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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"  
  "http://www.w3.org/TR/html4/loose.dtd">  
<html > 
<head><title></title> 
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> 
<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)"> 
<meta name="originator" content="TeX4ht (http://www.tug.org/tex4ht/)"> 
<!-- html --> 
<meta name="src" content="interlocking.tex"> 
<link rel="stylesheet" type="text/css" href="interlocking.css"> 
</head><body 
>
<!--l. 18--><p class="noindent" >


<!--l. 18--><p class="noindent" ><span 
class="ecsx-1728">Interlocking</span>
<span 
class="ecsx-1728">System</span>
<span 
class="ecsx-1728">Guide</span>
<div class="tabular"> <table id="TBL-1" class="tabular" 
cellspacing="0" cellpadding="0"  
><colgroup id="TBL-1-1g"><col 
id="TBL-1-1"></colgroup><tr  
 style="vertical-align:baseline;" id="TBL-1-1-"><td  style="white-space:nowrap; text-align:left;" id="TBL-1-1-1"  
class="td00"></td></tr></table>
</div>
<a 
 id="x1-2r1"></a>
    <!--l. 20--><p class="noindent" ><span 
class="ecsx-1200">1</span>   <span 
class="ecsx-1200">Introduction</span>
<a 
 id="Q1-1-0"></a>
<!--l. 22--><p class="noindent" >In real-world railways, a so-called interlocking system is a set of railway signals and trackside equipment. Its purpose is to prevent
conflicting train movements which otherwise could result in derailing or colliding trains. If you want more information, just search for
&#8220;railway interlocking&#8221; on the internet.
<!--l. 28--><p class="noindent" >Real-world interlocking systems perform this task by setting routes. A route is a path along a track that a train can safely pass. To set a
route for a train, the signalman (the operator of a signal box) has to set switches (turnouts) to the correct position and lock them in order
to make a signal for a train show &#8220;Proceed&#8221;. In newer systems, this is done automatically by the interlocking system. A route can
not be set if switches are locked to a wrong position by another route or if any portion of the route is occupied by a
train.
<!--l. 37--><p class="noindent" >The interlocking system in this Minetest mod tries to follow real-world interlocking systems as far as applicable. It divides tracks into
track sections and implements a route setting mechanism following the same principle.
<!--l. 42--><p class="noindent" >However, for the sake of simplicity of implementation and usage, not all concepts of real-world interlocking have been taken over.
Especially, there is no mechanism for overlap.
<!--l. 46--><p class="noindent" >If you are looking for a place to learn how real-world interlocking systems work, have a look at &#8220;SimSig&#8221;. By looking at their simulations,
you can obtain experience on how to set up your own interlocking systems in AdvTrains. The SimSig glossary is a good place to look up
unknown terms in this document.
<!--l. 52--><p class="noindent" >
<a 
 id="x1-3r2"></a>
    <!--l. 52--><p class="noindent" ><span 
class="ecsx-1200">2</span>   <span 
class="ecsx-1200">Setting</span>
    <span 
class="ecsx-1200">up</span>
    <span 
class="ecsx-1200">track</span>
    <span 
class="ecsx-1200">sections</span>
<a 
 id="Q1-1-0"></a>
<!--l. 54--><p class="noindent" >In the real world, a line of track is divided into so-called track sections, or track circuits. Those systems often can not tell
where exactly a train is, but only which track sections it occupies. A route can never be set through an occupied track
section.
<!--l. 59--><p class="noindent" >A track section often covers:
     <ul class="itemize1">
     <li class="itemize">A section on a main running line, between two signals
     </li>
     <li class="itemize">A single turnout
     </li>
     <li class="itemize">A rail crossing, or a set of turnouts acting as a double/single slip switch
     </li>
     <li class="itemize">A siding</li></ul>
<!--l. 67--><p class="noindent" >You will find some examples on how to interlock certain patterns later.
<!--l. 69--><p class="noindent" >
<a 
 id="x1-4r1"></a>
      <!--l. 69--><p class="noindent" ><span 
class="ecsx-1200">2.1</span>   <span 
class="ecsx-1200">Track</span>
      <span 
class="ecsx-1200">Circuit</span>
      <span 
class="ecsx-1200">Breaks</span>
<a 
 id="Q1-1-0"></a>
<!--l. 71--><p class="noindent" >In this mod, you will not directly configure the locations of track sections. Instead, you designate the borders of each track section using a
special node, the Track Circuit Break, abbreviated TCB.
<!--l. 75--><p class="noindent" >For example, if you want to create a track section for a piece of a main running line, you set up two TCBs at the ends of this track
circuit.
<!--l. 79--><p class="noindent" >Setting up a TCB works as follows:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-6x1">Place a TCB node somewhere near the place where the circuit break is going to be located.
     </li>
     <li 
  class="enumerate" id="x1-8x2">Right-click the TCB node
     </li>
     <li 
  class="enumerate" id="x1-10x3">Punch the rail which should act as TCB</li></ol>
<!--l. 86--><p class="noindent" >The result should look like this:
<!--l. 88--><p class="noindent" ><img 
src="0_home_moritz_Home_Projekte_Minetest_minetest_m___s_assets_lyx_img_screenshot_20180830_142551.png" alt="PIC"  
>
<!--l. 90--><p class="noindent" >Now you have assigned the TCB node to a rail. Right-click the TCB node once again. This will bring up a form which looks as
follows:
<!--l. 93--><p class="noindent" ><img 
src="1_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-26-35.png" alt="PIC"  
>
<!--l. 95--><p class="noindent" >You see that the form is divided in side A and side B. To designate where each side is, a marker is displayed on the rail. You can always
make this marker show up by punching the TCB node, and remove it by punching the marker. Both sides are shown as &#8220;End of
interlocking&#8221;. This means that there is no track section set up at this place.
<!--l. 101--><p class="noindent" >You should repeat this procedure once again a few meters away from the first TCB to create a second TCB on the same
track.
<!--l. 104--><p class="noindent" ><img 
src="2_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-32-48.png" alt="PIC"  
>
<!--l. 106--><p class="noindent" >Once you have both bordering TCBs set up, you can now create the actual track section. To do this:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-12x1">Right-click one of the TCBs
     </li>
     <li 
  class="enumerate" id="x1-14x2">Locate the correct side (A or B) to create the track section
     </li>
     <li 
  class="enumerate" id="x1-16x3">Click &#8220;Create interlocked Track Section&#8221; in the formspec on the chosen side.</li></ol>
<!--l. 114--><p class="noindent" >Now, the text on the formspec has changed. It shows something like this:
<!--l. 117--><p class="noindent" ><img 
src="3_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-27-25.png" alt="PIC"  
>
<!--l. 119--><p class="noindent" >Clicking &#8220;Show Track Section&#8221; brings up another formspec:
<!--l. 121--><p class="noindent" ><img 
src="4_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-28-32.png" alt="PIC"  
>
<!--l. 123--><p class="noindent" >On the top, you see a list of all TCBs that border this track section. In your case, there should be two TCBs listed. If there&#8217;s only one,
head over to <a 
href="#x1-17r2">2.2<!--tex4ht:ref: subsec:Long-track-sections, --></a>. You should now select a name for the track section, to identify it later.
<!--l. 128--><p class="noindent" >The same procedure is applicable when you create a turnout track section, except that you have to set up three or more
TCBs.
<!--l. 131--><p class="noindent" >The AdvTrains interlocking system allows you to add more TCBs after you have created a track section. This works without problems in
most cases. For example, you can easily insert a turnout into an already set-up track section and create another TCB behind it, and
AdvTrains will automatically detect the existing track section. Problems arise only if you try to insert a TCB in-between a section, in
which case both sides of the TCB will end up assigned to the same section. The code currently does not handle this case properly, so try
to avoid this situation by all means. As a last resort, you can always dissolve a faulty track section, as described in the next
chapter.
<!--l. 142--><p class="noindent" >
<a 
 id="x1-17r2"></a>
      <!--l. 142--><p class="noindent" ><span 
class="ecsx-1200">2.2</span>   <span 
class="ecsx-1200">Long</span>
      <span 
class="ecsx-1200">track</span>
      <span 
class="ecsx-1200">sections,</span>
      <span 
class="ecsx-1200">crossings</span>
      <span 
class="ecsx-1200">and</span>
      <span 
class="ecsx-1200">other</span>
      <span 
class="ecsx-1200">edge</span>
      <span 
class="ecsx-1200">cases</span>
<a 
 id="Q1-1-0"></a>
<!--l. 144--><p class="noindent" >
<a 
 id="x1-18r1"></a>
      <!--l. 144--><p class="noindent" ><span 
class="ecsx-1000">2.2.1</span>   <span 
class="ecsx-1000">Very</span>
      <span 
class="ecsx-1000">long</span>
      <span 
class="ecsx-1000">track</span>
      <span 
class="ecsx-1000">sections</span>
<a 
 id="Q1-1-0"></a>
<!--l. 146--><p class="noindent" >If you try to set up a track section that is longer than 1000 nodes, advtrains won&#8217;t recognize the TCB at the other end because of a safety
limit in the traverser function, which is supposed to prevent deadlocks. This case has happened when the Track Section overview screen
only shows one TCB in the list. The procedure for this is as follows:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-20x1">Go to the second TCB (the one that wasn&#8217;t recognized). It should show &#8220;End of Interlocking&#8221; on the relevant side.
     </li>
     <li 
  class="enumerate" id="x1-22x2">Click &#8220;Create interlocked track section&#8221;. The section created will be different from the one that is already present.
     </li>
     <li 
  class="enumerate" id="x1-24x3">In the track section overview, click &#8220;Join into other section&#8221;
     </li>
     <li 
  class="enumerate" id="x1-26x4">Go back to the first TCB, bring up the Track Section overview screen of the first track section and click &#8220;Join with ???&#8221;</li></ol>
<!--l. 160--><p class="noindent" >The other, missing TCB should now appear in the list. If you accidentally started such a joining procedure, click the &#8220;X&#8221; button on the
right.
<!--l. 164--><p class="noindent" >
<a 
 id="x1-27r2"></a>
      <!--l. 164--><p class="noindent" ><span 
class="ecsx-1000">2.2.2</span>   <span 
class="ecsx-1000">Rail</span>
      <span 
class="ecsx-1000">crosses</span>
<a 
 id="Q1-1-0"></a>
<!--l. 166--><p class="noindent" >Since rail crosses are created by laying tracks across each other without logical connection, there&#8217;s no way for advtrains to know whether
rails cross each other.
<!--l. 170--><p class="noindent" >Rail crossings in interlocking systems are always one single track section, which in most cases has 4 TCBs adjacent.
<!--l. 173--><p class="noindent" ><img 
src="5_home_moritz_Home_Projekte_Minetest_minetest_m____lyx_img_Bildschirmfoto_2018-08-30_14-51-25.png" alt="PIC"  
>
<!--l. 175--><p class="noindent" >The procedure is quite similar to the one for long sections: First, create two track sections for the branches, and then use the &#8220;Join&#8221;
function to merge both sections into one.
<!--l. 179--><p class="noindent" >
<a 
 id="x1-28r3"></a>
      <!--l. 179--><p class="noindent" ><span 
class="ecsx-1000">2.2.3</span>   <span 
class="ecsx-1000">Deleting</span>
      <span 
class="ecsx-1000">and</span>
      <span 
class="ecsx-1000">re-adding</span>
      <span 
class="ecsx-1000">single</span>
      <span 
class="ecsx-1000">TCBs</span>
      <span 
class="ecsx-1000">to</span>
      <span 
class="ecsx-1000">a</span>
      <span 
class="ecsx-1000">section</span>
<a 
 id="Q1-1-0"></a>
<!--l. 181--><p class="noindent" >In some occasions, for example when you remove a siding or a crossover, it can be necessary to unassign a TCB from a track section.
There are multiple ways to do this:
     <ul class="itemize1">
     <li class="itemize">In the TCB form, click the &#8220;Remove from section&#8221; button
     </li>
     <li class="itemize">In the track section form, first select the TCB in the list and then click &#8220;Unlink selected TCB&#8221;</li></ul>
<!--l. 189--><p class="noindent" >The result is that the TCB shows &#8220;End of Interlocking&#8221; and the section does not list the TCB as an endpoint anymore.
<!--l. 192--><p class="noindent" >The other case is adding a siding or a crossover, in which case one or more TCBs still show &#8220;End of Interlocking&#8221; although they should be
part of a section:
     <ul class="itemize1">
     <li class="itemize">Go to another TCB that is registered in the track section and click &#8220;Update near TCBs&#8221;
     </li>
     <li class="itemize">If that did not work, follow the procedure of creating a long track section</li></ul>
<!--l. 202--><p class="noindent" >
<a 
 id="x1-29r4"></a>
      <!--l. 202--><p class="noindent" ><span 
class="ecsx-1000">2.2.4</span>   <span 
class="ecsx-1000">Dissolving</span>
      <span 
class="ecsx-1000">sections</span>
<a 
 id="Q1-1-0"></a>
<!--l. 204--><p class="noindent" >If you made a mistake setting up something and you don&#8217;t see any other way to fix a misconfigured track section, you can always
delete it using the &#8220;Dissolve section&#8221; button. This operation removes the track section and sets all TCBs that previously
belonged to the section as &#8220;End of Interlocking&#8221;. This will always work and lets you start over new with setting up track
sections.
<!--l. 211--><p class="noindent" >
<a 
 id="x1-30r3"></a>
      <!--l. 211--><p class="noindent" ><span 
class="ecsx-1200">2.3</span>   <span 
class="ecsx-1200">Interlocking</span>
      <span 
class="ecsx-1200">patterns</span>
<a 
 id="Q1-1-0"></a>
<!--l. 213--><p class="noindent" >Have a look at the following images. They show you how you can set up sections so that reasonable train moves are
possible.
<!--l. 216--><p class="noindent" >You should settle on a naming scheme for your sections. This way, you can determine the source of an issue faster
<!--l. 219--><p class="noindent" >
<a 
 id="x1-31r3"></a>
    <!--l. 219--><p class="noindent" ><span 
class="ecsx-1200">3</span>   <span 
class="ecsx-1200">Signals</span>
    <span 
class="ecsx-1200">and</span>
    <span 
class="ecsx-1200">routes</span>
<a 
 id="Q1-1-0"></a>
<!--l. 221--><p class="noindent" >Signals are appliances that can give instructions to trains. That can be the permission to proceed, a speed restriction, or other
information.
<!--l. 224--><p class="noindent" >There are 2 types of signals:
     <ul class="itemize1">
     <li class="itemize">Static signals always display the same information to the train. This can be a speed restriction (or the end of one), a
     disallowal to proceed as shunt move or similar things. In most cases, these are signs.
     </li>
     <li class="itemize">Dynamic signals are what most people would call a &#8220;signal&#8221;. Its function is to inform trains about whether and at which
     speed they can proceed into the next section safely.</li></ul>
<!--l. 234--><p class="noindent" >
<a 
 id="x1-32r1"></a>
      <!--l. 234--><p class="noindent" ><span 
class="ecsx-1200">3.1</span>   <span 
class="ecsx-1200">Signal</span>
      <span 
class="ecsx-1200">Influence</span>
      <span 
class="ecsx-1200">Point</span>
<a 
 id="Q1-1-0"></a>
<!--l. 236--><p class="noindent" >Every signal is associated to a track on which the instruction should be followed. Signals are usually placed right next to the track on the
right side. Human observers do know then that the signal belongs to the track left of it, however, train safety systems (like the one in
advtrains) can not.
<!--l. 242--><p class="noindent" >This is the reason why a so-called &#8220;influence point&#8221; needs to be assigned to any signal that should actually give instructions to trains,
should the driver (if even there is one) fail to recognize the instructions.
<!--l. 247--><p class="noindent" >Depending on the signal and the mod that adds the signal, there are different ways to configure this. Signals integrated into advtrains
behave as follows:
     <ul class="itemize1">
     <li class="itemize">Static signals and all red-green light signals from core advtrains that are not assigned to a TCB can be configured by
     holding the &#8220;Use&#8221; key and then right-clicking the signal
     </li>
     <li class="itemize">All signals that are assigned to a TCB can be configured by first right-clicking them, then selecting &#8220;Influence Point&#8221; in
     the signalling formspec.</li></ul>
<!--l. 258--><p class="noindent" >The small formspec that opens allows you to set and later view or clear the Influence Point. To set the influence point, click the &#8220;Set&#8221;
button, face towards the signal and punch a rail about 2m in front of the signal. A small marker will be shown, indicating success. To
cancel setting an influence point, punch anything other. (note that then the influence point remains unset, regardless of its previous
state)
<!--l. 266--><p class="noindent" >The advtrains-internal train safety system ensures that the train always obeys any restrictions imposed by signals, if (and only if) the
influence point is set properly.
<!--l. 270--><p class="noindent" >
<a 
 id="x1-33r2"></a>
      <!--l. 270--><p class="noindent" ><span 
class="ecsx-1200">3.2</span>   <span 
class="ecsx-1200">Signal</span>
      <span 
class="ecsx-1200">Aspects</span>
<a 
 id="Q1-1-0"></a>
<!--l. 272--><p class="noindent" >While static signals are mainly used for speed restrictions, the interesting ones are variable signals. Of course, you can always control any
variable signal by traditional means (mesecons, digiline, right-click) if the signal allows it, but that misses the point of this interlocking
system.
<!--l. 277--><p class="noindent" >A signal aspect is a piece of information that a signal shows to the train driver. It contains information about whether and at what speed
the driver may proceed at the signal.
<!--l. 281--><p class="noindent" >Every signal, both static and dynamic ones, imposes a certain aspect to trains passing the signal. For static signals, this is always the
same aspect, such as &#8220;Proceed at speed of 8&#8221; or &#8220;Shunt moves may not pass&#8221;. Dynamic signals, however, can display multiple different
aspects. The default for them is always as restrictive as possible, mostly &#8220;Halt!&#8221;.
<!--l. 288--><p class="noindent" >You should know that both static and dynamic signals use exactly the same properties for signal aspects. There is no difference in the
meaning of the aspect definitions.
<!--l. 292--><p class="noindent" >In the following sections, we will talk about main signals. By this, we mean a variable signal that can display both a &#8220;Danger&#8221; aspect
(trains are not allowed to proceed) and at least one &#8220;Proceed&#8221; aspect (train may proceed as train/shunt move, with optional speed
restriction), which act as an &#8220;entry signal&#8221; for one or multiple routes.
<!--l. 299--><p class="noindent" >
<a 
 id="x1-34r3"></a>
      <!--l. 299--><p class="noindent" ><span 
class="ecsx-1200">3.3</span>   <span 
class="ecsx-1200">Train</span>
      <span 
class="ecsx-1200">moves</span>
      <span 
class="ecsx-1200">and</span>
      <span 
class="ecsx-1200">Shunt</span>
      <span 
class="ecsx-1200">Moves</span>
<a 
 id="Q1-1-0"></a>
     <ul class="itemize1">
     <li class="itemize">A &#8220;Train move&#8221; is a train that is running, going to run on or coming from a main line between stations, passing through
     or stopping at a station. Train moves can expect that there are no obstacles on the route and they can proceed at the
     maximum permitted speed of the line. This is the regular operation mode for trains. Shunt signals have no meaning for
     train moves.
     </li>
     <li class="itemize">A &#8220;Shunt move&#8221; is a train that moves within a station and/or is coupling or decoupling wagons or engines. A shunt move
     may never leave a station except into a siding. Also, shunt moves may drive at a maximum speed of 6 speed units, because
     it is usually not ensured that the path is free of obstacles. (however, advtrains ensures that every route is free of railway
     vehicles, even shunt routes)</li></ul>
<!--l. 314--><p class="noindent" >There are also 2 general types of signals: Main signals and Shunt signals. While main signals have a meaning for all types of trains, Shunt
signals only have to be followed by shunt moves. Usually, Shunt signals that are on a train move route are set to a Proceed aspect as
well.
<!--l. 320--><p class="noindent" >When a train reverses, its mode automatically changes to &#8220;shunt move&#8221; until it passes a main signal that shows &#8220;Proceed as
train move&#8221;, which is usually designated by a green light. From this point on, it can accelerate to maximum permitted
speed.
<!--l. 325--><p class="noindent" >Some main signals, like the ones from the Ks signals mod included by default, can also display &#8220;Proceed as shunt move&#8221;, which is
designated by 2 white lights along with the red light. Once a train passes this signal, it becomes a shunt move.
<!--l. 330--><p class="noindent" >
<a 
 id="x1-35r4"></a>
      <!--l. 330--><p class="noindent" ><span 
class="ecsx-1200">3.4</span>   <span 
class="ecsx-1200">The</span>
      <span 
class="ecsx-1200">concept</span>
      <span 
class="ecsx-1200">of</span>
      <span 
class="ecsx-1200">routes</span>
<a 
 id="Q1-1-0"></a>
<!--l. 332--><p class="noindent" >A so-called route is a locked path between two main signals, which locks all turnouts in the correct position. Its purpose is to offer a train
a path on which it can safely proceed without interfering with any other train. A route always incorporates and locks one to multiple
track sections, starting with the one that lies directly behind the &#8220;entry&#8221; signal.
<!--l. 339--><p class="noindent" >Example: Imagine a station with 2 platforms on a single track running line. We are looking at signal A. You probably want trains coming
from the right to go into platform 1 or into platform 2, so you need to program 2 routes.
<!--l. 344--><p class="noindent" ><img 
src="6_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex1.png" alt="PIC"  
>
<!--l. 346--><p class="noindent" >This leads us to the most important aspect of route programming: Routes always start at a signal (A) and end at a signal facing in the
<span 
class="ecbx-1000">same direction </span>(D and E), not at an opposite-facing signal (B and C). There are only few exceptions, we&#8217;ll cover this
later.
<!--l. 351--><p class="noindent" >When you set a route to make a train proceed on it, the interlocking system ensures that:
     <ul class="itemize1">
     <li class="itemize">There are no rail vehicles on the route
     </li>
     <li class="itemize">All turnouts are set to the correct position and it is impossible to move them
     </li>
     <li class="itemize">No other routes can be set that would in any way conflict with this route</li></ul>
<!--l. 360--><p class="noindent" >For this to work, you need to specify all track sections the train will pass along, as well as the positions of all turnouts that need to be
locked. Those are not only the turnouts that lay directly on the train&#8217;s route, but also some turnouts on adjacent tracks, the so-called
flank protection.
<!--l. 366--><p class="noindent" >The purpose of flank protection is to prevent runaway trains and/or wagons to pass into a route. This is achieved by setting nearby
turnouts to a position that points &#8220;away&#8221; from the route. Example:
<!--l. 370--><p class="noindent" ><img 
src="7_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex2.png" alt="PIC"  
>
<!--l. 372--><p class="noindent" >The upper turnout, of course, needs to be locked in straight (normal) position, while the lower one is not relevant for the route itself. But
what if the lower turnout was set to the diverging (reverse) position and the driver of another train approaching signal B fails to see the
red light? This train would crash into the first one. To minimise danger, that other train would need to be routed towards signal
D.
<!--l. 379--><p class="noindent" >There are, of course, situations, where both positions of a turnout would conflict with a route equally. In those situations, there&#8217;s nothing
you can do and no flank lock needs to be set.
<!--l. 383--><p class="noindent" >
<a 
 id="x1-36r5"></a>
      <!--l. 383--><p class="noindent" ><span 
class="ecsx-1200">3.5</span>   <span 
class="ecsx-1200">Assigning</span>
      <span 
class="ecsx-1200">main</span>
      <span 
class="ecsx-1200">signals</span>
      <span 
class="ecsx-1200">to</span>
      <span 
class="ecsx-1200">TCBs</span>
<a 
 id="Q1-1-0"></a>
<!--l. 385--><p class="noindent" >Main signals in the advtrains interlocking system are positioned - like in real life - at the border of track sections, because routes also start
and end there. For advtrains to know from which signal which routes can be set, you need to assign the signal to a
TCB.
<!--l. 390--><p class="noindent" >To do this, perform the following steps:
     <ol  class="enumerate1" >
     <li 
  class="enumerate" id="x1-38x1">If not already happened, set up a TCB (you don&#8217;t need to, but are advised to, configure track sections there)
     </li>
     <li 
  class="enumerate" id="x1-40x2">Place the signal a few meters in front of the TCB, so that trains stopping at the signal do never pass the TCB
     </li>
     <li 
  class="enumerate" id="x1-42x3">Locate the side of the TCB which points in the direction that trains will proceed past the signal, as shown in the figure
     below.
     </li>
     <li 
  class="enumerate" id="x1-44x4">Right-click the TCB, and click &#8220;Assign a signal&#8221; on this side.
     </li>
     <li 
  class="enumerate" id="x1-46x5">Punch the signal.</li></ol>
<!--l. 401--><p class="noindent" ><img 
src="8_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_assign_signal.png" alt="PIC"  
>
<!--l. 403--><p class="noindent" >If you haven&#8217;t set an influence point for the signal yet, the influence point formspec automatically opens.
<!--l. 406--><p class="noindent" >You can assign a signal to each side of a TCB. This is, for example, useful when creating block sections on a bi-directional main running
line.
<!--l. 410--><p class="noindent" >Only main signals can ever be assigned to TCBs, because static ones can either not display &#8220;Danger&#8221; or do not permit to proceed at
all.
<!--l. 414--><p class="noindent" >
<a 
 id="x1-47r6"></a>
      <!--l. 414--><p class="noindent" ><span 
class="ecsx-1200">3.6</span>   <span 
class="ecsx-1200">Shunt</span>
      <span 
class="ecsx-1200">routes</span>
<a 
 id="Q1-1-0"></a>
<!--l. 417--><p class="noindent" ><span 
class="ecbx-1000">The information in this section is subject to future change because of safety issues!</span>
<!--l. 419--><p class="noindent" >Operating railways is not all about driving trains around. Coupling, decoupling and moving single engines, wagons or groups of wagons
across a station, called shunting, also plays an important role.
<!--l. 423--><p class="noindent" >Remember what we said about routes: There must be no rail vehicles on the route. So what if you have some goods wagons
ready on a siding, and want to couple an engine to it? You can not set a regular route into the siding, because it is
occupied.
<!--l. 428--><p class="noindent" >The solution is to program a second route into the siding, but with the difference that it already ends at the rear-facing signal of it, so it
doesn&#8217;t include the siding section itself:
<!--l. 432--><p class="noindent" ><img 
src="9_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_route_ex3.png" alt="PIC"  
>
<!--l. 434--><p class="noindent" >The Sht2 route then needs to show a shunt aspect, which instructs the driver to proceed slowly and watch out for vehicles on the route.
See later on for how to set this up.
<!--l. 438--><p class="noindent" >Shunt routes like this are, so far, the only exception to the &#8220;Routes should end at a signal facing the same direction&#8221;
rule.
<!--l. 441--><p class="noindent" >
<a 
 id="x1-48r7"></a>
      <!--l. 441--><p class="noindent" ><span 
class="ecsx-1200">3.7</span>   <span 
class="ecsx-1200">Route</span>
      <span 
class="ecsx-1200">Release</span>
<a 
 id="Q1-1-0"></a>
<!--l. 443--><p class="noindent" >In early real-life interlocking systems, routes either had to be cancelled by the signalman after the train had passed the route, or there was
a single release contact at the end of the route. However, as interlocking systems evolved and the position of trains is now
roughly known by the track sections, portions of the route can be freed as soon as the train has left the corresponding
section.
<!--l. 450--><p class="noindent" >AdvTrains has chosen a modern approach to route releasing. Each turnout lock is associated to a track section belonging to the route&#8217;s
path. Once the train leaves this section, all assigned locks are also freed.
<!--l. 454--><p class="noindent" >Please note that reversing a train outside of stations is not only discouraged, but also very dangerous, because even
real-world interlocking system do not expect this. There is a clear, human-sense rule that you should never reverse the
driving direction of a train while on a main line or on a turnout. Else, you can be considered a terrorist. (quote from
professional!)
<!--l. 461--><p class="noindent" >
<a 
 id="x1-49r8"></a>
      <!--l. 461--><p class="noindent" ><span 
class="ecsx-1200">3.8</span>   <span 
class="ecsx-1200">Programming</span>
      <span 
class="ecsx-1200">a</span>
      <span 
class="ecsx-1200">route</span>
<a 
 id="Q1-1-0"></a>
<!--l. 463--><p class="noindent" >The route programming procedure is quite straightforward if you&#8217;ve read the previous sections and understood how routes should be
set.
<!--l. 466--><p class="noindent" >Routes always start at a main signal. You must have assigned the signal to a TCB, as described earlier.
<!--l. 469--><p class="noindent" >When you right-click the main signal, it no longer changes its aspect. Instead, a formspec pops up, showing you an (empty) list of routes
with the possibility to set them or to create new routes. Click the &#8220;Create new route&#8221; button to start programming a new
route.
<!--l. 474--><p class="noindent" >The form closes, and an arrow is displayed on the TCB. You are now in &#8220;Route Programming&#8221; mode, programming the first track section
of the route. Now:
     <ul class="itemize1">
     <li class="itemize">Put any turnouts you need to lock in the correct position (e.g. by right-clicking them). This includes flank protection.
     </li>
     <li class="itemize">Punch them. This makes a marker with a blue lock symbol appear.
     </li>
     <li class="itemize">If you punch a turnout again, or punch the marker, you can remove the lock again.
     </li>
     <li class="itemize">When you&#8217;ve locked all turnouts in the current section, go to and punch the TCB that is the border to the next track
     section the train proceeds into.</li></ul>
<!--l. 487--><p class="noindent" >Depending on the situation, you are now offered some possibilities to proceed:
     <ul class="itemize1">
     <li class="itemize">Click the &#8220;Advance to next section&#8221; button if your route consists of more sections with turnouts to lock, and you need to
     continue programming. Follow the above steps to set locks for the next section.</li></ul>
<!--l. 494--><p class="noindent" >Once you&#8217;ve clicked the &#8220;Advance&#8221; button, the lock markers change to a red lock symbol, telling they can&#8217;t be changed anymore. Repeat
the above procedure until you are ready to complete the programming procedure:
     <ul class="itemize1">
     <li class="itemize">Click the &#8220;Finish route HERE&#8221; button when you&#8217;ve set up the locks for the last track section of the route and punched the
     final TCB (the one with the next signal). You will be asked for a route name and your route will be saved.
     </li>
     <li class="itemize">The &#8220;Finish route at end of NEXT section&#8221; button (third button) is an useful quickhand to make the route proceed one
     more section. Using this button is equivalent to first clicking the &#8220;Advance&#8221; button, then flying to the end of the next track
     section and finishing the route there. You can not (officially) set turnout locks in the final section using this method.</li></ul>
<!--l. 510--><p class="noindent" >A few hints:
     <ul class="itemize1">
     <li class="itemize">If you accidentally advanced the route wrongly, you can use the &#8220;Step back one section&#8221; button to undo this.
     </li>
     <li class="itemize">If you want to stop programming the entire route without saving it, use the &#8220;Cancel route programming&#8221; button.
     </li>
     <li class="itemize">The third button is especially useful for programming simple block sections on a main running line, since you can stay at
     the starting signal (punch starting TCB and select third button).
     </li>
     <li class="itemize">If a route should end in a dead end, you MUST use the &#8220;Finish in NEXT section&#8221; button, because there is no final TCB
     that you could punch.
     </li>
     <li class="itemize">The third button does NOT work on sections with more than 2 exits, because the system won&#8217;t be able to determine the
     final TCB of the route then.</li></ul>
<!--l. 527--><p class="noindent" >
<a 
 id="x1-50r9"></a>
      <!--l. 527--><p class="noindent" ><span 
class="ecsx-1200">3.9</span>   <span 
class="ecsx-1200">Route</span>
      <span 
class="ecsx-1200">information</span>
      <span 
class="ecsx-1200">screen</span>
<a 
 id="Q1-1-0"></a>
<!--l. 529--><p class="noindent" ><img 
src="10_home_moritz_Home_Projekte_Minetest_minetest_____lyx_img_Bildschirmfoto_2019-01-15_19-28-09.png" alt="PIC"  
>
<!--l. 531--><p class="noindent" >This is the screen that appears when you click &#8220;Edit Route&#8221;. It lets you change the route name and delete the route. Also, it shows a
summary of the route and its elements.
<!--l. 535--><p class="noindent" >The route summary lists information per track section on the route, so the line starting with &#8220;1&#8221; is the first section of the
route.
<!--l. 538--><p class="noindent" >The ARS rule list and its purpose is explained later.
<!--l. 540--><p class="noindent" >
<a 
 id="x1-51r10"></a>
       <!--l. 540--><p class="noindent" ><span 
class="ecsx-1200">3.10</span>   <span 
class="ecsx-1200">Specifying</span>
       <span 
class="ecsx-1200">signal</span>
       <span 
class="ecsx-1200">aspects</span>
<a 
 id="Q1-1-0"></a>
<!--l. 542--><p class="noindent" >By default, newly programmed routes show an aspect that comes closest to &#8220;Proceed at maximum speed&#8221;. However, it can be desirable to
change this behavior, like when the route passes a diverging turnout, the train should be signalled to drive slower, or the route is a shunt
route and therefore only &#8220;Shunting allowed&#8221; should be shown.
<!--l. 548--><p class="noindent" >This is the purpose of the &#8220;Change Aspect&#8221; button in the route info screen.
<!--l. 551--><p class="noindent" >Signal aspects in advtrains consist of 4 sections: main (Information for train moves), dst (Distant signal information, not implemented
yet), shunt (Information for shunt moves) and info (additional information, currently not in use).
     <ul class="itemize1">
     <li class="itemize">Train may proceed as train move at maximum speed: &#8220;main: free, speed -1&#8221;
     </li>
     <li class="itemize">Train may proceed as train move at speed of 8: &#8220;main: free, speed 8&#8221;
     </li>
     <li class="itemize">Train may proceed as shunt move: &#8220;shunt: free&#8221;</li></ul>
<!--l. 562--><p class="noindent" >There&#8217;s a field in the &#8220;shunt&#8221; part of signal aspects that is not displayed in the GUI, but is of potential interest to developers of signal
addons: shunt.proceed_as_main.
     <ul class="itemize1">
     <li class="itemize">A train move can always become a shunt move by passing a signal that shows &#8220;Halt for train moves, shunting permitted&#8221;
     </li>
     <li class="itemize">A shunt move can only pass a signal saying &#8220;Proceed as train move, shunting not permitted&#8221; when proceed_as_main is
     true.</li></ul>
<!--l. 571--><p class="noindent" >The property is used by the Limit Of Shunt sign, where proceed_as_main is set to false. Shunt moves have to stop in front of it, while
train moves are signalled &#8220;Proceed&#8221;. Regular main signals that show &#8220;green&#8221; have the field set to true, so that all trains can pass
it.
<!--l. 577--><p class="noindent" >
<a 
 id="x1-52r4"></a>
    <!--l. 577--><p class="noindent" ><span 
class="ecsx-1200">4</span>   <span 
class="ecsx-1200">Interlocking</span>
    <span 
class="ecsx-1200">system</span>
    <span 
class="ecsx-1200">operation</span>
<a 
 id="Q1-1-0"></a>
<!--l. 579--><p class="noindent" >Setting up the interlocking for a portion of a railway network requires some time, experience and planning, but once done, there&#8217;s not
much to do anymore to make trains run on your, now safer, railway. This section covers some useful practices to route trains across your
network.
<!--l. 584--><p class="noindent" >At the moment, routes can either be set by clicking the signal or via LuaATC, or by using the &#8220;Remote Routesetting&#8221;
button from the Onboard Computer. It is planned to control this via a &#8220;signal box&#8221; view based on the currently broken
itrainmap.
<!--l. 589--><p class="noindent" >
<a 
 id="x1-53r1"></a>
      <!--l. 589--><p class="noindent" ><span 
class="ecsx-1200">4.1</span>   <span 
class="ecsx-1200">Train</span>
      <span 
class="ecsx-1200">Safety</span>
      <span 
class="ecsx-1200">System</span>
<a 
 id="Q1-1-0"></a>
<!--l. 591--><p class="noindent" >The Train Safety System, called &#8220;LZB&#8221; in the code (from the german term Linienzugbeeinflussung, although this is a completely different
system), ensures that trains obey any restrictions imposed by signals when influence points are set. This way, it is not possible to pass
signals at danger or to bypass speed restrictions.
<!--l. 597--><p class="noindent" >It is possible to overrun red signals, if a route is cancelled while a train is approaching. Real interlocking systems use a mechanism called
Approach locking for this, however, as of now, there&#8217;s no similar system in this mod. If a red signal is overrun, the train brakes using
emergency brake (&#8220;BB&#8221;) and can not be moved any further. You should then examine the situation and drive the train backwards out of
the section.
<!--l. 605--><p class="noindent" >
<a 
 id="x1-54r2"></a>
      <!--l. 605--><p class="noindent" ><span 
class="ecsx-1200">4.2</span>   <span 
class="ecsx-1200">Simple</span>
      <span 
class="ecsx-1200">route</span>
      <span 
class="ecsx-1200">setting</span>
      <span 
class="ecsx-1200">and</span>
      <span 
class="ecsx-1200">cancelling</span>
<a 
 id="Q1-1-0"></a>
<!--l. 607--><p class="noindent" >To set a route, simply right-click the signal, select a route and click &#8220;set route&#8221;. If there are no conflicts, the signal turns green and the
train is allowed to proceed.
<!--l. 611--><p class="noindent" >It may be possible that the route can not be set, because one or more other routes conflict with the current one, or a section is blocked. In
this case, the signal stays red, and the conflicting item is shown in the formspec. As soon as the conflict is resolved (by cancellation
or release of the conflicting route, or the section becoming free), the requested route will be set and the signal turns
green.
<!--l. 618--><p class="noindent" >If a route is either requested or set, it can be cancelled from the signalling formspec. This means that all turnouts and sections are
released, and the signal reverts back to red. This of course only works when the train has not passed the signal yet. There is no
mechanism for Approach Locking.
<!--l. 624--><p class="noindent" >
<a 
 id="x1-55r3"></a>
      <!--l. 624--><p class="noindent" ><span 
class="ecsx-1200">4.3</span>   <span 
class="ecsx-1200">Automatic</span>
      <span 
class="ecsx-1200">Working</span>
<a 
 id="Q1-1-0"></a>
<!--l. 626--><p class="noindent" >Block signals on main running lines usually only have a single route to set, the one proceeding along the main line. Their purpose is only
to show whether there are trains in the next section. So, it would be convenient if this only route would set itself again after a train
passed.
<!--l. 632--><p class="noindent" >This is what Automatic Working is for. Set a route, click &#8220;Enable Automatic Working&#8221;, and as soon as a train passes, the route is
automatically re-set.
<!--l. 636--><p class="noindent" >This function is nearly identical to SimSig automatic signals. It can also be useful on a line with high traffic, when there&#8217;s a
low-frequented access to a siding. You&#8217;d enable automatic working for the main route and cancel it only when you need a train to go into
the siding.
<!--l. 641--><p class="noindent" >
<a 
 id="x1-56r4"></a>
      <!--l. 641--><p class="noindent" ><span 
class="ecsx-1200">4.4</span>   <span 
class="ecsx-1200">Automatic</span>
      <span 
class="ecsx-1200">Route</span>
      <span 
class="ecsx-1200">Setting</span>
      <span 
class="ecsx-1200">(ARS)</span>
<a 
 id="Q1-1-0"></a>
<!--l. 643--><p class="noindent" >As interlocking systems evolved, the goal always was to offload work from the human to the system, automating things. Modern
interlocking systems can automatically set routes based on a pre-programmed routing table for each particular train. Since one
outstanding feature of Advtrains is it&#8217;s high degree of automation, it has a similar system to automatically set routes for a train
depending on certain parameters.
<!--l. 650--><p class="noindent" >Every train in Advtrains has 2 internal properties that can be set through the Onboard Computer of every engine in the train, the &#8220;Line&#8221;
and the &#8220;Routing Code&#8221;
     <ul class="itemize1">
     <li class="itemize">The &#8220;Line&#8221; property is supposed to distinguish trains of multiple lines that share a track.
     </li>
     <li class="itemize">The &#8220;Routing Code&#8221; property is supposed to tell the target of a train or which route it should take to reach the target</li></ul>
<!--l. 659--><p class="noindent" >Examples:
<!--l. 661--><p class="noindent" ><img 
src="11_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex1.png" alt="PIC"  
>
<!--l. 663--><p class="noindent" >Both lines share the section between Blackbirdshire and Parktown. To divert them again, they can save their line number in the &#8220;Line&#8221;
field.
<!--l. 667--><p class="noindent" ><img 
src="12_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_arslin_ex2.png" alt="PIC"  
>
<!--l. 669--><p class="noindent" >Some trains should go to B, some to C, the direction can be set with a routing code.
<!--l. 672--><p class="noindent" >One single routing code should not contain spaces. You can set multiple routing codes by just separating them with spaces in the
Routing Code field. So, &#8220;Stn Ori&#8221; would be matched by ARS rules either containing &#8220;Stn&#8221; or &#8220;Ori&#8221;. This does not work for
lines.
<!--l. 677--><p class="noindent" >
<a 
 id="x1-57r1"></a>
      <!--l. 677--><p class="noindent" ><span 
class="ecsx-1000">4.4.1</span>   <span 
class="ecsx-1000">Writing</span>
      <span 
class="ecsx-1000">ARS</span>
      <span 
class="ecsx-1000">Rules</span>
<a 
 id="Q1-1-0"></a>
<!--l. 679--><p class="noindent" >Every route of every signal can be given a set of ARS rules. A single ARS rule can either match a line or a routing code (combinations,
e.g. and&#8217;s, are not yet supported). The first rule in the first route that matches any of the properties of the train is selected, and that
route is set for the train.
<!--l. 685--><p class="noindent" ><img 
src="13_home_moritz_Home_Projekte_Minetest_minetest_mods_advtrains_assets_lyx_img_ars_ex1.png" alt="PIC"  
>
<!--l. 687--><p class="noindent" >You can add an asterisk (&#8220;*&#8221;) to the ARS rules of one route. That route then becomes the default route.
<!--l. 690--><p class="noindent" >If no explicit ARS rule matches the train, then the default route is chosen and set. If there is no default route, nothing happens and the
signal remains red.
<!--l. 694--><p class="noindent" >
<a 
 id="x1-58r2"></a>
      <!--l. 694--><p class="noindent" ><span 
class="ecsx-1000">4.4.2</span>   <span 
class="ecsx-1000">Using</span>
      <span 
class="ecsx-1000">ARS</span>
<a 
 id="Q1-1-0"></a>
<!--l. 696--><p class="noindent" >In contrast to Automatic working, where the route is re-set immediately after the train passed, ARS sets the route only when the train
approaches the signal, e.g. is just about to start braking in front of it.
<!--l. 700--><p class="noindent" >At any place where one of the following things take place, you should use the ARS system in favor of Automatic Working:
     <ul class="itemize1">
     <li class="itemize">A main line diverts into 2 or more lines: Using ARS, you can direct the trains along the line where they should go
     </li>
     <li class="itemize">Two or more main lines join into one: You cannot use automatic working here, because all routes are tried to be set at the
     same time and it is a matter of luck which one &#8220;wins&#8221;. In a bad situation, you have a train coming from A, but it cannot
     proceed because Signal B has won the &#8220;route race&#8221; into the shared section, even if there&#8217;s no train coming from B. Using
     ARS, by just specifying the &#8220;default route&#8221; by a *, the inward route is only set when a train approaches.
     </li>
     <li class="itemize">Complex intersections, which are probably a combination of the above two
     </li>
     <li class="itemize">sometimes-used branching tracks on which only certain trains (with certain routing code or line) should head off, like the
     entrance to a factory where only one specific goods train should drive in.</li></ul>
<!--l. 718--><p class="noindent" >In the route overview, you can see some information on the ARS settings: All routes that have ARS rules are highlighted red, the &#8220;default
route&#8221; is highlighted green.
<!--l. 722--><p class="noindent" >ARS does not affect signals which already have a route set, and signals which are operating under &#8220;Automatic Working&#8221;.
<!--l. 725--><p class="noindent" >
<a 
 id="x1-59r5"></a>
    <!--l. 725--><p class="noindent" ><span 
class="ecsx-1200">5</span>   <span 
class="ecsx-1200">Final</span>
    <span 
class="ecsx-1200">notes</span>
<a 
 id="Q1-1-0"></a>
<!--l. 727--><p class="noindent" >The interlocking system is mainly finished, though there are still some plans and ideas. They include:
     <ul class="itemize1">
     <li class="itemize">Signalbox panels, as revival of itrainmap
     </li>
     <li class="itemize">Distant signals
     </li>
     <li class="itemize">On-Train head-up display for oncoming signals (they have something like this in Czech Republic, I forgot how it&#8217;s called.)</li></ul>
<!--l. 735--><p class="noindent" >Apart from this, there&#8217;s the large oncoming project of a new timetable-based train automation system, but this will take some time to
evolve and is out of the scope of this document.
<!--l. 739--><p class="noindent" >If you have any suggestions, corrections, improvements, criticism or cute kittens and stuff, you can always contact me by various means
(Forum PM, E-Mail (orwell@bleipb.de), Linuxworks server chat a.s.o.). Have fun!
<!--l. 744--><p class="noindent" >- orwell  
</body></html> 



/dlg_config_world.lua msgid "World:" msgstr "" #: builtin/mainmenu/dlg_config_world.lua msgid "enabled" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "A world named \"$1\" already exists" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "Create" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "Download a subgame, such as minetest_game, from minetest.net" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "Download one from minetest.net" msgstr "" #: builtin/mainmenu/dlg_create_world.lua src/settings_translation_file.cpp msgid "Game" msgstr "" #: builtin/mainmenu/dlg_create_world.lua src/settings_translation_file.cpp msgid "Mapgen" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "No worldname given or no game selected" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "Seed" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "Warning: The minimal development test is meant for developers." msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "World name" msgstr "" #: builtin/mainmenu/dlg_create_world.lua msgid "You have no subgames installed." msgstr "" #: builtin/mainmenu/dlg_delete_mod.lua msgid "Are you sure you want to delete \"$1\"?" msgstr "" #: builtin/mainmenu/dlg_delete_mod.lua builtin/mainmenu/dlg_delete_world.lua #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_singleplayer.lua #: src/keycode.cpp msgid "Delete" msgstr "" #: builtin/mainmenu/dlg_delete_mod.lua msgid "Modmgr: failed to delete \"$1\"" msgstr "" #: builtin/mainmenu/dlg_delete_mod.lua msgid "Modmgr: invalid modpath \"$1\"" msgstr "" #: builtin/mainmenu/dlg_delete_world.lua msgid "Delete World \"$1\"?" msgstr "" #: builtin/mainmenu/dlg_rename_modpack.lua src/keycode.cpp msgid "Accept" msgstr "" #: builtin/mainmenu/dlg_rename_modpack.lua msgid "Rename Modpack:" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "\"$1\" is not a valid flag." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "(No description of setting given)" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "< Back to Settings page" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Browse" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Disabled" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Edit" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Enabled" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Format is 3 numbers separated by commas and inside brackets." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "" "Format: <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, " "<octaves>, <persistence>" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Games" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua builtin/mainmenu/tab_mods.lua msgid "Mods" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Optionally the lacunarity can be appended with a leading comma." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Please enter a comma seperated list of flags." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Please enter a valid integer." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Please enter a valid number." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Possible values are: " msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Restore Default" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Select path" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "Show technical names" msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "The value must be greater than $1." msgstr "" #: builtin/mainmenu/dlg_settings_advanced.lua msgid "The value must be lower than $1." msgstr "" #: builtin/mainmenu/modmgr.lua msgid "" "\n" "Install Mod: unsupported filetype \"$1\" or broken archive" msgstr "" #: builtin/mainmenu/modmgr.lua msgid "Failed to install $1 to $2" msgstr "" #: builtin/mainmenu/modmgr.lua msgid "Install Mod: file: \"$1\"" msgstr "" #: builtin/mainmenu/modmgr.lua msgid "Install Mod: unable to find real modname for: $1" msgstr "" #: builtin/mainmenu/modmgr.lua msgid "Install Mod: unable to find suitable foldername for modpack $1" msgstr "" #: builtin/mainmenu/store.lua msgid "Close store" msgstr "" #: builtin/mainmenu/store.lua msgid "Downloading $1, please wait..." msgstr "" #: builtin/mainmenu/store.lua msgid "Install" msgstr "" #: builtin/mainmenu/store.lua msgid "Page $1 of $2" msgstr "" #: builtin/mainmenu/store.lua msgid "Rating" msgstr "" #: builtin/mainmenu/store.lua msgid "Search" msgstr "" #: builtin/mainmenu/store.lua msgid "Shortname:" msgstr "" #: builtin/mainmenu/store.lua msgid "Successfully installed:" msgstr "" #: builtin/mainmenu/store.lua msgid "Unsorted" msgstr "" #: builtin/mainmenu/store.lua msgid "re-Install" msgstr "" #: builtin/mainmenu/tab_credits.lua msgid "Active Contributors" msgstr "" #: builtin/mainmenu/tab_credits.lua msgid "Core Developers" msgstr "" #: builtin/mainmenu/tab_credits.lua msgid "Credits" msgstr "" #: builtin/mainmenu/tab_credits.lua msgid "Previous Contributors" msgstr "" #: builtin/mainmenu/tab_credits.lua msgid "Previous Core Developers" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "Installed Mods:" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "Mod information:" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "No mod description available" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "Rename" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "Select Mod File:" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "Uninstall selected mod" msgstr "" #: builtin/mainmenu/tab_mods.lua msgid "Uninstall selected modpack" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua msgid "Address / Port" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua src/settings_translation_file.cpp msgid "Client" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "Connect" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "Creative mode" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "Damage enabled" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "Del. Favorite" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "Favorite" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "Name / Password" msgstr "" #: builtin/mainmenu/tab_multiplayer.lua builtin/mainmenu/tab_simple_main.lua msgid "PvP enabled" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Bind Address" msgstr "" #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_singleplayer.lua msgid "Configure" msgstr "" #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_simple_main.lua #: builtin/mainmenu/tab_singleplayer.lua msgid "Creative Mode" msgstr "" #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_simple_main.lua #: builtin/mainmenu/tab_singleplayer.lua msgid "Enable Damage" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Name/Password" msgstr "" #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_singleplayer.lua msgid "New" msgstr "" #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_singleplayer.lua msgid "No world created or selected!" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Port" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Public" msgstr "" #: builtin/mainmenu/tab_server.lua builtin/mainmenu/tab_singleplayer.lua msgid "Select World:" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Server" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Server Port" msgstr "" #: builtin/mainmenu/tab_server.lua msgid "Start Game" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "2x" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "3D Clouds" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "4x" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "8x" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Advanced Settings" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Antialiasing:" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Are you sure to reset your singleplayer world?" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Bilinear Filter" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Bump Mapping" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Change keys" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Connected Glass" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Fancy Leaves" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Mipmap" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Mipmap + Aniso. Filter" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "No" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "No Filter" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "No Mipmap" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Node Highlighting" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Node Outlining" msgstr "" #: builtin/mainmenu/tab_settings.lua builtin/mainmenu/tab_texturepacks.lua msgid "None" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Normal Mapping" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Opaque Leaves" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Opaque Water" msgstr "" #: builtin/mainmenu/tab_settings.lua src/settings_translation_file.cpp msgid "Parallax Occlusion" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Particles" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Reset singleplayer world" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Settings" msgstr "" #: builtin/mainmenu/tab_settings.lua src/settings_translation_file.cpp msgid "Shaders" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Simple Leaves" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Smooth Lighting" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Texturing:" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "To enable shaders the OpenGL driver needs to be used." msgstr "" #: builtin/mainmenu/tab_settings.lua src/settings_translation_file.cpp msgid "Tone Mapping" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Touchthreshold (px)" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Trilinear Filter" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Waving Leaves" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Waving Plants" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Waving Water" msgstr "" #: builtin/mainmenu/tab_settings.lua msgid "Yes" msgstr "" #: builtin/mainmenu/tab_simple_main.lua msgid "Config mods" msgstr "" #: builtin/mainmenu/tab_simple_main.lua msgid "Main" msgstr "" #: builtin/mainmenu/tab_simple_main.lua msgid "Start Singleplayer" msgstr "" #: builtin/mainmenu/tab_singleplayer.lua src/keycode.cpp msgid "Play" msgstr "" #: builtin/mainmenu/tab_singleplayer.lua msgid "Singleplayer" msgstr "" #: builtin/mainmenu/tab_texturepacks.lua msgid "No information available" msgstr "" #: builtin/mainmenu/tab_texturepacks.lua msgid "Select texture pack:" msgstr "" #: builtin/mainmenu/tab_texturepacks.lua msgid "Texturepacks" msgstr "" #: src/client.cpp msgid "Connection timed out." msgstr "" #: src/client.cpp msgid "Done!" msgstr "" #: src/client.cpp msgid "Initializing nodes" msgstr "" #: src/client.cpp msgid "Initializing nodes..." msgstr "" #: src/client.cpp msgid "Loading textures..." msgstr "" #: src/client.cpp msgid "Rebuilding shaders..." msgstr "" #: src/client/clientlauncher.cpp msgid "Connection error (timed out?)" msgstr "" #: src/client/clientlauncher.cpp msgid "Could not find or load game \"" msgstr "" #: src/client/clientlauncher.cpp msgid "Invalid gamespec." msgstr "" #: src/client/clientlauncher.cpp msgid "Main Menu" msgstr "" #: src/client/clientlauncher.cpp msgid "No world selected and no address provided. Nothing to do." msgstr "" #: src/client/clientlauncher.cpp msgid "Player name too long." msgstr "" #: src/client/clientlauncher.cpp msgid "Provided world path doesn't exist: " msgstr "" #: src/fontengine.cpp msgid "needs_fallback_font" msgstr "" #: src/game.cpp msgid "" "\n" "Check debug.txt for details." msgstr "" #: src/game.cpp msgid "Change Keys" msgstr "" #: src/game.cpp msgid "Change Password" msgstr "" #: src/game.cpp msgid "Connecting to server..." msgstr "" #: src/game.cpp msgid "Continue" msgstr "" #: src/game.cpp msgid "Creating client..." msgstr "" #: src/game.cpp msgid "Creating server..." msgstr "" #: src/game.cpp msgid "" "Default Controls:\n" "- WASD: move\n" "- Space: jump/climb\n" "- Shift: sneak/go down\n" "- Q: drop item\n" "- I: inventory\n" "- Mouse: turn/look\n" "- Mouse left: dig/punch\n" "- Mouse right: place/use\n" "- Mouse wheel: select item\n" "- T: chat\n" msgstr "" #: src/game.cpp msgid "" "Default Controls:\n" "No menu visible:\n" "- single tap: button activate\n" "- double tap: place/use\n" "- slide finger: look around\n" "Menu/Inventory visible:\n" "- double tap (outside):\n" " -->close\n" "- touch stack, touch slot:\n" " --> move stack\n" "- touch&drag, tap 2nd finger\n" " --> place single item to slot\n" msgstr "" #: src/game.cpp msgid "Exit to Menu" msgstr "" #: src/game.cpp msgid "Exit to OS" msgstr "" #: src/game.cpp msgid "Item definitions..." msgstr "" #: src/game.cpp msgid "KiB/s" msgstr "" #: src/game.cpp msgid "Media..." msgstr "" #: src/game.cpp msgid "MiB/s" msgstr "" #: src/game.cpp msgid "Node definitions..." msgstr "" #: src/game.cpp msgid "Resolving address..." msgstr "" #: src/game.cpp msgid "Respawn" msgstr "" #: src/game.cpp msgid "Shutting down..." msgstr "" #: src/game.cpp msgid "Sound Volume" msgstr "" #: src/game.cpp msgid "You died." msgstr "" #: src/game.cpp src/guiFormSpecMenu.cpp msgid "ok" msgstr "" #: src/guiFormSpecMenu.cpp msgid "Enter " msgstr "" #: src/guiFormSpecMenu.cpp msgid "Proceed" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "\"Use\" = climb down" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Backward" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Chat" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Command" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Console" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Double tap \"jump\" to toggle fly" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Drop" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Forward" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Inventory" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Jump" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Key already in use" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Keybindings. (If this menu screws up, remove stuff from minetest.conf)" msgstr "" #: src/guiKeyChangeMenu.cpp src/keycode.cpp msgid "Left" msgstr "" #: src/guiKeyChangeMenu.cpp src/settings_translation_file.cpp msgid "Print stacks" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Range select" msgstr "" #: src/guiKeyChangeMenu.cpp src/keycode.cpp msgid "Right" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Sneak" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Toggle Cinematic" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Toggle fast" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Toggle fly" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Toggle noclip" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "Use" msgstr "" #: src/guiKeyChangeMenu.cpp src/keycode.cpp msgid "Zoom" msgstr "" #: src/guiKeyChangeMenu.cpp msgid "press key" msgstr "" #: src/guiPasswordChange.cpp msgid "Change" msgstr "" #: src/guiPasswordChange.cpp msgid "Confirm Password" msgstr "" #: src/guiPasswordChange.cpp msgid "New Password" msgstr "" #: src/guiPasswordChange.cpp msgid "Old Password" msgstr "" #: src/guiPasswordChange.cpp msgid "Passwords do not match!" msgstr "" #: src/guiVolumeChange.cpp msgid "Exit" msgstr "" #: src/guiVolumeChange.cpp msgid "Sound Volume: " msgstr "" #: src/keycode.cpp msgid "Apps" msgstr "" #: src/keycode.cpp msgid "Attn" msgstr "" #: src/keycode.cpp msgid "Back" msgstr "" #: src/keycode.cpp msgid "Capital" msgstr "" #: src/keycode.cpp msgid "Clear" msgstr "" #: src/keycode.cpp msgid "Comma" msgstr "" #: src/keycode.cpp msgid "Control" msgstr "" #: src/keycode.cpp msgid "Convert" msgstr "" #: src/keycode.cpp msgid "CrSel" msgstr "" #: src/keycode.cpp msgid "Down" msgstr "" #: src/keycode.cpp msgid "End" msgstr "" #: src/keycode.cpp msgid "Erase OEF" msgstr "" #: src/keycode.cpp msgid "Escape" msgstr "" #: src/keycode.cpp msgid "ExSel" msgstr "" #: src/keycode.cpp msgid "Execute" msgstr "" #: src/keycode.cpp msgid "Final" msgstr "" #: src/keycode.cpp msgid "Help" msgstr "" #: src/keycode.cpp msgid "Home" msgstr "" #: src/keycode.cpp msgid "Insert" msgstr "" #: src/keycode.cpp msgid "Junja" msgstr "" #: src/keycode.cpp msgid "Kana" msgstr "" #: src/keycode.cpp msgid "Kanji" msgstr "" #: src/keycode.cpp msgid "Left Button" msgstr "" #: src/keycode.cpp msgid "Left Control" msgstr "" #: src/keycode.cpp msgid "Left Menu" msgstr "" #: src/keycode.cpp msgid "Left Shift" msgstr "" #: src/keycode.cpp msgid "Left Windows" msgstr "" #: src/keycode.cpp msgid "Menu" msgstr "" #: src/keycode.cpp msgid "Middle Button" msgstr "" #: src/keycode.cpp msgid "Minus" msgstr "" #: src/keycode.cpp msgid "Mode Change" msgstr "" #: src/keycode.cpp msgid "Next" msgstr "" #: src/keycode.cpp msgid "Nonconvert" msgstr "" #: src/keycode.cpp msgid "Num Lock" msgstr "" #: src/keycode.cpp msgid "Numpad *" msgstr "" #: src/keycode.cpp msgid "Numpad +" msgstr "" #: src/keycode.cpp msgid "Numpad -" msgstr "" #: src/keycode.cpp msgid "Numpad /" msgstr "" #: src/keycode.cpp msgid "Numpad 0" msgstr "" #: src/keycode.cpp msgid "Numpad 1" msgstr "" #: src/keycode.cpp msgid "Numpad 2" msgstr "" #: src/keycode.cpp msgid "Numpad 3" msgstr "" #: src/keycode.cpp msgid "Numpad 4" msgstr "" #: src/keycode.cpp msgid "Numpad 5" msgstr "" #: src/keycode.cpp msgid "Numpad 6" msgstr "" #: src/keycode.cpp msgid "Numpad 7" msgstr "" #: src/keycode.cpp msgid "Numpad 8" msgstr "" #: src/keycode.cpp msgid "Numpad 9" msgstr "" #: src/keycode.cpp msgid "OEM Clear" msgstr "" #: src/keycode.cpp msgid "PA1" msgstr "" #: src/keycode.cpp msgid "Pause" msgstr "" #: src/keycode.cpp msgid "Period" msgstr "" #: src/keycode.cpp msgid "Plus" msgstr "" #: src/keycode.cpp msgid "Print" msgstr "" #: src/keycode.cpp msgid "Prior" msgstr "" #: src/keycode.cpp msgid "Return" msgstr "" #: src/keycode.cpp msgid "Right Button" msgstr "" #: src/keycode.cpp msgid "Right Control" msgstr "" #: src/keycode.cpp msgid "Right Menu" msgstr "" #: src/keycode.cpp msgid "Right Shift" msgstr "" #: src/keycode.cpp msgid "Right Windows" msgstr "" #: src/keycode.cpp msgid "Scroll Lock" msgstr "" #: src/keycode.cpp msgid "Select" msgstr "" #: src/keycode.cpp msgid "Shift" msgstr "" #: src/keycode.cpp msgid "Sleep" msgstr "" #: src/keycode.cpp msgid "Snapshot" msgstr "" #: src/keycode.cpp msgid "Space" msgstr "" #: src/keycode.cpp msgid "Tab" msgstr "" #: src/keycode.cpp msgid "Up" msgstr "" #: src/keycode.cpp msgid "X Button 1" msgstr "" #: src/keycode.cpp msgid "X Button 2" msgstr "" #: src/settings_translation_file.cpp msgid "" "(X,Y,Z) offset of fractal from world centre in units of 'scale'.\n" "Used to move a suitable spawn area of low land close to (0, 0).\n" "The default is suitable for mandelbrot sets, it needs to be edited for julia " "sets.\n" "Range roughly -2 to 2. Multiply by 'scale' for offset in nodes." msgstr "" #: src/settings_translation_file.cpp msgid "" "0 = parallax occlusion with slope information (faster).\n" "1 = relief mapping (slower, more accurate)." msgstr "" #: src/settings_translation_file.cpp msgid "3D clouds" msgstr "" #: src/settings_translation_file.cpp msgid "3D mode" msgstr "" #: src/settings_translation_file.cpp msgid "" "3D support.\n" "Currently supported:\n" "- none: no 3d output.\n" "- anaglyph: cyan/magenta color 3d.\n" "- interlaced: odd/even line based polarisation screen support.\n" "- topbottom: split screen top/bottom.\n" "- sidebyside: split screen side by side.\n" "- pageflip: quadbuffer based 3d." msgstr "" #: src/settings_translation_file.cpp msgid "" "A chosen map seed for a new map, leave empty for random.\n" "Will be overridden when creating a new world in the main menu." msgstr "" #: src/settings_translation_file.cpp msgid "A message to be displayed to all clients when the server crashes." msgstr "" #: src/settings_translation_file.cpp msgid "A message to be displayed to all clients when the server shuts down." msgstr "" #: src/settings_translation_file.cpp msgid "Absolute limit of emerge queues" msgstr "" #: src/settings_translation_file.cpp msgid "Acceleration in air" msgstr "" #: src/settings_translation_file.cpp msgid "Active Block Management interval" msgstr "" #: src/settings_translation_file.cpp msgid "Active Block Modifier interval" msgstr "" #: src/settings_translation_file.cpp msgid "Active Block Modifiers" msgstr "" #: src/settings_translation_file.cpp msgid "Active block range" msgstr "" #: src/settings_translation_file.cpp msgid "Active object send range" msgstr "" #: src/settings_translation_file.cpp msgid "" "Address to connect to.\n" "Leave this blank to start a local server.\n" "Note that the address field in the main menu overrides this setting." msgstr "" #: src/settings_translation_file.cpp msgid "" "Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k " "screens." msgstr "" #: src/settings_translation_file.cpp msgid "" "Adjust the gamma encoding for the light tables. Lower numbers are brighter.\n" "This setting is for the client only and is ignored by the server." msgstr "" #: src/settings_translation_file.cpp msgid "Advanced" msgstr "" #: src/settings_translation_file.cpp msgid "Altitude Chill" msgstr "" #: src/settings_translation_file.cpp msgid "Always fly and fast" msgstr "" #: src/settings_translation_file.cpp msgid "Ambient occlusion gamma" msgstr "" #: src/settings_translation_file.cpp msgid "Amplifies the valleys" msgstr "" #: src/settings_translation_file.cpp msgid "Anisotropic filtering" msgstr "" #: src/settings_translation_file.cpp msgid "Announce server" msgstr "" #: src/settings_translation_file.cpp msgid "" "Announce to this serverlist.\n" "If you want to announce your ipv6 address, use serverlist_url = v6.servers." "minetest.net." msgstr "" #: src/settings_translation_file.cpp msgid "Approximate (X,Y,Z) scale of fractal in nodes." msgstr "" #: src/settings_translation_file.cpp msgid "Ask to reconnect after crash" msgstr "" #: src/settings_translation_file.cpp msgid "Automaticaly report to the serverlist." msgstr "" #: src/settings_translation_file.cpp msgid "Autorun key" msgstr "" #: src/settings_translation_file.cpp msgid "Backward key" msgstr "" #: src/settings_translation_file.cpp msgid "Base terrain height" msgstr "" #: src/settings_translation_file.cpp msgid "Basic" msgstr "" #: src/settings_translation_file.cpp msgid "Basic Privileges" msgstr "" #: src/settings_translation_file.cpp msgid "Bilinear filtering" msgstr "" #: src/settings_translation_file.cpp msgid "Bind address" msgstr "" #: src/settings_translation_file.cpp msgid "Bits per pixel (aka color depth) in fullscreen mode." msgstr "" #: src/settings_translation_file.cpp msgid "Build inside player" msgstr "" #: src/settings_translation_file.cpp msgid "Builtin" msgstr "" #: src/settings_translation_file.cpp msgid "Bumpmapping" msgstr "" #: src/settings_translation_file.cpp msgid "Camera smoothing" msgstr "" #: src/settings_translation_file.cpp msgid "Camera smoothing in cinematic mode" msgstr "" #: src/settings_translation_file.cpp msgid "Camera update toggle key" msgstr "" #: src/settings_translation_file.cpp msgid "Cave noise #1" msgstr "" #: src/settings_translation_file.cpp msgid "Cave noise #2" msgstr "" #: src/settings_translation_file.cpp msgid "Cave width" msgstr "" #: src/settings_translation_file.cpp msgid "Caves and tunnels form at the intersection of the two noises" msgstr "" #: src/settings_translation_file.cpp msgid "Chat key" msgstr "" #: src/settings_translation_file.cpp msgid "Chat toggle key" msgstr "" #: src/settings_translation_file.cpp msgid "Chatcommands" msgstr "" #: src/settings_translation_file.cpp msgid "" "Choice of 18 fractals from 9 formulas.\n" "1 = 4D \"Roundy\" mandelbrot set.\n" "2 = 4D \"Roundy\" julia set.\n" "3 = 4D \"Squarry\" mandelbrot set.\n" "4 = 4D \"Squarry\" julia set.\n" "5 = 4D \"Mandy Cousin\" mandelbrot set.\n" "6 = 4D \"Mandy Cousin\" julia set.\n" "7 = 4D \"Variation\" mandelbrot set.\n" "8 = 4D \"Variation\" julia set.\n" "9 = 3D \"Mandelbrot/Mandelbar\" mandelbrot set.\n" "10 = 3D \"Mandelbrot/Mandelbar\" julia set.\n" "11 = 3D \"Christmas Tree\" mandelbrot set.\n" "12 = 3D \"Christmas Tree\" julia set.\n" "13 = 3D \"Mandelbulb\" mandelbrot set.\n" "14 = 3D \"Mandelbulb\" julia set.\n" "15 = 3D \"Cosine Mandelbulb\" mandelbrot set.\n" "16 = 3D \"Cosine Mandelbulb\" julia set.\n" "17 = 4D \"Mandelbulb\" mandelbrot set.\n" "18 = 4D \"Mandelbulb\" julia set." msgstr "" #: src/settings_translation_file.cpp msgid "Chunk size" msgstr "" #: src/settings_translation_file.cpp msgid "Cinematic mode" msgstr "" #: src/settings_translation_file.cpp msgid "Cinematic mode key" msgstr "" #: src/settings_translation_file.cpp msgid "Clean transparent textures" msgstr "" #: src/settings_translation_file.cpp msgid "Client and Server" msgstr "" #: src/settings_translation_file.cpp msgid "Climbing speed" msgstr "" #: src/settings_translation_file.cpp msgid "Cloud height" msgstr "" #: src/settings_translation_file.cpp msgid "Cloud radius" msgstr "" #: src/settings_translation_file.cpp msgid "Clouds" msgstr "" #: src/settings_translation_file.cpp msgid "Clouds are a client side effect." msgstr "" #: src/settings_translation_file.cpp msgid "Clouds in menu" msgstr "" #: src/settings_translation_file.cpp msgid "Colored fog" msgstr "" #: src/settings_translation_file.cpp msgid "" "Comma-separated list of mods that are allowed to access HTTP APIs, which\n" "allow them to upload and download data to/from the internet." msgstr "" #: src/settings_translation_file.cpp msgid "" "Comma-separated list of trusted mods that are allowed to access insecure\n" "functions even when mod security is on (via request_insecure_environment())." msgstr "" #: src/settings_translation_file.cpp msgid "Command key" msgstr "" #: src/settings_translation_file.cpp msgid "Connect glass" msgstr "" #: src/settings_translation_file.cpp msgid "Connect to external media server" msgstr "" #: src/settings_translation_file.cpp msgid "Connects glass if supported by node." msgstr "" #: src/settings_translation_file.cpp msgid "Console alpha" msgstr "" #: src/settings_translation_file.cpp msgid "Console color" msgstr "" #: src/settings_translation_file.cpp msgid "Console key" msgstr "" #: src/settings_translation_file.cpp msgid "Continuous forward" msgstr "" #: src/settings_translation_file.cpp msgid "Continuous forward movement (only used for testing)." msgstr "" #: src/settings_translation_file.cpp msgid "Controls" msgstr "" #: src/settings_translation_file.cpp msgid "" "Controls length of day/night cycle.\n" "Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays " "unchanged." msgstr "" #: src/settings_translation_file.cpp msgid "" "Controls size of deserts and beaches in Mapgen v6.\n" "When snowbiomes are enabled 'mgv6_freq_desert' is ignored." msgstr "" #: src/settings_translation_file.cpp msgid "Controls steepness/depth of lake depressions." msgstr "" #: src/settings_translation_file.cpp msgid "Controls steepness/height of hills." msgstr "" #: src/settings_translation_file.cpp msgid "Controls width of tunnels, a smaller value creates wider tunnels." msgstr "" #: src/settings_translation_file.cpp msgid "Crash message" msgstr "" #: src/settings_translation_file.cpp msgid "" "Creates unpredictable lava features in caves.\n" "These can make mining difficult. Zero disables them. (0-10)" msgstr "" #: src/settings_translation_file.cpp msgid "" "Creates unpredictable water features in caves.\n" "These can make mining difficult. Zero disables them. (0-10)" msgstr "" #: src/settings_translation_file.cpp msgid "Crosshair alpha" msgstr "" #: src/settings_translation_file.cpp msgid "Crosshair alpha (opaqueness, between 0 and 255)." msgstr "" #: src/settings_translation_file.cpp msgid "Crosshair color" msgstr "" #: src/settings_translation_file.cpp msgid "Crosshair color (R,G,B)." msgstr "" #: src/settings_translation_file.cpp msgid "Crouch speed" msgstr "" #: src/settings_translation_file.cpp msgid "DPI" msgstr "" #: src/settings_translation_file.cpp msgid "Damage" msgstr "" #: src/settings_translation_file.cpp msgid "Debug info toggle key" msgstr "" #: src/settings_translation_file.cpp msgid "Debug log level" msgstr "" #: src/settings_translation_file.cpp msgid "Dedicated server step" msgstr "" #: src/settings_translation_file.cpp msgid "Default acceleration" msgstr "" #: src/settings_translation_file.cpp msgid "Default game" msgstr "" #: src/settings_translation_file.cpp msgid "" "Default game when creating a new world.\n" "This will be overridden when creating a world from the main menu." msgstr "" #: src/settings_translation_file.cpp msgid "Default password" msgstr "" #: src/settings_translation_file.cpp msgid "Default privileges" msgstr "" #: src/settings_translation_file.cpp msgid "Default report format" msgstr "" #: src/settings_translation_file.cpp msgid "" "Default timeout for cURL, stated in milliseconds.\n" "Only has an effect if compiled with cURL." msgstr "" #: src/settings_translation_file.cpp msgid "" "Defines sampling step of texture.\n" "A higher value results in smoother normal maps." msgstr "" #: src/settings_translation_file.cpp msgid "Defines the maximal player transfer distance in blocks (0 = unlimited)." msgstr "" #: src/settings_translation_file.cpp msgid "Delay in sending blocks after building" msgstr "" #: src/settings_translation_file.cpp msgid "Delay showing tooltips, stated in milliseconds." msgstr "" #: src/settings_translation_file.cpp msgid "Deprecated Lua API handling" msgstr "" #: src/settings_translation_file.cpp msgid "Depth below which you'll find large caves." msgstr "" #: src/settings_translation_file.cpp msgid "Depth below which you'll find massive caves." msgstr "" #: src/settings_translation_file.cpp msgid "Descending speed" msgstr "" #: src/settings_translation_file.cpp msgid "" "Description of server, to be displayed when players join and in the " "serverlist." msgstr "" #: src/settings_translation_file.cpp msgid "Desynchronize block animation" msgstr "" #: src/settings_translation_file.cpp msgid "" "Determines terrain shape.\n" "The 3 numbers in brackets control the scale of the\n" "terrain, the 3 numbers should be identical." msgstr "" #: src/settings_translation_file.cpp msgid "Disable anticheat" msgstr "" #: src/settings_translation_file.cpp msgid "Disable escape sequences" msgstr "" #: src/settings_translation_file.cpp msgid "" "Disable escape sequences, e.g. chat coloring.\n" "Use this if you want to run a server with pre-0.4.14 clients and you want to " "disable\n" "the escape sequences generated by mods." msgstr "" #: src/settings_translation_file.cpp msgid "Disallow empty passwords" msgstr "" #: src/settings_translation_file.cpp msgid "Domain name of server, to be displayed in the serverlist." msgstr "" #: src/settings_translation_file.cpp msgid "Double tap jump for fly" msgstr "" #: src/settings_translation_file.cpp msgid "Double-tapping the jump key toggles fly mode." msgstr "" #: src/settings_translation_file.cpp msgid "Drop item key" msgstr "" #: src/settings_translation_file.cpp msgid "Dump the mapgen debug infos." msgstr "" #: src/settings_translation_file.cpp msgid "Enable Joysticks" msgstr "" #: src/settings_translation_file.cpp msgid "Enable VBO" msgstr "" #: src/settings_translation_file.cpp msgid "Enable mod security" msgstr "" #: src/settings_translation_file.cpp msgid "Enable players getting damage and dying." msgstr "" #: src/settings_translation_file.cpp msgid "Enable random user input (only used for testing)." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enable smooth lighting with simple ambient occlusion.\n" "Disable for speed or for different looks." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enable to disallow old clients from connecting.\n" "Older clients are compatible in the sense that they will not crash when " "connecting\n" "to new servers, but they may not support all new features that you are " "expecting." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enable usage of remote media server (if provided by server).\n" "Remote servers offer a significantly faster way to download media (e.g. " "textures)\n" "when connecting to the server." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enable/disable running an IPv6 server. An IPv6 server may be restricted\n" "to IPv6 clients, depending on system configuration.\n" "Ignored if bind_address is set." msgstr "" #: src/settings_translation_file.cpp msgid "Enables animation of inventory items." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enables bumpmapping for textures. Normalmaps need to be supplied by the " "texture pack\n" "or need to be auto-generated.\n" "Requires shaders to be enabled." msgstr "" #: src/settings_translation_file.cpp msgid "Enables caching of facedir rotated meshes." msgstr "" #: src/settings_translation_file.cpp msgid "Enables filmic tone mapping" msgstr "" #: src/settings_translation_file.cpp msgid "Enables minimap." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enables on the fly normalmap generation (Emboss effect).\n" "Requires bumpmapping to be enabled." msgstr "" #: src/settings_translation_file.cpp msgid "" "Enables parallax occlusion mapping.\n" "Requires shaders to be enabled." msgstr "" #: src/settings_translation_file.cpp msgid "Engine profiling data print interval" msgstr "" #: src/settings_translation_file.cpp msgid "Entity methods" msgstr "" #: src/settings_translation_file.cpp msgid "" "Experimental option, might cause visible spaces between blocks\n" "when set to higher number than 0." msgstr "" #: src/settings_translation_file.cpp msgid "FPS in pause menu" msgstr "" #: src/settings_translation_file.cpp msgid "FSAA" msgstr "" #: src/settings_translation_file.cpp msgid "Fall bobbing" msgstr "" #: src/settings_translation_file.cpp msgid "Fallback font" msgstr "" #: src/settings_translation_file.cpp msgid "Fallback font shadow" msgstr "" #: src/settings_translation_file.cpp msgid "Fallback font shadow alpha" msgstr "" #: src/settings_translation_file.cpp msgid "Fallback font size" msgstr "" #: src/settings_translation_file.cpp msgid "Fast key" msgstr "" #: src/settings_translation_file.cpp msgid "Fast mode acceleration" msgstr "" #: src/settings_translation_file.cpp msgid "Fast mode speed" msgstr "" #: src/settings_translation_file.cpp msgid "Fast movement" msgstr "" #: src/settings_translation_file.cpp msgid "" "Fast movement (via use key).\n" "This requires the \"fast\" privilege on the server." msgstr "" #: src/settings_translation_file.cpp msgid "Field of view" msgstr "" #: src/settings_translation_file.cpp msgid "Field of view for zoom" msgstr "" #: src/settings_translation_file.cpp msgid "Field of view in degrees." msgstr "" #: src/settings_translation_file.cpp msgid "" "Field of view while zooming in degrees.\n" "This requires the \"zoom\" privilege on the server." msgstr "" #: src/settings_translation_file.cpp msgid "" "File in client/serverlist/ that contains your favorite servers displayed in " "the Multiplayer Tab." msgstr "" #: src/settings_translation_file.cpp msgid "Filler Depth" msgstr "" #: src/settings_translation_file.cpp msgid "Filmic tone mapping" msgstr "" #: src/settings_translation_file.cpp msgid "" "Filtered textures can blend RGB values with fully-transparent neighbors,\n" "which PNG optimizers usually discard, sometimes resulting in a dark or\n" "light edge to transparent textures. Apply this filter to clean that up\n" "at texture load time." msgstr "" #: src/settings_translation_file.cpp msgid "Filtering" msgstr "" #: src/settings_translation_file.cpp msgid "Fixed map seed" msgstr "" #: src/settings_translation_file.cpp msgid "Fly key" msgstr "" #: src/settings_translation_file.cpp msgid "Flying" msgstr "" #: src/settings_translation_file.cpp msgid "Fog" msgstr "" #: src/settings_translation_file.cpp msgid "Fog toggle key" msgstr "" #: src/settings_translation_file.cpp msgid "Font path" msgstr "" #: src/settings_translation_file.cpp msgid "Font shadow" msgstr "" #: src/settings_translation_file.cpp msgid "Font shadow alpha" msgstr "" #: src/settings_translation_file.cpp msgid "Font shadow alpha (opaqueness, between 0 and 255)." msgstr "" #: src/settings_translation_file.cpp msgid "Font shadow offset, if 0 then shadow will not be drawn." msgstr "" #: src/settings_translation_file.cpp msgid "Font size" msgstr "" #: src/settings_translation_file.cpp msgid "Format of screenshots." msgstr "" #: src/settings_translation_file.cpp msgid "Forward key" msgstr "" #: src/settings_translation_file.cpp msgid "Freetype fonts" msgstr "" #: src/settings_translation_file.cpp msgid "" "From how far blocks are generated for clients, stated in mapblocks (16 " "nodes)." msgstr "" #: src/settings_translation_file.cpp msgid "" "From how far blocks are sent to clients, stated in mapblocks (16 nodes)." msgstr "" #: src/settings_translation_file.cpp msgid "" "From how far clients know about objects, stated in mapblocks (16 nodes)." msgstr "" #: src/settings_translation_file.cpp msgid "Full screen" msgstr "" #: src/settings_translation_file.cpp msgid "Full screen BPP" msgstr "" #: src/settings_translation_file.cpp msgid "Fullscreen mode." msgstr "" #: src/settings_translation_file.cpp msgid "GUI scaling" msgstr "" #: src/settings_translation_file.cpp msgid "GUI scaling filter" msgstr "" #: src/settings_translation_file.cpp msgid "GUI scaling filter txr2img" msgstr "" #: src/settings_translation_file.cpp msgid "Gamma" msgstr "" #: src/settings_translation_file.cpp msgid "General" msgstr "" #: src/settings_translation_file.cpp msgid "Generate normalmaps" msgstr "" #: src/settings_translation_file.cpp msgid "Global callbacks" msgstr "" #: src/settings_translation_file.cpp msgid "" "Global map generation attributes.\n" "In Mapgen v6 the 'decorations' flag controls all decorations except trees\n" "and junglegrass, in all other mapgens this flag controls all decorations.\n" "Flags that are not specified in the flag string are not modified from the " "default.\n" "Flags starting with 'no' are used to explicitly disable them." msgstr "" #: src/settings_translation_file.cpp msgid "Graphics" msgstr "" #: src/settings_translation_file.cpp msgid "Gravity" msgstr "" #: src/settings_translation_file.cpp msgid "HTTP Mods" msgstr "" #: src/settings_translation_file.cpp msgid "HUD toggle key" msgstr "" #: src/settings_translation_file.cpp msgid "" "Handling for deprecated lua api calls:\n" "- legacy: (try to) mimic old behaviour (default for release).\n" "- log: mimic and log backtrace of deprecated call (default for debug).\n" "- error: abort on usage of deprecated call (suggested for mod developers)." msgstr "" #: src/settings_translation_file.cpp msgid "" "Have the profiler instrument itself:\n" "* Instrument an empty function.\n" "This estimates the overhead, that instrumentation is adding (+1 function " "call).\n" "* Instrument the sampler being used to update the statistics." msgstr "" #: src/settings_translation_file.cpp msgid "Height component of the initial window size." msgstr "" #: src/settings_translation_file.cpp msgid "Height on which clouds are appearing." msgstr "" #: src/settings_translation_file.cpp msgid "High-precision FPU" msgstr "" #: src/settings_translation_file.cpp msgid "Homepage of server, to be displayed in the serverlist." msgstr "" #: src/settings_translation_file.cpp msgid "How deep to make rivers" msgstr "" #: src/settings_translation_file.cpp msgid "" "How large area of blocks are subject to the active block stuff, stated in " "mapblocks (16 nodes).\n" "In active blocks objects are loaded and ABMs run." msgstr "" #: src/settings_translation_file.cpp msgid "" "How much the server will wait before unloading unused mapblocks.\n" "Higher value is smoother, but will use more RAM." msgstr "" #: src/settings_translation_file.cpp msgid "How wide to make rivers" msgstr "" #: src/settings_translation_file.cpp msgid "IPv6" msgstr "" #: src/settings_translation_file.cpp msgid "IPv6 server" msgstr "" #: src/settings_translation_file.cpp msgid "IPv6 support." msgstr "" #: src/settings_translation_file.cpp msgid "" "If FPS would go higher than this, limit it by sleeping\n" "to not waste CPU power for no benefit." msgstr "" #: src/settings_translation_file.cpp msgid "" "If disabled \"use\" key is used to fly fast if both fly and fast mode are " "enabled." msgstr "" #: src/settings_translation_file.cpp msgid "" "If enabled together with fly mode, player is able to fly through solid " "nodes.\n" "This requires the \"noclip\" privilege on the server." msgstr "" #: src/settings_translation_file.cpp msgid "" "If enabled, \"use\" key instead of \"sneak\" key is used for climbing down " "and descending." msgstr "" #: src/settings_translation_file.cpp msgid "" "If enabled, actions are recorded for rollback.\n" "This option is only read when server starts." msgstr "" #: src/settings_translation_file.cpp msgid "If enabled, disable cheat prevention in multiplayer." msgstr "" #: src/settings_translation_file.cpp msgid "" "If enabled, invalid world data won't cause the server to shut down.\n" "Only enable this if you know what you are doing." msgstr "" #: src/settings_translation_file.cpp msgid "If enabled, new players cannot join with an empty password." msgstr "" #: src/settings_translation_file.cpp msgid "" "If enabled, you can place blocks at the position (feet + eye level) where " "you stand.\n" "This is helpful when working with nodeboxes in small areas." msgstr "" #: src/settings_translation_file.cpp msgid "If this is set, players will always (re)spawn at the given position." msgstr "" #: src/settings_translation_file.cpp msgid "Ignore world errors" msgstr "" #: src/settings_translation_file.cpp msgid "In-Game" msgstr "" #: src/settings_translation_file.cpp msgid "In-game chat console background alpha (opaqueness, between 0 and 255)." msgstr "" #: src/settings_translation_file.cpp msgid "In-game chat console background color (R,G,B)." msgstr "" #: src/settings_translation_file.cpp msgid "" "Instrument builtin.\n" "This is usually only needed by core/builtin contributors" msgstr "" #: src/settings_translation_file.cpp msgid "Instrument chatcommands on registration." msgstr "" #: src/settings_translation_file.cpp msgid "" "Instrument global callback functions on registration.\n" "(anything you pass to a minetest.register_*() function)" msgstr "" #: src/settings_translation_file.cpp msgid "" "Instrument the action function of Active Block Modifiers on registration." msgstr "" #: src/settings_translation_file.cpp msgid "" "Instrument the action function of Loading Block Modifiers on registration." msgstr "" #: src/settings_translation_file.cpp msgid "Instrument the methods of entities on registration." msgstr "" #: src/settings_translation_file.cpp msgid "Instrumentation" msgstr "" #: src/settings_translation_file.cpp msgid "Interval of saving important changes in the world, stated in seconds." msgstr "" #: src/settings_translation_file.cpp msgid "Interval of sending time of day to clients." msgstr "" #: src/settings_translation_file.cpp msgid "Inventory items animations" msgstr "" #: src/settings_translation_file.cpp msgid "Inventory key" msgstr "" #: src/settings_translation_file.cpp msgid "Invert mouse" msgstr "" #: src/settings_translation_file.cpp msgid "Invert vertical mouse movement." msgstr "" #: src/settings_translation_file.cpp msgid "Item entity TTL" msgstr "" #: src/settings_translation_file.cpp msgid "" "Iterations of the recursive function.\n" "Controls the amount of fine detail." msgstr "" #: src/settings_translation_file.cpp msgid "Joystick button repetition interval" msgstr "" #: src/settings_translation_file.cpp msgid "Joystick frustum sensitivity" msgstr "" #: src/settings_translation_file.cpp msgid "" "Julia set only: W component of hypercomplex constant determining julia " "shape.\n" "Has no effect on 3D fractals.\n" "Range roughly -2 to 2." msgstr "" #: src/settings_translation_file.cpp msgid "" "Julia set only: X component of hypercomplex constant determining julia " "shape.\n" "Range roughly -2 to 2." msgstr "" #: src/settings_translation_file.cpp msgid "" "Julia set only: Y component of hypercomplex constant determining julia " "shape.\n" "Range roughly -2 to 2." msgstr "" #: src/settings_translation_file.cpp msgid "" "Julia set only: Z component of hypercomplex constant determining julia " "shape.\n" "Range roughly -2 to 2." msgstr "" #: src/settings_translation_file.cpp msgid "Jump key" msgstr "" #: src/settings_translation_file.cpp msgid "Jumping speed" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for decreasing the viewing range.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for dropping the currently selected item.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for increasing the viewing range.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for jumping.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for moving fast in fast mode.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for moving the player backward.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for moving the player forward.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for moving the player left.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for moving the player right.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for opening the chat console.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for opening the chat window to type commands.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for opening the chat window.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for opening the inventory.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for printing debug stacks. Used for development.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for sneaking.\n" "Also used for climbing down and descending in water if aux1_descends is " "disabled.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for switching between first- and third-person camera.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for taking screenshots.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling autorun.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling cinematic mode.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling display of minimap.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling fast mode.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling flying.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling noclip mode.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling the camera update. Only used for development\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling the display of debug info.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling the display of the HUD.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling the display of the chat.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling the display of the fog.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling the display of the profiler. Used for development.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "" "Key for toggling unlimited view range.\n" "See http://irrlicht.sourceforge.net/docu/namespaceirr." "html#a54da2a0e231901735e3da1b0edf72eb3" msgstr "" #: src/settings_translation_file.cpp msgid "Key use for climbing/descending" msgstr "" #: src/settings_translation_file.cpp msgid "Language" msgstr "" #: src/settings_translation_file.cpp msgid "Large cave depth" msgstr "" #: src/settings_translation_file.cpp msgid "Lava Features" msgstr "" #: src/settings_translation_file.cpp msgid "Leaves style" msgstr "" #: src/settings_translation_file.cpp msgid "" "Leaves style:\n" "- Fancy: all faces visible\n" "- Simple: only outer faces, if defined special_tiles are used\n" "- Opaque: disable transparency" msgstr "" #: src/settings_translation_file.cpp msgid "Left key" msgstr "" #: src/settings_translation_file.cpp msgid "" "Length of a server tick and the interval at which objects are generally " "updated over network." msgstr "" #: src/settings_translation_file.cpp msgid "Length of time between ABM execution cycles" msgstr "" #: src/settings_translation_file.cpp msgid "Length of time between NodeTimer execution cycles" msgstr "" #: src/settings_translation_file.cpp msgid "" "Level of logging to be written to debug.txt:\n" "- <nothing> (no logging)\n" "- none (messages with no level)\n" "- error\n" "- warning\n" "- action\n" "- info\n" "- verbose" msgstr "" #: src/settings_translation_file.cpp msgid "Limit of emerge queues on disk" msgstr "" #: src/settings_translation_file.cpp msgid "Limit of emerge queues to generate" msgstr "" #: src/settings_translation_file.cpp msgid "" "Limits number of parallel HTTP requests. Affects:\n" "- Media fetch if server uses remote_media setting.\n" "- Serverlist download and server announcement.\n" "- Downloads performed by main menu (e.g. mod manager).\n" "Only has an effect if compiled with cURL." msgstr "" #: src/settings_translation_file.cpp msgid "Liquid fluidity" msgstr "" #: src/settings_translation_file.cpp msgid "Liquid fluidity smoothing" msgstr "" #: src/settings_translation_file.cpp msgid "Liquid loop max" msgstr "" #: src/settings_translation_file.cpp msgid "Liquid queue purge time" msgstr "" #: src/settings_translation_file.cpp msgid "Liquid sink" msgstr "" #: src/settings_translation_file.cpp msgid "Liquid update interval in seconds." msgstr "" #: src/settings_translation_file.cpp msgid "Liquid update tick" msgstr "" #: src/settings_translation_file.cpp msgid "Load the game profiler" msgstr "" #: src/settings_translation_file.cpp msgid "" "Load the game profiler to collect game profiling data.\n" "Provides a /profiler command to access the compiled profile.\n" "Useful for mod developers and server operators." msgstr "" #: src/settings_translation_file.cpp msgid "Loading Block Modifiers" msgstr "" #: src/settings_translation_file.cpp msgid "Main menu game manager" msgstr "" #: src/settings_translation_file.cpp msgid "Main menu mod manager" msgstr "" #: src/settings_translation_file.cpp msgid "Main menu script" msgstr "" #: src/settings_translation_file.cpp msgid "" "Make fog and sky colors depend on daytime (dawn/sunset) and view direction." msgstr "" #: src/settings_translation_file.cpp msgid "Makes DirectX work with LuaJIT. Disable if it causes troubles." msgstr "" #: src/settings_translation_file.cpp msgid "Map directory" msgstr "" #: src/settings_translation_file.cpp msgid "" "Map generation attributes specific to Mapgen Valleys.\n" "'altitude_chill' makes higher elevations colder, which may cause biome " "issues.\n" "'humid_rivers' modifies the humidity around rivers and in areas where water " "would tend to pool,\n" "it may interfere with delicately adjusted biomes.\n" "Flags that are not specified in the flag string are not modified from the " "default.\n" "Flags starting with 'no' are used to explicitly disable them." msgstr "" #: src/settings_translation_file.cpp msgid "" "Map generation attributes specific to Mapgen flat.\n" "Occasional lakes and hills can be added to the flat world.\n" "Flags that are not specified in the flag string are not modified from the " "default.\n" "Flags starting with 'no' are used to explicitly disable them." msgstr "" #: src/settings_translation_file.cpp msgid "" "Map generation attributes specific to Mapgen v6.\n" "When snowbiomes are enabled jungles are automatically enabled, the 'jungles' " "flag is ignored.\n" "Flags that are not specified in the flag string are not modified from the " "default.\n" "Flags starting with 'no' are used to explicitly disable them." msgstr "" #: src/settings_translation_file.cpp msgid "" "Map generation attributes specific to Mapgen v7.\n" "The 'ridges' flag controls the rivers.\n" "Flags that are not specified in the flag string are not modified from the " "default.\n" "Flags starting with 'no' are used to explicitly disable them." msgstr "" #: src/settings_translation_file.cpp msgid "Map generation limit" msgstr "" #: src/settings_translation_file.cpp msgid "Map save interval" msgstr "" #: src/settings_translation_file.cpp msgid "Mapblock limit" msgstr "" #: src/settings_translation_file.cpp msgid "Mapblock unload timeout" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen Valleys" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen biome heat noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen biome humidity blend noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen biome humidity noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen debug" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flags" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat cave width" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat cave1 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat cave2 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat filler depth noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat flags" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat ground level" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat hill steepness" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat hill threshold" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat lake steepness" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat lake threshold" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat large cave depth" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen flat terrain noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal cave width" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal cave1 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal cave2 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal filler depth noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal fractal" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal iterations" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal julia w" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal julia x" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal julia y" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal julia z" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal offset" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal scale" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal seabed noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen fractal slice w" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen heat blend noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen name" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5 cave width" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5 cave1 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5 cave2 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5 factor noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5 filler depth noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v5 height noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 apple trees noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 beach frequency" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 beach noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 biome noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 cave noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 desert frequency" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 flags" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 height select noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 humidity noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 mud noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 steepness noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 terrain altitude noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 terrain base noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v6 trees noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v7" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v7 cave width" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v7 cave1 noise parameters" msgstr "" #: src/settings_translation_file.cpp msgid "Mapgen v7 cave2 noise parameters" msgstr ""