subnodes.lua:335
msgid "Outer Nethersand Stair"
msgstr "Äußere Nethersandtreppe"

#: mods/nether/subnodes.lua:338
msgid "Nethersand Slab"
msgstr "Nethersandplatte"

#: mods/nether/subnodes.lua:341
msgid "Nethersand Stair"
msgstr "Nethersandtreppe"

#: mods/nether/subnodes.lua:344 mods/nether/subnodes.lua:353
msgid "Nethersand Half Stair"
msgstr "Nethersandhalbtreppe"

#: mods/nether/subnodes.lua:347
msgid "Nethersand Microblock"
msgstr "Nethersandmikroblock"

#: mods/nether/subnodes.lua:350
msgid "Nethersand Panel"
msgstr "Nethersandpaneel"

#: mods/nether/tools.lua:23
msgid "Nether Pickaxe"
msgstr "Netherspitzhacke"

#: mods/nether/tools.lua:24
msgid "Well suited for mining netherrack"
msgstr "Sehr gut geeignet, um Netherstein abzubauen"

#: mods/nether/tools.lua:25
msgid ""
"Uniquely suited for mining netherrack, with minimal wear when doing so. "
"Blunts quickly on other materials."
msgstr ""
"Ausgezeichnet geeignet, um Netherstein abzubauen, mit minimaler Abnutzung. "
"Stumpft bei anderen Materialien rasch ab."

#: mods/nether/tools.lua:56
msgid "Nether Shovel"
msgstr "Netherschaufel"

#: mods/nether/tools.lua:72
msgid "Nether Axe"
msgstr "Netheraxt"

#: mods/nether/tools.lua:87
msgid "Nether Sword"
msgstr "Netherschwert"

#: mods/nether/tools.lua:102
msgid "Nether Ingot"
msgstr "Netherbarren"

#: mods/nether/tools.lua:107
msgid "Nether Lump"
msgstr "Netherklumpen"

#: mods/nether/tools.lua:371
msgid "Nether staff of Light"
msgstr "Netherlichtstab"

#: mods/nether/tools.lua:372
msgid "Temporarily transforms the netherrack into glowstone"
msgstr "Transformiert den Netherrack kurzzeitig zu Leuchtstein"

#: mods/nether/tools.lua:383
msgid "Nether staff of Eternal Light"
msgstr "Netherewiglichtstab"

#: mods/nether/tools.lua:384
msgid "Creates glowstone from netherrack"
msgstr "Verwandelt Netherrack zu Leuchtstein"
