Merge branch 'Anuken:master' into balancing_burst-drill-optional-multiplier
This commit is contained in:
@@ -182,18 +182,16 @@ public class Annotations{
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|||||||
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/** A set of two booleans, one specifying server and one specifying client. */
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/** A set of two booleans, one specifying server and one specifying client. */
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public enum Loc{
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public enum Loc{
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||||||
/** Method can only be invoked on the client from the server. */
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/** Server only. */
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server(true, false),
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server(true, false),
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/** Method can only be invoked on the server from the client. */
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/** Client only. */
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client(false, true),
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client(false, true),
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/** Method can be invoked from anywhere */
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/** Both server and client. */
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both(true, true),
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both(true, true),
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/** Neither server nor client. */
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/** Neither server nor client. */
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none(false, false);
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none(false, false);
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/** If true, this method can be invoked ON clients FROM servers. */
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public final boolean isServer;
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public final boolean isServer;
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/** If true, this method can be invoked ON servers FROM clients. */
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public final boolean isClient;
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public final boolean isClient;
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Loc(boolean server, boolean client){
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Loc(boolean server, boolean client){
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@@ -222,16 +220,16 @@ public class Annotations{
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|||||||
@Target(ElementType.METHOD)
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@Target(ElementType.METHOD)
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||||||
@Retention(RetentionPolicy.SOURCE)
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@Retention(RetentionPolicy.SOURCE)
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public @interface Remote{
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public @interface Remote{
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/** Specifies the locations from which this method can be invoked. */
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/** Specifies the locations from which this method can cause remote invocations (This -> Remote) [Default: Server -> Client]. */
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Loc targets() default Loc.server;
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Loc targets() default Loc.server;
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/** Specifies which methods are generated. Only affects server-to-client methods. */
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/** Specifies which methods are generated. Only affects server-to-client methods (Server -> Client(s)) [Default: Server -> Client & Server -> All Clients]. */
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Variant variants() default Variant.all;
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Variant variants() default Variant.all;
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/** The local locations where this method is called locally, when invoked. */
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/** The locations where this method is called locally, when invoked locally (This -> This) [Default: No local invocations]. */
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Loc called() default Loc.none;
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Loc called() default Loc.none;
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/** Whether to forward this packet to all other clients upon receival. Client only. */
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/** Whether the server should forward this packet to all other clients upon receival from a client (Client -> Server -> Other Clients). [Default: Don't Forward Client Invocations] */
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boolean forward() default false;
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boolean forward() default false;
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/**
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/**
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@@ -309,7 +309,7 @@ project(":core"){
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task assetsJar(type: Jar, dependsOn: ":tools:pack"){
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task assetsJar(type: Jar, dependsOn: ":tools:pack"){
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archiveClassifier = 'assets'
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archiveClassifier = 'assets'
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from files("assets"){
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from files("assets"){
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exclude "config", "cache", "music", "sounds"
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exclude "config", "cache", "music", "sounds", "sprites/fallback"
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}
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}
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}
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}
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After Width: | Height: | Size: 187 B |
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After Width: | Height: | Size: 1.2 KiB |
BIN
core/assets-raw/sprites/blocks/campaign/advanced-launch-pad.png
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BIN
core/assets-raw/sprites/blocks/campaign/advanced-launch-pad.png
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Binary file not shown.
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After Width: | Height: | Size: 2.7 KiB |
BIN
core/assets-raw/sprites/blocks/campaign/landing-pad.png
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BIN
core/assets-raw/sprites/blocks/campaign/landing-pad.png
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Binary file not shown.
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After Width: | Height: | Size: 2.8 KiB |
BIN
core/assets-raw/sprites/effects/select-arrow-small.png
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BIN
core/assets-raw/sprites/effects/select-arrow-small.png
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After Width: | Height: | Size: 193 B |
2
core/assets/baseparts/a single large power node.msch
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2
core/assets/baseparts/a single large power node.msch
Normal file
@@ -0,0 +1,2 @@
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mschxœËA
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€ Fá_‹Ú´m7ðDÑÂraRÑ ë—¾õ÷ ¡ŒÑÞŒÍR
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2
core/assets/baseparts/a single surge tower.msch
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2
core/assets/baseparts/a single surge tower.msch
Normal file
@@ -0,0 +1,2 @@
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mschxœ%ÊA
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||||||
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€ @Á§Em;€èDÑÂê#‚i¨Ñõ£šõ Ñ
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||||||
BIN
core/assets/baseparts/atraxBaseOne.msch
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BIN
core/assets/baseparts/atraxBaseOne.msch
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Binary file not shown.
4
core/assets/baseparts/battery node.msch
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4
core/assets/baseparts/battery node.msch
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@@ -0,0 +1,4 @@
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mschxœ-‹Ñ
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@0F<>
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)”GðžH.Æþ¤fÓ¬äíQúÎÕé|hMîÍ.4³IIâÝû`…ÚʹÄíH[ð@éÌ,îD<C3AE>“¢ýËÁ™¸
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Ý.‰Ãwû
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BIN
core/assets/baseparts/daggersBunker.msch
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BIN
core/assets/baseparts/daggersBunker.msch
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4
core/assets/baseparts/daggersBunkerFour.msch
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4
core/assets/baseparts/daggersBunkerFour.msch
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@@ -0,0 +1,4 @@
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mschxśMQË’Ó0śÄ/ŮΓĺqŕ’Ŕ7Žś(ލâHqĐÚZÇ‹"Ąd;a?…oŕ«ř¸pŰbMŹ”ĄHĘę‘Ô3ꞡm"ŠŤ<(zů^š¦3íî<C3AD>lvďdŰ*·{;š/€×T6ŞŻ]w:k<>(ŐňZéž–ź~}űţęŁrÇQŰĎ/(éĄ>YZ{ëşńPťĄÖ´jťMSÝČz°î޶˝ŐŇUGi”®µŠâĆZGëÎś”TSőŕ(E"ă
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|
éĘÝh{®Z9(µó)b4ÚJ\RĽ—ť¦ô <C3B4>Jëk×5Şţ×g$şJ}ś—AĹŃžq`l<>z·Ł©˝µôňrÖ×rŕ`sPő^š®–şj\;Ą}‚<>†®,ăü¤ŞŁł·Ę—.ű¦Ş<C2A6> ˛Ô†FW+tî
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|
>š‘˙E!J¤DsÂ_F–>śGWĚ™15¤‡ `ź#qÎ˙*
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@LCBQH=« ®C%`N~ňKś5ČZbň
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BIN
core/assets/baseparts/daggersBunkerThree.msch
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BIN
core/assets/baseparts/daggersBunkerThree.msch
Normal file
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BIN
core/assets/baseparts/daggersBunkerTwo.msch
Normal file
BIN
core/assets/baseparts/daggersBunkerTwo.msch
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BIN
core/assets/baseparts/diffGen.msch
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BIN
core/assets/baseparts/diffGen.msch
Normal file
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BIN
core/assets/baseparts/flareBaseOne.msch
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BIN
core/assets/baseparts/flareBaseOne.msch
Normal file
Binary file not shown.
BIN
core/assets/baseparts/glassCannons.msch
Normal file
BIN
core/assets/baseparts/glassCannons.msch
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Binary file not shown.
BIN
core/assets/baseparts/horizonBaseOne.msch
Normal file
BIN
core/assets/baseparts/horizonBaseOne.msch
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BIN
core/assets/baseparts/impact.msch
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BIN
core/assets/baseparts/impact.msch
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BIN
core/assets/baseparts/impactMultiOutput.msch
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BIN
core/assets/baseparts/impactMultiOutput.msch
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BIN
core/assets/baseparts/impactSmall.msch
Normal file
BIN
core/assets/baseparts/impactSmall.msch
Normal file
Binary file not shown.
BIN
core/assets/baseparts/pyraTurretsOne.msch
Normal file
BIN
core/assets/baseparts/pyraTurretsOne.msch
Normal file
Binary file not shown.
2
core/assets/baseparts/sixDaggers.msch
Normal file
2
core/assets/baseparts/sixDaggers.msch
Normal file
@@ -0,0 +1,2 @@
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|||||||
|
mschxś-PKNĂ0}ů§NˇBp€.Xâ-'`ɉ%báĆ&
|
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|
ríČqZzÎŔá8*3Ie93~óŢ›™`ŤM†Ü©˝ÁÝłrşwÝöEéíăöIuť h´Űб÷@iŐÎŘWożß?Ż&“őďkÔ“ł^i\wÁONËŐFNŘU4AšŻfŐNEBN¸˝UAĘ+)ëŞÖ;=őbđGR9Ż
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||||||
BIN
core/assets/baseparts/sixDaggersSmall.msch
Normal file
BIN
core/assets/baseparts/sixDaggersSmall.msch
Normal file
Binary file not shown.
2
core/assets/baseparts/sixDaggersSmallTwo.msch
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2
core/assets/baseparts/sixDaggersSmallTwo.msch
Normal file
@@ -0,0 +1,2 @@
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|||||||
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mschxś-P;RĂ0}ţĹŽ g\Qˇ†‚@IÁ%CˇXÂcF‘<˛ś<CB9B>ŁpÇ <09>°kedkßî{űŃb<C583>‹ą•;Ť›giŐ`űöEŞöˇ}’}Ż}űčvŁěB{ŹFé©óĂg¬ŚÜj3áâí÷űçîUűq6î}<7D>j¶ĆIĄ=.{ďf«Äĺ;ÄŐAí…ţ
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||||||
|
~‰ ™fßkÜ<>Ôe笚‡€r+鎨G&„uJŁŮ9ˇü`'ŁTTÄé ZmpíöÚ“hŻĹčݧŽm† wbrłď4
|
||||||
BIN
core/assets/baseparts/surgeTurretsOne.msch
Normal file
BIN
core/assets/baseparts/surgeTurretsOne.msch
Normal file
Binary file not shown.
BIN
core/assets/baseparts/thoriumReactorBaseOne.msch
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BIN
core/assets/baseparts/thoriumReactorBaseOne.msch
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BIN
core/assets/baseparts/thoriumReactorFort.msch
Normal file
BIN
core/assets/baseparts/thoriumReactorFort.msch
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@@ -729,14 +729,18 @@ loadout = Loadout
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|||||||
resources = Resources
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resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Banned Blocks
|
bannedblocks = Banned Blocks
|
||||||
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unbannedblocks = Unbanned Blocks
|
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objectives = Objectives
|
objectives = Objectives
|
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bannedunits = Banned Units
|
bannedunits = Banned Units
|
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unbannedunits = Unbanned Units
|
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bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
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bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
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addall = Add All
|
addall = Add All
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
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|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Amount must be a number between 0 and {0}.
|
configure.invalid = Amount must be a number between 0 and {0}.
|
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add = Add...
|
add = Add...
|
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guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -776,7 +780,9 @@ sectors.stored = Stored:
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sectors.resume = Resume
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sectors.resume = Resume
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sectors.launch = Launch
|
sectors.launch = Launch
|
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sectors.select = Select
|
sectors.select = Select
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|
sectors.launchselect = Select Launch Destination
|
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sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
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|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
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sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
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@@ -1043,6 +1049,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
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stat.reactive = Reacts
|
stat.reactive = Reacts
|
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stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1090,6 +1097,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
|
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
|
bar.nobatterypower = Insufficient Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1098,6 +1106,7 @@ bar.drillspeed = Drill Speed: {0}/s
|
|||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Efficiency: {0}%
|
bar.efficiency = Efficiency: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Batteries: {0}/{1}
|
||||||
bar.powerbalance = Power: {0}/s
|
bar.powerbalance = Power: {0}/s
|
||||||
bar.powerstored = Stored: {0}/{1}
|
bar.powerstored = Stored: {0}/{1}
|
||||||
bar.poweramount = Power: {0}
|
bar.poweramount = Power: {0}
|
||||||
@@ -1108,6 +1117,7 @@ bar.capacity = Capacity: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Liquid
|
bar.liquid = Liquid
|
||||||
bar.heat = Heat
|
bar.heat = Heat
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1132,6 +1142,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
bullet.frags = [stat]{0}x[lightgray] frag bullets:
|
||||||
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}x[lightgray] pierce
|
bullet.pierce = [stat]{0}x[lightgray] pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1158,6 +1169,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /sec
|
unit.persecond = /sec
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x speed
|
unit.timesspeed = x speed
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = items
|
unit.items = items
|
||||||
@@ -1234,11 +1246,13 @@ setting.mutemusic.name = Mute Music
|
|||||||
setting.sfxvol.name = SFX Volume
|
setting.sfxvol.name = SFX Volume
|
||||||
setting.mutesound.name = Mute Sound
|
setting.mutesound.name = Mute Sound
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Bridge Opacity
|
||||||
setting.playerchat.name = Display Player Bubble Chat
|
setting.playerchat.name = Display Player Bubble Chat
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1397,12 +1411,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Unit Health Multiplier
|
rules.unithealthmultiplier = Unit Health Multiplier
|
||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Build Cost Multiplier
|
rules.buildcostmultiplier = Build Cost Multiplier
|
||||||
@@ -1425,6 +1441,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1745,7 +1764,10 @@ block.spectre.name = Spectre
|
|||||||
block.meltdown.name = Meltdown
|
block.meltdown.name = Meltdown
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad [lightgray](Legacy)
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -2133,7 +2155,7 @@ block.door.description = A wall that can be opened and closed.
|
|||||||
block.door-large.description = A wall that can be opened and closed.
|
block.door-large.description = A wall that can be opened and closed.
|
||||||
block.mender.description = Periodically repairs blocks in its vicinity.\nOptionally uses silicon to boost range and efficiency.
|
block.mender.description = Periodically repairs blocks in its vicinity.\nOptionally uses silicon to boost range and efficiency.
|
||||||
block.mend-projector.description = Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency.
|
block.mend-projector.description = Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency.
|
||||||
block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency.
|
block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency. Does not stack.
|
||||||
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size.
|
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size.
|
||||||
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
||||||
block.conveyor.description = Transports items forward.
|
block.conveyor.description = Transports items forward.
|
||||||
@@ -2195,7 +2217,9 @@ block.vault.description = Stores a large amount of items of each type. Expands s
|
|||||||
block.container.description = Stores a small amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.
|
block.container.description = Stores a small amount of items of each type. Expands storage when placed next to a core. Contents can be retrieved with an unloader.
|
||||||
block.unloader.description = Unloads the selected item from nearby blocks.
|
block.unloader.description = Unloads the selected item from nearby blocks.
|
||||||
block.launch-pad.description = Launches batches of items to selected sectors.
|
block.launch-pad.description = Launches batches of items to selected sectors.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Fires alternating bullets at enemies.
|
block.duo.description = Fires alternating bullets at enemies.
|
||||||
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
@@ -2217,7 +2241,7 @@ block.parallax.description = Fires a tractor beam that pulls in air targets, dam
|
|||||||
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
||||||
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
||||||
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
||||||
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
|
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate. Does not stack.
|
||||||
block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
|
block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
|
||||||
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
|
block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
|
||||||
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
||||||
@@ -2396,6 +2420,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2644,3 +2669,30 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed color, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed color, used for line and quad markers with index zero being the first color.
|
||||||
|
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
@@ -706,14 +706,18 @@ loadout = Выгрузіць
|
|||||||
resources = Рэсурсы
|
resources = Рэсурсы
|
||||||
resources.max = Максімум Рэсурсаў
|
resources.max = Максімум Рэсурсаў
|
||||||
bannedblocks = Забароненыя блокі
|
bannedblocks = Забароненыя блокі
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Мэты
|
objectives = Мэты
|
||||||
bannedunits = Забароненыя Адзінкі
|
bannedunits = Забароненыя Адзінкі
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Забароненыя Адзінкі Ў Белым Спісе
|
bannedunits.whitelist = Забароненыя Адзінкі Ў Белым Спісе
|
||||||
bannedblocks.whitelist = Забароненыя Блокі Ў Белым Спісе
|
bannedblocks.whitelist = Забароненыя Блокі Ў Белым Спісе
|
||||||
addall = Дадаць всё
|
addall = Дадаць всё
|
||||||
launch.from = Запуск Ад: [accent]{0}
|
launch.from = Запуск Ад: [accent]{0}
|
||||||
launch.capacity = Ёмістасць Прадметаў Да Запуску: [accent]{0}
|
launch.capacity = Ёмістасць Прадметаў Да Запуску: [accent]{0}
|
||||||
launch.destination = Кропка Прызначэння: {0}
|
launch.destination = Кропка Прызначэння: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Колькасць павінна быць лікам паміж 0 і {0}.
|
configure.invalid = Колькасць павінна быць лікам паміж 0 і {0}.
|
||||||
add = Дадаць...
|
add = Дадаць...
|
||||||
guardian = Вартаўнік
|
guardian = Вартаўнік
|
||||||
@@ -752,7 +756,9 @@ sectors.stored = Захавана:
|
|||||||
sectors.resume = Працягнуць
|
sectors.resume = Працягнуць
|
||||||
sectors.launch = Запусціць
|
sectors.launch = Запусціць
|
||||||
sectors.select = Выбраць
|
sectors.select = Выбраць
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]нічога (sun)
|
sectors.nonelaunch = [lightgray]нічога (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Пераназваць Сектар
|
sectors.rename = Пераназваць Сектар
|
||||||
sectors.enemybase = [scarlet]Варожая База
|
sectors.enemybase = [scarlet]Варожая База
|
||||||
sectors.vulnerable = [scarlet]Уразлівы
|
sectors.vulnerable = [scarlet]Уразлівы
|
||||||
@@ -1012,6 +1018,7 @@ stat.buildspeedmultiplier = Множнік Хуткасці Будоўлі
|
|||||||
stat.reactive = Рэагуе
|
stat.reactive = Рэагуе
|
||||||
stat.immunities = Імунітэт
|
stat.immunities = Імунітэт
|
||||||
stat.healing = Аднаўленне
|
stat.healing = Аднаўленне
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Сіловое Поле
|
ability.forcefield = Сіловое Поле
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1058,6 +1065,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
bar.onlycoredeposit = Даступны Толькі Перанос Рэсурсаў У Ядро
|
||||||
|
|
||||||
bar.drilltierreq = Патрабуецца свідар лепей
|
bar.drilltierreq = Патрабуецца свідар лепей
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Не Хапае Рэсурсаў
|
bar.noresources = Не Хапае Рэсурсаў
|
||||||
bar.corereq = Патрабуецца Аснова Ядра
|
bar.corereq = Патрабуецца Аснова Ядра
|
||||||
bar.corefloor = Патрабуецца Тайлавая Зона Ядра
|
bar.corefloor = Патрабуецца Тайлавая Зона Ядра
|
||||||
@@ -1066,6 +1074,7 @@ bar.drillspeed = Хуткасць бурэння: {0}/с
|
|||||||
bar.pumpspeed = Хуткасць выкачванне: {0}/с
|
bar.pumpspeed = Хуткасць выкачванне: {0}/с
|
||||||
bar.efficiency = Эфектыўнасць: {0}%
|
bar.efficiency = Эфектыўнасць: {0}%
|
||||||
bar.boost = Моц Узлёту: +{0}%
|
bar.boost = Моц Узлёту: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Энергія: {0}/с
|
bar.powerbalance = Энергія: {0}/с
|
||||||
bar.powerstored = Назапашана: {0}/{1}
|
bar.powerstored = Назапашана: {0}/{1}
|
||||||
bar.poweramount = Энергія: {0}
|
bar.poweramount = Энергія: {0}
|
||||||
@@ -1076,6 +1085,7 @@ bar.capacity = Умяшчальнасць: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Вадкасці
|
bar.liquid = Вадкасці
|
||||||
bar.heat = Нагрэў
|
bar.heat = Нагрэў
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Нестабільнасць
|
bar.instability = Нестабільнасць
|
||||||
bar.heatamount = Нагрэў: {0}
|
bar.heatamount = Нагрэў: {0}
|
||||||
bar.heatpercent = Нагрэў: {0} ({1}%)
|
bar.heatpercent = Нагрэў: {0} ({1}%)
|
||||||
@@ -1100,6 +1110,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat] {0} [lightgray]аддачы
|
bullet.knockback = [stat] {0} [lightgray]аддачы
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1126,6 +1137,7 @@ unit.minutes = хв.
|
|||||||
unit.persecond = /сек
|
unit.persecond = /сек
|
||||||
unit.perminute = /хв
|
unit.perminute = /хв
|
||||||
unit.timesspeed = x хуткасць
|
unit.timesspeed = x хуткасць
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = моц шчыта
|
unit.shieldhealth = моц шчыта
|
||||||
unit.items = прадметаў
|
unit.items = прадметаў
|
||||||
@@ -1202,11 +1214,13 @@ setting.mutemusic.name = Заглушыць музыку
|
|||||||
setting.sfxvol.name = Гучнасць эфектаў
|
setting.sfxvol.name = Гучнасць эфектаў
|
||||||
setting.mutesound.name = Заглушыць гук
|
setting.mutesound.name = Заглушыць гук
|
||||||
setting.crashreport.name = Адпраўляць ананімныя справаздачы аб вылетах
|
setting.crashreport.name = Адпраўляць ананімныя справаздачы аб вылетах
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Аўтаматычнае стварэнне захаванняў
|
setting.savecreate.name = Аўтаматычнае стварэнне захаванняў
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Абмежаванне гульцоў
|
setting.playerlimit.name = Абмежаванне гульцоў
|
||||||
setting.chatopacity.name = Непразрыстасць чата
|
setting.chatopacity.name = Непразрыстасць чата
|
||||||
setting.lasersopacity.name = Непразрыстасць лазераў энергазабеспячэння
|
setting.lasersopacity.name = Непразрыстасць лазераў энергазабеспячэння
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Непразрыстасць мастоў
|
setting.bridgeopacity.name = Непразрыстасць мастоў
|
||||||
setting.playerchat.name = Адлюстроўваць аблокі чата над гульцамі
|
setting.playerchat.name = Адлюстроўваць аблокі чата над гульцамі
|
||||||
setting.showweather.name = Паказаць Анімацыю Надвор'я
|
setting.showweather.name = Паказаць Анімацыю Надвор'я
|
||||||
@@ -1362,12 +1376,14 @@ rules.unitcostmultiplier = Множыцель Кошту Адзінак
|
|||||||
rules.unithealthmultiplier = Множнік здароўя баяв. адз.
|
rules.unithealthmultiplier = Множнік здароўя баяв. адз.
|
||||||
rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
rules.unitdamagemultiplier = Множнік страт баяв. адз.
|
||||||
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
rules.unitcrashdamagemultiplier = Множнік Падрыўнога Пашкоджання Юніта
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
rules.solarmultiplier = Множнік Сонечнай Энергіі
|
||||||
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
rules.unitcapvariable = Ядра Спрыяюць Колькасці Юнітаў
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Асноўная Колькасць Юнітаў
|
rules.unitcap = Асноўная Колькасць Юнітаў
|
||||||
rules.limitarea = Абмежаваць Вобласць Мапы
|
rules.limitarea = Абмежаваць Вобласць Мапы
|
||||||
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
rules.enemycorebuildradius = Радыус абароны варожае. ядраў: [lightgray] (блок.)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Інтэрвал хваль: [lightgray](сек)
|
rules.wavespacing = Інтэрвал хваль: [lightgray](сек)
|
||||||
rules.initialwavespacing = Пачатковы Інтэрвал Хваль:[lightgray] (сек)
|
rules.initialwavespacing = Пачатковы Інтэрвал Хваль:[lightgray] (сек)
|
||||||
rules.buildcostmultiplier = Множнік выдаткаў на будаўніцтва
|
rules.buildcostmultiplier = Множнік выдаткаў на будаўніцтва
|
||||||
@@ -1390,6 +1406,9 @@ rules.title.planet = Планета
|
|||||||
rules.lighting = Асвятленне
|
rules.lighting = Асвятленне
|
||||||
rules.fog = Туман Вайны
|
rules.fog = Туман Вайны
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Агонь
|
rules.fire = Агонь
|
||||||
@@ -1706,6 +1725,8 @@ block.meltdown.name = Іспепяліцель
|
|||||||
block.foreshadow.name = Прадвесце
|
block.foreshadow.name = Прадвесце
|
||||||
block.container.name = Кантэйнер
|
block.container.name = Кантэйнер
|
||||||
block.launch-pad.name = Пускавая пляцоўка
|
block.launch-pad.name = Пускавая пляцоўка
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Завод наземных адзінак
|
block.ground-factory.name = Завод наземных адзінак
|
||||||
block.air-factory.name = Завод паветраных адзінак
|
block.air-factory.name = Завод паветраных адзінак
|
||||||
@@ -2144,7 +2165,9 @@ block.vault.description = Захоўвае вялікая колькасць п
|
|||||||
block.container.description = Захоўвае невялікая колькасць прадметаў кожнага тыпу. Блок разгрузчка можа быць выкарыстаны для здабывання прадметаў з кантэйнера.
|
block.container.description = Захоўвае невялікая колькасць прадметаў кожнага тыпу. Блок разгрузчка можа быць выкарыстаны для здабывання прадметаў з кантэйнера.
|
||||||
block.unloader.description = Выгружае прадметы з любога нетранспортного блока. Тып прадмета, які неабходна выгрузіць, можна змяніць націскам.
|
block.unloader.description = Выгружае прадметы з любога нетранспортного блока. Тып прадмета, які неабходна выгрузіць, можна змяніць націскам.
|
||||||
block.launch-pad.description = Запускае партыі прадметаў без неабходнасці запуску ядра.
|
block.launch-pad.description = Запускае партыі прадметаў без неабходнасці запуску ядра.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Маленькая, танная турэль. Карысная супраць наземных юнітаў.
|
block.duo.description = Маленькая, танная турэль. Карысная супраць наземных юнітаў.
|
||||||
block.scatter.description = Асноўная супрацьпаветраная турэль. Распыляе кавалкі свінцу або металалому на варожыя падраздзялення.
|
block.scatter.description = Асноўная супрацьпаветраная турэль. Распыляе кавалкі свінцу або металалому на варожыя падраздзялення.
|
||||||
block.scorch.description = Спальваеце любых наземных ворагаў побач з ім. Высокаэфектыўны на блізкай адлегласці.
|
block.scorch.description = Спальваеце любых наземных ворагаў побач з ім. Высокаэфектыўны на блізкай адлегласці.
|
||||||
@@ -2339,6 +2362,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2558,3 +2582,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -717,14 +717,18 @@ loadout = Càrrega inicial
|
|||||||
resources = Recursos
|
resources = Recursos
|
||||||
resources.max = Màx.
|
resources.max = Màx.
|
||||||
bannedblocks = Blocs no permesos
|
bannedblocks = Blocs no permesos
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectius
|
objectives = Objectius
|
||||||
bannedunits = Unitats no permeses
|
bannedunits = Unitats no permeses
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Unitats no permeses com a llista blanca
|
bannedunits.whitelist = Unitats no permeses com a llista blanca
|
||||||
bannedblocks.whitelist = Blocs no permesos com a llista blanca
|
bannedblocks.whitelist = Blocs no permesos com a llista blanca
|
||||||
addall = Afegeix-ho tot
|
addall = Afegeix-ho tot
|
||||||
launch.from = Llançant des de [accent]{0}.
|
launch.from = Llançant des de [accent]{0}.
|
||||||
launch.capacity = Capacitat de càrrega per llançament: [accent]{0}
|
launch.capacity = Capacitat de càrrega per llançament: [accent]{0}
|
||||||
launch.destination = Destinació: {0}
|
launch.destination = Destinació: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = La quantitat ha de ser un nombre entre 0 i {0}.
|
configure.invalid = La quantitat ha de ser un nombre entre 0 i {0}.
|
||||||
add = Afegeix
|
add = Afegeix
|
||||||
guardian = Guardià
|
guardian = Guardià
|
||||||
@@ -763,7 +767,9 @@ sectors.stored = Emmagatzemat:
|
|||||||
sectors.resume = Continua
|
sectors.resume = Continua
|
||||||
sectors.launch = Llança
|
sectors.launch = Llança
|
||||||
sectors.select = Selecciona
|
sectors.select = Selecciona
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]cap (sol)
|
sectors.nonelaunch = [lightgray]cap (sol)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Reanomena el sector
|
sectors.rename = Reanomena el sector
|
||||||
sectors.enemybase = [scarlet]Base enemiga
|
sectors.enemybase = [scarlet]Base enemiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1026,6 +1032,7 @@ stat.buildspeedmultiplier = Multiplicador de velocitat de construcció
|
|||||||
stat.reactive = Reacciona amb
|
stat.reactive = Reacciona amb
|
||||||
stat.immunities = Immunitats
|
stat.immunities = Immunitats
|
||||||
stat.healing = Reparador
|
stat.healing = Reparador
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Camp de força
|
ability.forcefield = Camp de força
|
||||||
ability.forcefield.description = Projecta un camp de força que absorbeix les bales.
|
ability.forcefield.description = Projecta un camp de força que absorbeix les bales.
|
||||||
@@ -1072,6 +1079,7 @@ ability.stat.buildtime = [stat]{0} seg[lightgray] de temps de construcció
|
|||||||
|
|
||||||
bar.onlycoredeposit = Només es permet depositar al nucli.
|
bar.onlycoredeposit = Només es permet depositar al nucli.
|
||||||
bar.drilltierreq = Cal una perforadora millor.
|
bar.drilltierreq = Cal una perforadora millor.
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Falten recursos.
|
bar.noresources = Falten recursos.
|
||||||
bar.corereq = Cal un nucli base.
|
bar.corereq = Cal un nucli base.
|
||||||
bar.corefloor = Cal col·locar-ho en una zona designada per a nuclis.
|
bar.corefloor = Cal col·locar-ho en una zona designada per a nuclis.
|
||||||
@@ -1080,6 +1088,7 @@ bar.drillspeed = Velocitat de perforació: {0}/s
|
|||||||
bar.pumpspeed = Velocitat de bombeig: {0}/s
|
bar.pumpspeed = Velocitat de bombeig: {0}/s
|
||||||
bar.efficiency = Eficiència: {0} %
|
bar.efficiency = Eficiència: {0} %
|
||||||
bar.boost = Potenciador: +{0} %
|
bar.boost = Potenciador: +{0} %
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Potència: {0}/s
|
bar.powerbalance = Potència: {0}/s
|
||||||
bar.powerstored = Emmagatzemat: {0}/{1}
|
bar.powerstored = Emmagatzemat: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
@@ -1090,6 +1099,7 @@ bar.capacity = Capacitat: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Líquid
|
bar.liquid = Líquid
|
||||||
bar.heat = Calor
|
bar.heat = Calor
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Inestabilitat
|
bar.instability = Inestabilitat
|
||||||
bar.heatamount = Calor: {0}
|
bar.heatamount = Calor: {0}
|
||||||
bar.heatpercent = Calor: {0} ({1} %)
|
bar.heatpercent = Calor: {0} ({1} %)
|
||||||
@@ -1114,6 +1124,7 @@ bullet.interval = [stat]Interval de bales de {0}/s[lightgray]:
|
|||||||
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
|
bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació:
|
||||||
bullet.lightning = [stat]{0}[lightgray]× llampec ~ [stat]{1}[lightgray] de dany
|
bullet.lightning = [stat]{0}[lightgray]× llampec ~ [stat]{1}[lightgray] de dany
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] de dany a les estructures
|
bullet.buildingdamage = [stat]{0}%[lightgray] de dany a les estructures
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] de bloqueig
|
bullet.knockback = [stat]{0}[lightgray] de bloqueig
|
||||||
bullet.pierce = [stat]{0}[lightgray]× de perforació
|
bullet.pierce = [stat]{0}[lightgray]× de perforació
|
||||||
bullet.infinitepierce = [stat]perforador
|
bullet.infinitepierce = [stat]perforador
|
||||||
@@ -1140,6 +1151,7 @@ unit.minutes = min
|
|||||||
unit.persecond = /s
|
unit.persecond = /s
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = × velocitat
|
unit.timesspeed = × velocitat
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = salut d’escut
|
unit.shieldhealth = salut d’escut
|
||||||
unit.items = elements
|
unit.items = elements
|
||||||
@@ -1216,11 +1228,13 @@ setting.mutemusic.name = Silencia la música
|
|||||||
setting.sfxvol.name = Volums dels efectes de so
|
setting.sfxvol.name = Volums dels efectes de so
|
||||||
setting.mutesound.name = Silencia el so
|
setting.mutesound.name = Silencia el so
|
||||||
setting.crashreport.name = Envia informes d’error anònims
|
setting.crashreport.name = Envia informes d’error anònims
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Desa automàticament la partida
|
setting.savecreate.name = Desa automàticament la partida
|
||||||
setting.steampublichost.name = Visibilitat de la partida pública
|
setting.steampublichost.name = Visibilitat de la partida pública
|
||||||
setting.playerlimit.name = Límit de jugadors
|
setting.playerlimit.name = Límit de jugadors
|
||||||
setting.chatopacity.name = Opacitat del xat
|
setting.chatopacity.name = Opacitat del xat
|
||||||
setting.lasersopacity.name = Opacitat dels làsers d’energia
|
setting.lasersopacity.name = Opacitat dels làsers d’energia
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Opacitat de cintes i canonades subterrànies
|
setting.bridgeopacity.name = Opacitat de cintes i canonades subterrànies
|
||||||
setting.playerchat.name = Mostra el xat bombolla de jugadors
|
setting.playerchat.name = Mostra el xat bombolla de jugadors
|
||||||
setting.showweather.name = Mostra l’estat meteorològic
|
setting.showweather.name = Mostra l’estat meteorològic
|
||||||
@@ -1376,12 +1390,14 @@ rules.unitcostmultiplier = Multiplicador del cost de les unitats
|
|||||||
rules.unithealthmultiplier = Multiplicador de la salut de les unitats
|
rules.unithealthmultiplier = Multiplicador de la salut de les unitats
|
||||||
rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
rules.unitdamagemultiplier = Multiplicador del dany de les unitats
|
||||||
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
rules.unitcrashdamagemultiplier = Multiplicador del dany de xoc de les unitats
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de l’energia solar
|
rules.solarmultiplier = Multiplicador de l’energia solar
|
||||||
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
rules.unitcapvariable = Els nuclis contribueixen al límit d’unitats
|
||||||
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
|
rules.unitpayloadsexplode = Els blocs carregats exploten juntament amb la unitat
|
||||||
rules.unitcap = Capacitat base d’unitats
|
rules.unitcap = Capacitat base d’unitats
|
||||||
rules.limitarea = Limita l’àrea del mapa
|
rules.limitarea = Limita l’àrea del mapa
|
||||||
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
rules.enemycorebuildradius = Radi de no construcció del nucli enemic:[lightgray] (caselles)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Interval entre onades:[lightgray] (s)
|
rules.wavespacing = Interval entre onades:[lightgray] (s)
|
||||||
rules.initialwavespacing = Retard de l’onada inicial:[lightgray] (s)
|
rules.initialwavespacing = Retard de l’onada inicial:[lightgray] (s)
|
||||||
rules.buildcostmultiplier = Multiplicador del cost de construcció
|
rules.buildcostmultiplier = Multiplicador del cost de construcció
|
||||||
@@ -1404,6 +1420,9 @@ rules.title.planet = Planeta
|
|||||||
rules.lighting = Il·luminació
|
rules.lighting = Il·luminació
|
||||||
rules.fog = Amaga el terreny inexplorat
|
rules.fog = Amaga el terreny inexplorat
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Foc
|
rules.fire = Foc
|
||||||
@@ -1724,6 +1743,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Contenidor
|
block.container.name = Contenidor
|
||||||
block.launch-pad.name = Plataforma de llançament
|
block.launch-pad.name = Plataforma de llançament
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fàbrica d’unitats terrestres
|
block.ground-factory.name = Fàbrica d’unitats terrestres
|
||||||
block.air-factory.name = Fàbrica d’unitats aèries
|
block.air-factory.name = Fàbrica d’unitats aèries
|
||||||
@@ -2166,7 +2187,9 @@ block.vault.description = Emmagatzema una quantitat gran d’elements de cada ti
|
|||||||
block.container.description = Emmagatzema una quantitat petita d’elements de cada tipus. Millora la capacitat d’emmagatzemament al sector si es situa al costat d’un nucli. Es poden recuperar els continguts amb un descarregador.
|
block.container.description = Emmagatzema una quantitat petita d’elements de cada tipus. Millora la capacitat d’emmagatzemament al sector si es situa al costat d’un nucli. Es poden recuperar els continguts amb un descarregador.
|
||||||
block.unloader.description = Descarrega els elements seleccionats dels blocs adjacents.
|
block.unloader.description = Descarrega els elements seleccionats dels blocs adjacents.
|
||||||
block.launch-pad.description = Llança lots d’elements al sector seleccionat.
|
block.launch-pad.description = Llança lots d’elements al sector seleccionat.
|
||||||
block.launch-pad.details = Sistema suborbital de transport de recursos punt a punt. Les càpsules de càrrega només sobreviuen una sola reentrada i no es poden reutilitzar.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Dispara munició als enemics.
|
block.duo.description = Dispara munició als enemics.
|
||||||
block.scatter.description = Dispara projectils antiaeris de plom, ferralla o metavidre a les aeronaus enemigues.
|
block.scatter.description = Dispara projectils antiaeris de plom, ferralla o metavidre a les aeronaus enemigues.
|
||||||
block.scorch.description = Crema els enemics terrestres que tingui a prop. La torreta és molt efectiva a distàncies curtes.
|
block.scorch.description = Crema els enemics terrestres que tingui a prop. La torreta és molt efectiva a distàncies curtes.
|
||||||
@@ -2363,6 +2386,7 @@ unit.emanate.description = Construeix estructures per defensar el nucli Acròpol
|
|||||||
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
lst.read = Llegeix un nombre des d’una cel·la de memòria connectada.
|
||||||
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
lst.write = Escriu un nombre en una cel·la de memòria connectada.
|
||||||
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
lst.print = Afegeix un text a la cua d’impressió.\nEl text no es mostrarà fins que s’apliqui «[accent]Print Flush[]».
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Reemplaça el següent marcador de posició a la cua d’impressió amb un valor.\nNo fa res si el patró del marcador no és vàlid.\nPatró del marcador: "{[accent]número 0-9[]}"\nExemple:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Reemplaça el següent marcador de posició a la cua d’impressió amb un valor.\nNo fa res si el patró del marcador no és vàlid.\nPatró del marcador: "{[accent]número 0-9[]}"\nExemple:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
lst.draw = Afegeix una instrucció de dibuix a la cua corresponent.\nEl resultat no es mostrarà fins que s’apliqui «[accent]Draw Flush[]».
|
||||||
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
lst.drawflush = Executa les operacions de la cua de dibuix al monitor lògic.
|
||||||
@@ -2601,3 +2625,29 @@ lenum.autoscale = Indica si cal escalar el marcador segons el nivell de zoom del
|
|||||||
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
|
lenum.posi = Posició indexada que es fa servir per a marcadors de línia i de rectangles on l’índex zero és la primera posició.
|
||||||
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
|
lenum.uvi = Posició de la textura que va de zero a u i que es fa servir per a marcadors de tipus rectangle.
|
||||||
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
|
lenum.colori = Posició indexada que es fa servir per a marcadors de línies i rectangles on l’índex zero és el primer color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Řadit podle hvězd
|
|||||||
schematic = Šablona
|
schematic = Šablona
|
||||||
schematic.add = Uložit šablonu...
|
schematic.add = Uložit šablonu...
|
||||||
schematics = Šablony
|
schematics = Šablony
|
||||||
schematic.search = Search schematics...
|
schematic.search = Vyhledat šablonu...
|
||||||
schematic.replace = Šablona s tímto názvem již existuje. Chceš ji nahradit?
|
schematic.replace = Šablona s tímto názvem již existuje. Chceš ji nahradit?
|
||||||
schematic.exists = Šablona s tímto názvem již existuje.
|
schematic.exists = Šablona s tímto názvem již existuje.
|
||||||
schematic.import = Importuji šablonu...
|
schematic.import = Importuji šablonu...
|
||||||
@@ -70,7 +70,7 @@ schematic.shareworkshop = Sdílet skrze Workshop na Steamu
|
|||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Převrátit šablonu
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Převrátit šablonu
|
||||||
schematic.saved = Šablona byla uložena.
|
schematic.saved = Šablona byla uložena.
|
||||||
schematic.delete.confirm = Šablona bude kompletně vyhlazena.
|
schematic.delete.confirm = Šablona bude kompletně vyhlazena.
|
||||||
schematic.edit = Edit Schematic
|
schematic.edit = Změnit šablonu
|
||||||
schematic.info = {0}x{1}, {2} bloků
|
schematic.info = {0}x{1}, {2} bloků
|
||||||
schematic.disabled = [scarlet]Šablony jsou zakázány[]\nNa této [accent]mapě[] nebo [accent]serveru[] nemůžeš používat šablony.
|
schematic.disabled = [scarlet]Šablony jsou zakázány[]\nNa této [accent]mapě[] nebo [accent]serveru[] nemůžeš používat šablony.
|
||||||
schematic.tags = Značky:
|
schematic.tags = Značky:
|
||||||
@@ -79,7 +79,7 @@ schematic.addtag = Přidat Značku
|
|||||||
schematic.texttag = Textová Značka
|
schematic.texttag = Textová Značka
|
||||||
schematic.icontag = Ikonová Značka
|
schematic.icontag = Ikonová Značka
|
||||||
schematic.renametag = Přejmenovat Značku
|
schematic.renametag = Přejmenovat Značku
|
||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} označené
|
||||||
schematic.tagdelconfirm = Smazat tuto značku?
|
schematic.tagdelconfirm = Smazat tuto značku?
|
||||||
schematic.tagexists = Tato značka již existuje.
|
schematic.tagexists = Tato značka již existuje.
|
||||||
|
|
||||||
@@ -152,8 +152,8 @@ mod.incompatiblemod = [red]Nekompatibilní
|
|||||||
mod.blacklisted = [red]Nepodporováno
|
mod.blacklisted = [red]Nepodporováno
|
||||||
mod.unmetdependencies = [red]Nesplněné Dependencies
|
mod.unmetdependencies = [red]Nesplněné Dependencies
|
||||||
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
mod.erroredcontent = [scarlet]V obsahu jsou chyby[]
|
||||||
mod.circulardependencies = [red]Kruhové Dependencies
|
mod.circulardependencies = [red]Kruhové závislosti
|
||||||
mod.incompletedependencies = [red]Nedokončené Dependencies
|
mod.incompletedependencies = [red]Nedokončené závislosti
|
||||||
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
mod.requiresversion.details = Vyžaduje verzi hry: [accent]{0}[]\nVaše hra je zastaralá. Tento mod vyžaduje novější verzi hry (možná beta/alfa verze) aby fungoval.
|
||||||
mod.outdatedv7.details = Tento mod není kompatibilní s nejnovější verzí hry. Autor ho musí aktualizovat a přidat [accent]minGameVersion: 136[] ho do [accent]mod.json[] složky.
|
mod.outdatedv7.details = Tento mod není kompatibilní s nejnovější verzí hry. Autor ho musí aktualizovat a přidat [accent]minGameVersion: 136[] ho do [accent]mod.json[] složky.
|
||||||
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
mod.blacklisted.details = Tento mod byl ručně zařazen na černou listinu, protože způsobuje pády nebo jiné problémy s touto verzí hry. Nepoužívejte jej.
|
||||||
@@ -161,7 +161,7 @@ mod.missingdependencies.details = Tomuto módu chybí závislosti: {0}
|
|||||||
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
mod.erroredcontent.details = Tato hra způsobovala chyby při načítání. Požádejte autora módu o jejich opravu.
|
||||||
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
mod.circulardependencies.details = Tento mod má závislosti, které na sobě navzájem závisí.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Vyžaduje verzi hry: [red]{0}
|
||||||
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
mod.errors = Při načítání obsahu hry se vyskytly problémy.
|
||||||
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
mod.noerrorplay = [scarlet]Máš modifikace s chybami.[] Buď zakaž dotčené modifikace, nebo oprav chyby před tím, než začneš hrát.
|
||||||
mod.nowdisabled = [scarlet]Modifikaci '{0}' chybí tyto závislosti: [accent]{1}\n[lightgray]Tyto modifikace je třeba nejprve stáhnout.\nTato modifikace bude nyní automaticky zakázána.
|
mod.nowdisabled = [scarlet]Modifikaci '{0}' chybí tyto závislosti: [accent]{1}\n[lightgray]Tyto modifikace je třeba nejprve stáhnout.\nTato modifikace bude nyní automaticky zakázána.
|
||||||
@@ -191,10 +191,11 @@ unlocked = Byl odemmknut nový blok!
|
|||||||
available = Je zpřístupněn nový výzkum!
|
available = Je zpřístupněn nový výzkum!
|
||||||
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
||||||
campaign.select = Vybrat Začínající Kampaň
|
campaign.select = Vybrat Začínající Kampaň
|
||||||
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
campaign.none = [lightgray]Vyberte planetu, na které chcete začít.\nToto lze kdykoli přepnout.
|
||||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
campaign.erekir = Novější, uhlazenější obsah. Většinou lineární průběh kampaně.\n\nVyšší kvalita map a celkový zážitek.
|
||||||
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
campaign.serpulo = Starší obsah; klasický zážitek. Více otevřených.\n\nPotenciálně nevyvážené mapy a mechanismy kampaní. Méně leštěné.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Dokončeno[]
|
completed = [accent]Dokončeno[]
|
||||||
techtree = Technologie
|
techtree = Technologie
|
||||||
techtree.select = Výběr Výzkumného Stromu
|
techtree.select = Výběr Výzkumného Stromu
|
||||||
@@ -257,7 +258,7 @@ trace = Vystopovat hráče
|
|||||||
trace.playername = Jméno hráče: [accent]{0}[]
|
trace.playername = Jméno hráče: [accent]{0}[]
|
||||||
trace.ip = Adresa IP: [accent]{0}[]
|
trace.ip = Adresa IP: [accent]{0}[]
|
||||||
trace.id = Unikátní ID: [accent]{0}[]
|
trace.id = Unikátní ID: [accent]{0}[]
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Jazyk: [accent]{0}
|
||||||
trace.mobile = Mobilní klient hry: [accent]{0}[]
|
trace.mobile = Mobilní klient hry: [accent]{0}[]
|
||||||
trace.modclient = Upravený klient hry: [accent]{0}[]
|
trace.modclient = Upravený klient hry: [accent]{0}[]
|
||||||
trace.times.joined = Krát Připojen: [accent]{0}
|
trace.times.joined = Krát Připojen: [accent]{0}
|
||||||
@@ -287,7 +288,7 @@ confirmunban = Jsi si jistý, že chceš zrušit zákaz pro tohoto hráče?
|
|||||||
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
|
confirmadmin = Jsi si jistý, že chceš hráče "{0}[white]" povýšit na správce?[]
|
||||||
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
|
confirmunadmin = Jsi si jistý, že chceš odebrat hráči "{0}[white]" roli správce?[]
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = Vote-Kick Reason
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = Jste si jisti, že chcete hlasovat? "{0}[white]"?\nPokud ano, uveďte důvod:
|
||||||
joingame.title = Připojit se ke hře
|
joingame.title = Připojit se ke hře
|
||||||
joingame.ip = Adresa IP:
|
joingame.ip = Adresa IP:
|
||||||
disconnect = Odpojeno.
|
disconnect = Odpojeno.
|
||||||
@@ -306,7 +307,7 @@ server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMa
|
|||||||
server.error = [scarlet]Chyba při hostování serveru.[]
|
server.error = [scarlet]Chyba při hostování serveru.[]
|
||||||
save.new = Nové uložení hry
|
save.new = Nové uložení hry
|
||||||
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
|
save.overwrite = Jsi si jistý, že chceš přepsat\ntuto pozici pro uložení hry?
|
||||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
save.nocampaign = Jednotlivé uložené soubory z kampaně nelze importovat.
|
||||||
overwrite = Přepsat
|
overwrite = Přepsat
|
||||||
save.none = Žádné uložené pozice nebyly nalezeny.
|
save.none = Žádné uložené pozice nebyly nalezeny.
|
||||||
savefail = Nepodařilo se uložit hru!
|
savefail = Nepodařilo se uložit hru!
|
||||||
@@ -350,19 +351,19 @@ command.repair = Opravovat
|
|||||||
command.rebuild = Přestavět
|
command.rebuild = Přestavět
|
||||||
command.assist = Asistovat hráči
|
command.assist = Asistovat hráči
|
||||||
command.move = Pohyb
|
command.move = Pohyb
|
||||||
|
command.boost = Posílení
|
||||||
command.boost = Boost
|
command.enterPayload = Zadejte blok užitečného zatížení
|
||||||
command.enterPayload = Enter Payload Block
|
command.loadUnits = Nahrát jednotky
|
||||||
command.loadUnits = Load Units
|
command.loadBlocks = Nahrát bloky
|
||||||
command.loadBlocks = Load Blocks
|
command.unloadPayload = Vyložit blok užitečného zatížení
|
||||||
command.unloadPayload = Unload Payload
|
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Loop Unit Transfer
|
||||||
stance.stop = Cancel Orders
|
stance.stop = Zrušit příkaz
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = Postoj: Střílejte
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = Postoj: Přestaň střílet
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Postoj: Sleduj cíl
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Postoj: Hlídej
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Postoj: Ram\n[lightgray]Přímý pohyb, žádné hledání cesty
|
||||||
|
|
||||||
openlink = Otevřít odkaz
|
openlink = Otevřít odkaz
|
||||||
copylink = Zkopírovat odkaz
|
copylink = Zkopírovat odkaz
|
||||||
back = Zpět
|
back = Zpět
|
||||||
@@ -507,7 +508,8 @@ details = Podrobnosti...
|
|||||||
edit = Upravit...
|
edit = Upravit...
|
||||||
variables = Hodnoty
|
variables = Hodnoty
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Vestavěné proměnné
|
||||||
|
|
||||||
editor.name = Jméno:
|
editor.name = Jméno:
|
||||||
editor.spawn = Zrodit jednotku
|
editor.spawn = Zrodit jednotku
|
||||||
editor.removeunit = Odstranit jednotku
|
editor.removeunit = Odstranit jednotku
|
||||||
@@ -519,7 +521,7 @@ editor.errorlegacy = Tato mapa je příliš stará a používá formát mapy, kt
|
|||||||
editor.errornot = Toto není soubor mapy.
|
editor.errornot = Toto není soubor mapy.
|
||||||
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
editor.errorheader = Tento soubor mapy je buď neplatný nebo poškozen.
|
||||||
editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry?
|
editor.errorname = Mapa nemá definované jméno. Nesnažíš se náhodou nahrát soubor s uložením hry?
|
||||||
editor.errorlocales = Error reading invalid locale bundles.
|
editor.errorlocales = Chyba při čtení neplatných balíčků národního prostředí.
|
||||||
editor.update = Aktualizovat
|
editor.update = Aktualizovat
|
||||||
editor.randomize = Náhodně vygenerovat
|
editor.randomize = Náhodně vygenerovat
|
||||||
editor.moveup = Pohyb Nahoru
|
editor.moveup = Pohyb Nahoru
|
||||||
@@ -531,7 +533,7 @@ editor.sectorgenerate = Generovat Sektor
|
|||||||
editor.resize = Změnit velikost
|
editor.resize = Změnit velikost
|
||||||
editor.loadmap = Načíst mapu
|
editor.loadmap = Načíst mapu
|
||||||
editor.savemap = Uložit mapu
|
editor.savemap = Uložit mapu
|
||||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
editor.savechanges = [scarlet]Máte neuložené změny!\n\n[]Chcete je uložit?
|
||||||
editor.saved = Uloženo!
|
editor.saved = Uloženo!
|
||||||
editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě".
|
editor.save.noname = Tvoje mapa nemá jméno! Jméno nastavíš v položce nabídky "Informace o mapě".
|
||||||
editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě".
|
editor.save.overwrite = Tvoje mapa přepisuje vestavěnou mapu! Nastav jí radši jiné jméno v položce nabídky "Informace o mapě".
|
||||||
@@ -571,7 +573,7 @@ toolmode.eraseores.description = Maže jen rudy.
|
|||||||
toolmode.fillteams = Doplnit týmy
|
toolmode.fillteams = Doplnit týmy
|
||||||
toolmode.fillteams.description = Doplní týmy místo bloků.
|
toolmode.fillteams.description = Doplní týmy místo bloků.
|
||||||
toolmode.fillerase = Fill Erase
|
toolmode.fillerase = Fill Erase
|
||||||
toolmode.fillerase.description = Erase blocks of the same type.
|
toolmode.fillerase.description = Vymažte bloky stejného typu.
|
||||||
toolmode.drawteams = Kreslit týmy
|
toolmode.drawteams = Kreslit týmy
|
||||||
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
toolmode.drawteams.description = Kreslí týmy místo bloků.
|
||||||
toolmode.underliquid = Pod Kapalinami
|
toolmode.underliquid = Pod Kapalinami
|
||||||
@@ -620,23 +622,23 @@ filter.option.radius = Poloměr
|
|||||||
filter.option.percentile = Percentil
|
filter.option.percentile = Percentil
|
||||||
filter.option.code = Code
|
filter.option.code = Code
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Loop
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Zde můžete do mapy přidat balíčky národního prostředí pro konkrétní jazyky. V balíčcích národního prostředí má každá vlastnost název a hodnotu. Tyto vlastnosti mohou využívat světoví zpracovatelé a cíle pomocí svých jmen. Podporují formátování textu (nahrazení zástupných symbolů skutečnými hodnotami).\n\n[cyan]Příklad vlastnosti:\n[]název: [accent]timer[]\nvalue: [accent]Příklad časovače, zbývající čas: @[]\n\n[cyan]Usage:\n[]Nastavte jej jako text cíle: [accent]@timer\n\n[]Vytiskněte si to ve světovém procesoru:\n[accent]localeprint "timer"\nformat time\n[gray](kde čas je samostatně vypočítaná proměnná)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Opravdu chcete smazat tento balíček národního prostředí?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Použít změny na všechna národní prostředí
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Přidat do jiných lokalit
|
||||||
locales.rollback = Rollback to last applied
|
locales.rollback = Vrátit se k poslední aplikaci
|
||||||
locales.filter = Property filter
|
locales.filter = Filtr vlastností
|
||||||
locales.searchname = Search name...
|
locales.searchname = Hledat jméno...
|
||||||
locales.searchvalue = Search value...
|
locales.searchvalue = Hledat hodnotu...
|
||||||
locales.searchlocale = Search locale...
|
locales.searchlocale = Vyhledat národní prostředí...
|
||||||
locales.byname = By name
|
locales.byname = Podle jména
|
||||||
locales.byvalue = By value
|
locales.byvalue = Podle hodnoty
|
||||||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
locales.showcorrect = Zobrazit vlastnosti, které jsou přítomné ve všech národních prostředích a mají všude jedinečné hodnoty
|
||||||
locales.showmissing = Show properties that are missing in some locales
|
locales.showmissing = Zobrazit vlastnosti, které v některých národních prostředích chybí
|
||||||
locales.showsame = Show properties that have same values in different locales
|
locales.showsame = Zobrazit vlastnosti, které mají stejné hodnoty v různých národních prostředích
|
||||||
locales.viewproperty = View in all locales
|
locales.viewproperty = Zobrazit ve všech lokalitách
|
||||||
locales.viewing = Viewing property "{0}"
|
locales.viewing = Prohlížení nemovitosti "{0}"
|
||||||
locales.addicon = Add Icon
|
locales.addicon = Přidat ikonu
|
||||||
|
|
||||||
width = Šířka:
|
width = Šířka:
|
||||||
height = Výška:
|
height = Výška:
|
||||||
@@ -694,35 +696,39 @@ marker.quad.name = Quad
|
|||||||
marker.texture.name = Texture
|
marker.texture.name = Texture
|
||||||
marker.background = Pozadí
|
marker.background = Pozadí
|
||||||
marker.outline = Outline
|
marker.outline = Outline
|
||||||
objective.research = [accent]Research:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Výzkum:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Zisk:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Zničení:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblocks = [accent]Destroy: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
objective.destroyblocks = [accent]Zničení: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3}
|
||||||
objective.item = [accent]Obtain: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.item = [accent]Zisk: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
objective.coreitem = [accent]Obsah Jádra:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3}
|
||||||
objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
objective.build = [accent]Postaveno: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||||
objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
objective.buildunit = [accent]Vytvořeno jednotek: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units
|
objective.destroyunits = [accent]Zničeno: [][lightgray]{0}[]x Units
|
||||||
objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[]
|
objective.enemiesapproaching = [accent]Nepřátelé se blíží [lightgray]{0}[]
|
||||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
objective.enemyescelating = [accent]Produkce nepřátel eskaluje [lightgray]{0}[]
|
||||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
objective.enemyairunits = [accent]Začátek výroby nepřátelských leteckých jednotek [lightgray]{0}[]
|
||||||
objective.destroycore = [accent]Destroy Enemy Core
|
objective.destroycore = [accent]Znič nepřátelské Jádro
|
||||||
objective.command = [accent]Command Units
|
objective.command = [accent]Velitelské jednotky
|
||||||
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Zjištěna nukleární bomba: [lightgray]{0}
|
||||||
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
|
announce.nuclearstrike = [red]⚠ JADERNÝ ÚDER ⚠
|
||||||
|
|
||||||
loadout = Načtení
|
loadout = Načtení
|
||||||
resources = Zdroje
|
resources = Zdroje
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Zakázané bloky
|
bannedblocks = Zakázané bloky
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Úkoly
|
objectives = Úkoly
|
||||||
bannedunits = Zakázané jednotky
|
bannedunits = Zakázané jednotky
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
unbannedunits = Unbanned Units
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedunits.whitelist = Zakázané jednotky jako Whitelist
|
||||||
|
bannedblocks.whitelist = Zakázané bloky jako Whitelist
|
||||||
addall = Přidat vše
|
addall = Přidat vše
|
||||||
launch.from = Vysláno z: [accent]{0}
|
launch.from = Vysláno z: [accent]{0}
|
||||||
launch.capacity = Odpalovací kapacita: [accent]{0}
|
launch.capacity = Odpalovací kapacita: [accent]{0}
|
||||||
launch.destination = Cíl: {0}
|
launch.destination = Cíl: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
configure.invalid = Hodnota musí být číslo mezi 0 a {0}.
|
||||||
add = Přidat...
|
add = Přidat...
|
||||||
guardian = Strážce
|
guardian = Strážce
|
||||||
@@ -745,7 +751,7 @@ weather.sandstorm.name = Písečná ouře
|
|||||||
weather.sporestorm.name = Spórová bouře
|
weather.sporestorm.name = Spórová bouře
|
||||||
weather.fog.name = Mlha
|
weather.fog.name = Mlha
|
||||||
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
campaign.playtime = \uf129 [lightgray]Sector Playtime: {0}
|
||||||
campaign.complete = [accent]Congratulations.\n\nThe enemy on {0} has been defeated.\n[lightgray]The final sector has been conquered.
|
campaign.complete = [accent]Nastavení.\n\nNepřítel na {0} byl poražen.\n[lightgray]Poslední sektor byl dobyt.
|
||||||
sectorlist = Sektory
|
sectorlist = Sektory
|
||||||
sectorlist.attacked = {0} pod útokem
|
sectorlist.attacked = {0} pod útokem
|
||||||
|
|
||||||
@@ -761,16 +767,18 @@ sectors.stored = Uskladněno:
|
|||||||
sectors.resume = Pokračovat
|
sectors.resume = Pokračovat
|
||||||
sectors.launch = Vyslat
|
sectors.launch = Vyslat
|
||||||
sectors.select = Vybrat
|
sectors.select = Vybrat
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
sectors.nonelaunch = [lightgray]bez (slunce)[]
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Přejmenovat sektor
|
sectors.rename = Přejmenovat sektor
|
||||||
sectors.enemybase = [scarlet]Nepřátelská základna
|
sectors.enemybase = [scarlet]Nepřátelská základna
|
||||||
sectors.vulnerable = [scarlet]Zranitelný
|
sectors.vulnerable = [scarlet]Zranitelný
|
||||||
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
sectors.underattack = [scarlet]Pod palbou! [accent]{0}% poškozeno
|
||||||
sectors.underattack.nodamage = [scarlet]Uncaptured
|
sectors.underattack.nodamage = [scarlet]Neobsazen
|
||||||
sectors.survives = [accent]Přežívá již {0} vln
|
sectors.survives = [accent]Přežívá již {0} vln
|
||||||
sectors.go = Jdi
|
sectors.go = Jdi
|
||||||
sector.abandon = Opustit
|
sector.abandon = Opustit
|
||||||
sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue?
|
sector.abandon.confirm = Jádro(a) tohoto sektoru se zničí.\nPokračovat?
|
||||||
sector.curcapture = Sektor polapen
|
sector.curcapture = Sektor polapen
|
||||||
sector.curlost = Sektor ztracen
|
sector.curlost = Sektor ztracen
|
||||||
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
sector.missingresources = [scarlet]Nedostatečné zdroje v jádře
|
||||||
@@ -1024,6 +1032,7 @@ stat.buildspeedmultiplier = Nasobič Rychlostí Stavby
|
|||||||
stat.reactive = Reaguje
|
stat.reactive = Reaguje
|
||||||
stat.immunities = Imunity
|
stat.immunities = Imunity
|
||||||
stat.healing = Léčí se
|
stat.healing = Léčí se
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Silové pole
|
ability.forcefield = Silové pole
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1041,11 +1050,12 @@ ability.armorplate = Armor Plate
|
|||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Štítovy Oblouk
|
ability.shieldarc = Štítovy Oblouk
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
||||||
ability.suppressionfield = Regen Suppression Field
|
ability.suppressionfield = Pole potlačení regenerace
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Stops nearby repair buildings
|
||||||
ability.energyfield = Energetické pole
|
ability.energyfield = Energetické pole
|
||||||
ability.energyfield.description = Zaps nearby enemies
|
ability.energyfield.description = Zaps nearby enemies
|
||||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
||||||
|
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
ability.regen.description = Regenerates own health over time
|
ability.regen.description = Regenerates own health over time
|
||||||
ability.liquidregen = Liquid Absorption
|
ability.liquidregen = Liquid Absorption
|
||||||
@@ -1071,14 +1081,16 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
bar.onlycoredeposit = Pouze Ukládání do Jádra je povoleno
|
||||||
|
|
||||||
bar.drilltierreq = Je vyžadován lepší vrt
|
bar.drilltierreq = Je vyžadován lepší vrt
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Chybějí zdroje
|
bar.noresources = Chybějí zdroje
|
||||||
bar.corereq = Je vyžadováno základní jádro
|
bar.corereq = Je vyžadováno základní jádro
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Je vyžadována pozice základní zóny
|
||||||
bar.cargounitcap = Cargo Unit Cap Reached
|
bar.cargounitcap = Strop nákladové jednotky dosaženo
|
||||||
bar.drillspeed = Rychlost vrtu: {0}/s
|
bar.drillspeed = Rychlost vrtu: {0}/s
|
||||||
bar.pumpspeed = Rychlost pumpy: {0}/s
|
bar.pumpspeed = Rychlost pumpy: {0}/s
|
||||||
bar.efficiency = Účinnost: {0}%
|
bar.efficiency = Účinnost: {0}%
|
||||||
bar.boost = Posílení: +{0}%
|
bar.boost = Posílení: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energie: {0}
|
bar.powerbalance = Energie: {0}
|
||||||
bar.powerstored = Uskladněno: {0}/{1}
|
bar.powerstored = Uskladněno: {0}/{1}
|
||||||
bar.poweramount = Energie celkem: {0}
|
bar.poweramount = Energie celkem: {0}
|
||||||
@@ -1089,6 +1101,7 @@ bar.capacity = Kapacita: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Chlazení
|
bar.liquid = Chlazení
|
||||||
bar.heat = Teplo
|
bar.heat = Teplo
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Nestabilita
|
bar.instability = Nestabilita
|
||||||
bar.heatamount = Teplo: {0}
|
bar.heatamount = Teplo: {0}
|
||||||
bar.heatpercent = Teplo: {0} ({1}%)
|
bar.heatpercent = Teplo: {0} ({1}%)
|
||||||
@@ -1106,13 +1119,14 @@ bullet.damage = [stat]{0}[lightgray] poškození[]
|
|||||||
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
|
bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic
|
||||||
bullet.incendiary = [stat]zápalný
|
bullet.incendiary = [stat]zápalný
|
||||||
bullet.homing = [stat]samonaváděcí
|
bullet.homing = [stat]samonaváděcí
|
||||||
bullet.armorpierce = [stat]armor piercing
|
bullet.armorpierce = [stat]proražení brnění
|
||||||
bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
|
bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození
|
||||||
bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] kostek
|
bullet.suppression = [stat]{0} sec[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek
|
||||||
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
||||||
bullet.frags = [stat]{0}[lightgray]x frag střel:
|
bullet.frags = [stat]{0}[lightgray]x frag střel:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
bullet.knockback = [stat]{0}[lightgray] odhození[]
|
||||||
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
bullet.pierce = [stat]{0}[lightgray]x průrazné[]
|
||||||
bullet.infinitepierce = [stat]průrazné[]
|
bullet.infinitepierce = [stat]průrazné[]
|
||||||
@@ -1139,6 +1153,7 @@ unit.minutes = minuty
|
|||||||
unit.persecond = /s
|
unit.persecond = /s
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x větší rychlost
|
unit.timesspeed = x větší rychlost
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = zdraví štítu
|
unit.shieldhealth = zdraví štítu
|
||||||
unit.items = předměty
|
unit.items = předměty
|
||||||
@@ -1215,11 +1230,13 @@ setting.mutemusic.name = Ztišit hudbu
|
|||||||
setting.sfxvol.name = Hlasitost efektů
|
setting.sfxvol.name = Hlasitost efektů
|
||||||
setting.mutesound.name = Ztišit zvuk
|
setting.mutesound.name = Ztišit zvuk
|
||||||
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
setting.crashreport.name = Poslat anonymní hlášení o spadnutí Mindustry
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automaticky ukládat hru
|
setting.savecreate.name = Automaticky ukládat hru
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Nejvyšší počet hráčů
|
setting.playerlimit.name = Nejvyšší počet hráčů
|
||||||
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
setting.chatopacity.name = Průsvitnost kanálu zpráv
|
||||||
setting.lasersopacity.name = Průsvitnost energetického laseru
|
setting.lasersopacity.name = Průsvitnost energetického laseru
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Průsvitnost přemostění
|
setting.bridgeopacity.name = Průsvitnost přemostění
|
||||||
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
|
setting.playerchat.name = Zobrazit bublinu se zprávami hráče
|
||||||
setting.showweather.name = Zobrazit Grafiku Počasí
|
setting.showweather.name = Zobrazit Grafiku Počasí
|
||||||
@@ -1254,14 +1271,14 @@ keybind.mouse_move.name = Následovat myš
|
|||||||
keybind.pan.name = Následovat kameru
|
keybind.pan.name = Následovat kameru
|
||||||
keybind.boost.name = Posílení
|
keybind.boost.name = Posílení
|
||||||
keybind.command_mode.name = Příkazový Režim
|
keybind.command_mode.name = Příkazový Režim
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Fronta příkazů jednotky
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Vytvořit kontrolní skupinu
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Zrušit příkaz
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Postoj jednotky: Střílejte
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Postoj jednotky: Zastavit palbu
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Postoj jednotky: Pronásleduj cíl
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Postoj jednotky: Hlídej
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Postoj jednotky: Ram
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Unit Command: Move
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Unit Command: Repair
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
||||||
@@ -1375,12 +1392,14 @@ rules.unitcostmultiplier = Násobek ceny jednotek
|
|||||||
rules.unithealthmultiplier = Násobek zdraví jednotek
|
rules.unithealthmultiplier = Násobek zdraví jednotek
|
||||||
rules.unitdamagemultiplier = Násobek poškození jednotkami
|
rules.unitdamagemultiplier = Násobek poškození jednotkami
|
||||||
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
rules.unitcrashdamagemultiplier = Násobek poškození při nárazu jednotky
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Násobek Solární Energie
|
rules.solarmultiplier = Násobek Solární Energie
|
||||||
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
rules.unitcapvariable = Jádra Zvýšujou Maximum Počtu Jednotek
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Základní Maximum Počtu Jednotek
|
rules.unitcap = Základní Maximum Počtu Jednotek
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
rules.enemycorebuildradius = Poloměr, ve kterém se okolo nepřátelského jádra nesmí stavět: [lightgray](dlaždic)[]
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Čas rozestupu mezi vlnami: [lightgray](vteřin)[]
|
rules.wavespacing = Čas rozestupu mezi vlnami: [lightgray](vteřin)[]
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Násobek ceny stavění
|
rules.buildcostmultiplier = Násobek ceny stavění
|
||||||
@@ -1403,6 +1422,9 @@ rules.title.planet = Planeta
|
|||||||
rules.lighting = Osvětlení
|
rules.lighting = Osvětlení
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Výstřel
|
rules.fire = Výstřel
|
||||||
@@ -1464,59 +1486,59 @@ liquid.cyanogen.name = Kyanogen
|
|||||||
unit.dagger.name = Dýka
|
unit.dagger.name = Dýka
|
||||||
unit.mace.name = Palcát
|
unit.mace.name = Palcát
|
||||||
unit.fortress.name = Pevnost
|
unit.fortress.name = Pevnost
|
||||||
unit.nova.name = Nova
|
unit.nova.name = Bratr
|
||||||
unit.pulsar.name = Pulzar
|
unit.pulsar.name = Pulzar
|
||||||
unit.quasar.name = Kvasar
|
unit.quasar.name = Kvasar
|
||||||
unit.crawler.name = Slídil
|
unit.crawler.name = Slídil
|
||||||
unit.atrax.name = Atrax
|
unit.atrax.name = Atrax
|
||||||
unit.spiroct.name = Spirokt
|
unit.spiroct.name = Chirurg
|
||||||
unit.arkyid.name = Arkyid
|
unit.arkyid.name = Arkyd
|
||||||
unit.toxopid.name = Toxopid
|
unit.toxopid.name = Toxo
|
||||||
unit.flare.name = Záře
|
unit.flare.name = Sojka
|
||||||
unit.horizon.name = Horizont
|
unit.horizon.name = Drozd
|
||||||
unit.zenith.name = Zenit
|
unit.zenith.name = Racek
|
||||||
unit.antumbra.name = Antumbra
|
unit.antumbra.name = Volavka
|
||||||
unit.eclipse.name = Zatmění
|
unit.eclipse.name = Sup
|
||||||
unit.mono.name = Mono
|
unit.mono.name = Mono
|
||||||
unit.poly.name = Poly
|
unit.poly.name = Poly
|
||||||
unit.mega.name = Mega
|
unit.mega.name = Mega
|
||||||
unit.quad.name = Tetra
|
unit.quad.name = Tetra
|
||||||
unit.oct.name = Hexo
|
unit.oct.name = Hexo
|
||||||
unit.risso.name = Risso
|
unit.risso.name = Vor
|
||||||
unit.minke.name = Minke
|
unit.minke.name = Mělčina
|
||||||
unit.bryde.name = Bryde
|
unit.bryde.name = Břečka
|
||||||
unit.sei.name = Sei
|
unit.sei.name = Vodník
|
||||||
unit.omura.name = Omura
|
unit.omura.name = Křižník
|
||||||
unit.retusa.name = Retusa
|
unit.retusa.name = Ryba
|
||||||
unit.oxynoe.name = Oxynón
|
unit.oxynoe.name = Okoun
|
||||||
unit.cyerce.name = Cyerc
|
unit.cyerce.name = Candát
|
||||||
unit.aegires.name = Aegirez
|
unit.aegires.name = Sumec
|
||||||
unit.navanax.name = Navanax
|
unit.navanax.name = Vorvaň
|
||||||
unit.alpha.name = Alfa
|
unit.alpha.name = Alfa
|
||||||
unit.beta.name = Beta
|
unit.beta.name = Beta
|
||||||
unit.gamma.name = Gama
|
unit.gamma.name = Gama
|
||||||
unit.scepter.name = Žezlo
|
unit.scepter.name = Žezlo
|
||||||
unit.reign.name = Panovník
|
unit.reign.name = Vůdce
|
||||||
unit.vela.name = Vela
|
unit.vela.name = Vela
|
||||||
unit.corvus.name = Havran
|
unit.corvus.name = Havran
|
||||||
unit.stell.name = Stell
|
unit.stell.name = Hřebík
|
||||||
unit.locus.name = Locus
|
unit.locus.name = Šroub
|
||||||
unit.precept.name = Precept
|
unit.precept.name = Kruťák
|
||||||
unit.vanquish.name = Vanquish
|
unit.vanquish.name = Vágus
|
||||||
unit.conquer.name = Dobyvatel
|
unit.conquer.name = Dobyvatel
|
||||||
unit.merui.name = Merui
|
unit.merui.name = Merlin
|
||||||
unit.cleroi.name = Cleroi
|
unit.cleroi.name = Čaroděj
|
||||||
unit.anthicus.name = Antikus
|
unit.anthicus.name = Darmoděj
|
||||||
unit.tecta.name = Tecta
|
unit.tecta.name = Tvrďák
|
||||||
unit.collaris.name = Kolaris
|
unit.collaris.name = Přísňák
|
||||||
unit.elude.name = Elude
|
unit.elude.name = Lehátko
|
||||||
unit.avert.name = Avert
|
unit.avert.name = Frčák
|
||||||
unit.obviate.name = Obviate
|
unit.obviate.name = Podkova
|
||||||
unit.quell.name = Quell
|
unit.quell.name = Kněžna
|
||||||
unit.disrupt.name = Disrupt
|
unit.disrupt.name = Zabiják
|
||||||
unit.evoke.name = Evoke
|
unit.evoke.name = Evoker
|
||||||
unit.incite.name = Incite
|
unit.incite.name = Radiátor
|
||||||
unit.emanate.name = Emanate
|
unit.emanate.name = Eman
|
||||||
unit.manifold.name = Manifold
|
unit.manifold.name = Manifold
|
||||||
unit.assembly-drone.name = Montážní Dron
|
unit.assembly-drone.name = Montážní Dron
|
||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
@@ -1721,6 +1743,8 @@ block.meltdown.name = Rozpékač
|
|||||||
block.foreshadow.name = Znamení osudu
|
block.foreshadow.name = Znamení osudu
|
||||||
block.container.name = Kontejnér
|
block.container.name = Kontejnér
|
||||||
block.launch-pad.name = Vysílací plošina
|
block.launch-pad.name = Vysílací plošina
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Úsek
|
block.segment.name = Úsek
|
||||||
block.ground-factory.name = Pozemní továrna
|
block.ground-factory.name = Pozemní továrna
|
||||||
block.air-factory.name = Letecká továrna
|
block.air-factory.name = Letecká továrna
|
||||||
@@ -1759,120 +1783,121 @@ block.rough-rhyolite.name = Hrubý Ryolit
|
|||||||
block.regolith.name = Regolit
|
block.regolith.name = Regolit
|
||||||
block.yellow-stone.name = Žlutý Kámen
|
block.yellow-stone.name = Žlutý Kámen
|
||||||
block.carbon-stone.name = Krabonový Kámen
|
block.carbon-stone.name = Krabonový Kámen
|
||||||
block.ferric-stone.name = Ferric Stone
|
block.ferric-stone.name = Ferric kámen
|
||||||
block.ferric-craters.name = Ferric Craters
|
block.ferric-craters.name = Ferric Craters
|
||||||
block.beryllic-stone.name = Beryllic Stone
|
block.beryllic-stone.name = Beryllic kámen
|
||||||
block.crystalline-stone.name = Crystalline Stone
|
block.crystalline-stone.name = Crystalline kámen
|
||||||
block.crystal-floor.name = Křišťalová Zem
|
block.crystal-floor.name = Křišťalová Zem
|
||||||
block.yellow-stone-plates.name = Žluté Kamenné Pláty
|
block.yellow-stone-plates.name = Žluté Kamenné Pláty
|
||||||
block.red-stone.name = Červený Kámen
|
block.red-stone.name = Červený Kámen
|
||||||
block.dense-red-stone.name = Hustý Červený Kámen
|
block.dense-red-stone.name = Hustý Červený Kámen
|
||||||
block.red-ice.name = Červený Led
|
block.red-ice.name = Červený Led
|
||||||
block.arkycite-floor.name = Arkycite Floor
|
block.arkycite-floor.name = Arkycite podlaha
|
||||||
block.arkyic-stone.name = Arkyic Stone
|
block.arkyic-stone.name = Arkyic kámen
|
||||||
block.rhyolite-vent.name = Rhyolite Vent
|
block.rhyolite-vent.name = Rhyolite díra
|
||||||
block.carbon-vent.name = Carbon Vent
|
block.carbon-vent.name = Carbon díra
|
||||||
block.arkyic-vent.name = Arkyic Vent
|
block.arkyic-vent.name = Arkyic díra
|
||||||
block.yellow-stone-vent.name = Yellow Stone Vent
|
block.yellow-stone-vent.name = Yellow Stone díra
|
||||||
block.red-stone-vent.name = Red Stone Vent
|
block.red-stone-vent.name = Red Stone díra
|
||||||
block.crystalline-vent.name = Crystalline Vent
|
block.crystalline-vent.name = Crystalline díra
|
||||||
block.redmat.name = Redmat
|
block.redmat.name = Redmat
|
||||||
block.bluemat.name = Bluemat
|
block.bluemat.name = Bluemat
|
||||||
block.core-zone.name = Jádrová Zona
|
block.core-zone.name = Jádrová Zona
|
||||||
block.regolith-wall.name = Regolith Wall
|
block.regolith-wall.name = Regolith zeď
|
||||||
block.yellow-stone-wall.name = Yellow Stone Wall
|
block.yellow-stone-wall.name = Yellow Stone zeď
|
||||||
block.rhyolite-wall.name = Rhyolite Wall
|
block.rhyolite-wall.name = Rhyolite zeď
|
||||||
block.carbon-wall.name = Krabonová Zeď
|
block.carbon-wall.name = Krabonová zeď
|
||||||
block.ferric-stone-wall.name = Ferric Stone Wall
|
block.ferric-stone-wall.name = Ferric Stone zeď
|
||||||
block.beryllic-stone-wall.name = Beryllic Stone Wall
|
block.beryllic-stone-wall.name = Beryllic Stone zeď
|
||||||
block.arkyic-wall.name = Arkyic Wall
|
block.arkyic-wall.name = Arkyic zeď
|
||||||
block.crystalline-stone-wall.name = Crystalline Stone Wall
|
block.crystalline-stone-wall.name = Crystalline Stone zeď
|
||||||
block.red-ice-wall.name = Červená Ledová Zeď
|
block.red-ice-wall.name = Červená Ledová Zeď
|
||||||
block.red-stone-wall.name = Červená Kamenná Zeď
|
block.red-stone-wall.name = Červená Kamenná Zeď
|
||||||
block.red-diamond-wall.name = Červená Diamantová Zeď
|
block.red-diamond-wall.name = Červená Diamantová Zeď
|
||||||
block.redweed.name = Redweed
|
block.redweed.name = Redweed
|
||||||
block.pur-bush.name = Pur Bush
|
block.pur-bush.name = Pur křoví
|
||||||
block.yellowcoral.name = Žlutý Korál
|
block.yellowcoral.name = Žlutý Korál
|
||||||
block.carbon-boulder.name = Carbon Boulder
|
block.carbon-boulder.name = Carbon balvan
|
||||||
block.ferric-boulder.name = Ferric Boulder
|
block.ferric-boulder.name = Ferric balvan
|
||||||
block.beryllic-boulder.name = Beryllic Boulder
|
block.beryllic-boulder.name = Beryllic balvan
|
||||||
block.yellow-stone-boulder.name = Yellow Stone Boulder
|
block.yellow-stone-boulder.name = Yellow Stone balvan
|
||||||
block.arkyic-boulder.name = Arkyic Boulder
|
block.arkyic-boulder.name = Arkyic balvan
|
||||||
block.crystal-cluster.name = Crystal Cluster
|
block.crystal-cluster.name = Crystal shluk
|
||||||
block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
|
block.vibrant-crystal-cluster.name = Vibrant Crystal shluk
|
||||||
block.crystal-blocks.name = Křišťálové Bloky
|
block.crystal-blocks.name = Křišťálové Bloky
|
||||||
block.crystal-orbs.name = Křišťálové Orby
|
block.crystal-orbs.name = Křišťálové Orby
|
||||||
block.crystalline-boulder.name = Crystalline Boulder
|
block.crystalline-boulder.name = Crystalline balvan
|
||||||
block.red-ice-boulder.name = Red Ice Boulder
|
block.red-ice-boulder.name = Red Ice balvan
|
||||||
block.rhyolite-boulder.name = Rhyolite Boulder
|
block.rhyolite-boulder.name = Rhyolite balvan
|
||||||
block.red-stone-boulder.name = Red Stone Boulder
|
block.red-stone-boulder.name = Red Stone balvan
|
||||||
block.graphitic-wall.name = Graphitic Wall
|
block.graphitic-wall.name = Graphitic zeď
|
||||||
block.silicon-arc-furnace.name = Silicon Arc Furnace
|
block.silicon-arc-furnace.name = Silicon Arc pec
|
||||||
block.electrolyzer.name = Elektrolyzer
|
block.electrolyzer.name = Elektrolyzer
|
||||||
block.atmospheric-concentrator.name = Atmospheric Concentrator
|
block.atmospheric-concentrator.name = Atmospheric Concentrator
|
||||||
block.oxidation-chamber.name = Oxidation Chamber
|
block.oxidation-chamber.name = Oxidation komora
|
||||||
block.electric-heater.name = Elektrický Ohřívač
|
block.electric-heater.name = Elektrický Ohřívač
|
||||||
block.slag-heater.name = Slag Heater
|
block.slag-heater.name = struskový ohřívač
|
||||||
block.phase-heater.name = Phase Heater
|
block.phase-heater.name = Fázový ohřívač
|
||||||
block.heat-redirector.name = Heat Redirector
|
block.heat-redirector.name = Tepelné rozdělovač
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Small Heat Redirector
|
||||||
block.heat-router.name = Tepelný Směrovač
|
block.heat-router.name = Tepelný směrovač
|
||||||
block.slag-incinerator.name = Slag Incinerator
|
block.slag-incinerator.name = Strusková spalovna
|
||||||
block.carbide-crucible.name = Carbide Crucible
|
block.carbide-crucible.name = Karbidová nádoba
|
||||||
block.slag-centrifuge.name = Slag Centrifuge
|
block.slag-centrifuge.name = Odstředivka strusky
|
||||||
block.surge-crucible.name = Surge Crucible
|
block.surge-crucible.name = Přepěťová nádoba
|
||||||
block.cyanogen-synthesizer.name = Cyanogen Synthesizer
|
block.cyanogen-synthesizer.name = Syntetizátor kyanogenu
|
||||||
block.phase-synthesizer.name = Phase Synthesizer
|
block.phase-synthesizer.name = Syntetizátor fáze
|
||||||
block.heat-reactor.name = Tepelný Reaktor
|
block.heat-reactor.name = Tepelný Reaktor
|
||||||
block.beryllium-wall.name = Beryllium Wall
|
block.beryllium-wall.name = Beryllium zeď
|
||||||
block.beryllium-wall-large.name = Large Beryllium Wall
|
block.beryllium-wall-large.name = Velká Beryllium zeď
|
||||||
block.tungsten-wall.name = Wolframová Zeď
|
block.tungsten-wall.name = Wolframová Zeď
|
||||||
block.tungsten-wall-large.name = Large Tungsten Wall
|
block.tungsten-wall-large.name = Velká Tungsten zeď
|
||||||
block.blast-door.name = Blast Door
|
block.blast-door.name = Velké dveře
|
||||||
block.carbide-wall.name = Carbide Wall
|
block.carbide-wall.name = Karbidová stěna
|
||||||
block.carbide-wall-large.name = Large Carbide Wall
|
block.carbide-wall-large.name = Velká karbidová stěna
|
||||||
block.reinforced-surge-wall.name = Reinforced Surge Wall
|
block.reinforced-surge-wall.name = Vyztužená přepěťová stěna
|
||||||
block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall
|
block.reinforced-surge-wall-large.name = Velká vyztužená přepěťová stěna
|
||||||
block.shielded-wall.name = Shielded Wall
|
block.shielded-wall.name = Štítová stěna
|
||||||
block.radar.name = Radar
|
block.radar.name = Radar
|
||||||
block.build-tower.name = Build Tower
|
block.build-tower.name = Postav věž
|
||||||
block.regen-projector.name = Regen Projector
|
block.regen-projector.name = Regen Projector
|
||||||
block.shockwave-tower.name = Shockwave Tower
|
block.shockwave-tower.name = Blesková věž
|
||||||
block.shield-projector.name = Štítový Projektor
|
block.shield-projector.name = Štítový Projektor
|
||||||
block.large-shield-projector.name = Large Shield Projector
|
block.large-shield-projector.name = Velká štítový Projektor
|
||||||
block.armored-duct.name = Armored Duct
|
block.armored-duct.name = Obrněný kanál
|
||||||
block.overflow-duct.name = Overflow Duct
|
block.overflow-duct.name = Přepadový kanál
|
||||||
block.underflow-duct.name = Underflow Duct
|
block.underflow-duct.name = Podtokové potrubí
|
||||||
block.duct-unloader.name = Duct Unloader
|
block.duct-unloader.name = Vykladač potrubí
|
||||||
block.surge-conveyor.name = Surge Conveyor
|
block.surge-conveyor.name = Přepěťový dopravník
|
||||||
block.surge-router.name = Surge Router
|
block.surge-router.name = Přepěťový směrovač
|
||||||
block.unit-cargo-loader.name = Unit Cargo Loader
|
block.unit-cargo-loader.name = Nakladač jednotek
|
||||||
block.unit-cargo-unload-point.name = Unit Cargo Unload Point
|
block.unit-cargo-unload-point.name = Místo vyložení jednotek
|
||||||
block.reinforced-pump.name = Reinforced Pump
|
block.reinforced-pump.name = Zesílené čerpadlo
|
||||||
block.reinforced-conduit.name = Reinforced Conduit
|
block.reinforced-conduit.name = Zesílené vedení
|
||||||
block.reinforced-liquid-junction.name = Reinforced Liquid Junction
|
block.reinforced-liquid-junction.name = Zesílený spoj pro kapaliny
|
||||||
block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit
|
block.reinforced-bridge-conduit.name = Vyztužený mostní vedení
|
||||||
block.reinforced-liquid-router.name = Reinforced Liquid Router
|
block.reinforced-liquid-router.name = Zesílený směrovač kapalin
|
||||||
block.reinforced-liquid-container.name = Reinforced Liquid Container
|
block.reinforced-liquid-container.name = Zesílená nádrž na kapaliny
|
||||||
block.reinforced-liquid-tank.name = Reinforced Liquid Tank
|
block.reinforced-liquid-tank.name = Zesílená bazén na kapaliny
|
||||||
block.beam-node.name = Beam Node
|
block.beam-node.name = Uzel paprsku
|
||||||
block.beam-tower.name = Beam Tower
|
block.beam-tower.name = Věž paprsku
|
||||||
block.beam-link.name = Beam Link
|
block.beam-link.name = Vedení paprku
|
||||||
block.turbine-condenser.name = Turbine Condenser
|
block.turbine-condenser.name = Turbínový zkapalňovač
|
||||||
block.chemical-combustion-chamber.name = Chemical Combustion Chamber
|
block.chemical-combustion-chamber.name = Chemická spalovací komora
|
||||||
block.pyrolysis-generator.name = Pyrolysis Generator
|
block.pyrolysis-generator.name = Pyrolysový generátor
|
||||||
block.vent-condenser.name = Vent Condenser
|
block.vent-condenser.name = Ventilační zkapalňovač
|
||||||
block.cliff-crusher.name = Cliff Crusher
|
block.cliff-crusher.name = Útesový drtič
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
||||||
block.plasma-bore.name = Plasma Bore
|
block.plasma-bore.name = Plazmový vrták
|
||||||
block.large-plasma-bore.name = Large Plasma Bore
|
block.large-plasma-bore.name = Velký plazmový vrták
|
||||||
block.impact-drill.name = Impact Drill
|
block.impact-drill.name = Příklepová vrták
|
||||||
block.eruption-drill.name = Eruption Drill
|
block.eruption-drill.name = Tavící vrták
|
||||||
block.core-bastion.name = Core Bastion
|
block.core-bastion.name = Jádro Pevnost
|
||||||
block.core-citadel.name = Core Citadel
|
block.core-citadel.name = Jádro Palác
|
||||||
block.core-acropolis.name = Core Acropolis
|
block.core-acropolis.name = Jádro Boží Poselství
|
||||||
block.reinforced-container.name = Reinforced Container
|
block.reinforced-container.name = Vyztužený kontejner
|
||||||
block.reinforced-vault.name = Reinforced Vault
|
block.reinforced-vault.name = Vyztužená klenba
|
||||||
|
|
||||||
block.breach.name = Breach
|
block.breach.name = Breach
|
||||||
block.sublimate.name = Sublimate
|
block.sublimate.name = Sublimate
|
||||||
block.titan.name = Titan
|
block.titan.name = Titan
|
||||||
@@ -1880,30 +1905,30 @@ block.disperse.name = Disperse
|
|||||||
block.afflict.name = Afflict
|
block.afflict.name = Afflict
|
||||||
block.lustre.name = Lustre
|
block.lustre.name = Lustre
|
||||||
block.scathe.name = Scathe
|
block.scathe.name = Scathe
|
||||||
block.tank-refabricator.name = Tank Refabricator
|
block.tank-refabricator.name = Tanková dílna
|
||||||
block.mech-refabricator.name = Mech Refabricator
|
block.mech-refabricator.name = Robotická dílna
|
||||||
block.ship-refabricator.name = Ship Refabricator
|
block.ship-refabricator.name = Námořní dok
|
||||||
block.tank-assembler.name = Tank Assembler
|
block.tank-assembler.name = Tanková výzkumná stanice
|
||||||
block.ship-assembler.name = Ship Assembler
|
block.ship-assembler.name = Námořní výzkumná stanice
|
||||||
block.mech-assembler.name = Mech Assembler
|
block.mech-assembler.name = Robotická výzkumná stanice
|
||||||
block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
|
block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor
|
||||||
block.reinforced-payload-router.name = Reinforced Payload Router
|
block.reinforced-payload-router.name = Vyztužený zátěžový dopravník
|
||||||
block.payload-mass-driver.name = Payload Mass Driver
|
block.payload-mass-driver.name = Zátěžová ústředna
|
||||||
block.small-deconstructor.name = Small Deconstructor
|
block.small-deconstructor.name = Malý ničitel
|
||||||
block.canvas.name = Plátno
|
block.canvas.name = Plátno
|
||||||
block.world-processor.name = Světový Procesor
|
block.world-processor.name = Řídící procesor
|
||||||
block.world-cell.name = Světová Buňka
|
block.world-cell.name = Světová Buňka
|
||||||
block.tank-fabricator.name = Frabrikátor tanků
|
block.tank-fabricator.name = Tanková dílna
|
||||||
block.mech-fabricator.name = Mech Fabricator
|
block.mech-fabricator.name = Robotická dílna
|
||||||
block.ship-fabricator.name = Ship Fabricator
|
block.ship-fabricator.name = Námořní dok
|
||||||
block.prime-refabricator.name = Prime Refabricator
|
block.prime-refabricator.name = Prime dílna
|
||||||
block.unit-repair-tower.name = Unit Repair Tower
|
block.unit-repair-tower.name = Opravárenská věž
|
||||||
block.diffuse.name = Diffuse
|
block.diffuse.name = Rozšíření
|
||||||
block.basic-assembler-module.name = Běžný Skládací Modul
|
block.basic-assembler-module.name = Běžný Skládací Modul
|
||||||
block.smite.name = Smite
|
block.smite.name = Úder
|
||||||
block.malign.name = Malign
|
block.malign.name = Pomluva
|
||||||
block.flux-reactor.name = Fluxní Reaktor
|
block.flux-reactor.name = Fluxní Reaktor
|
||||||
block.neoplasia-reactor.name = Neoplasia Reaktor
|
block.neoplasia-reactor.name = Neoplasmatický Reaktor
|
||||||
|
|
||||||
block.switch.name = Přepínač
|
block.switch.name = Přepínač
|
||||||
block.micro-processor.name = Mikroprocesor
|
block.micro-processor.name = Mikroprocesor
|
||||||
@@ -1937,8 +1962,8 @@ hint.research = Použij tlačítko \ue875 [accent]Výzkum[] pro vyzkoumání nov
|
|||||||
hint.research.mobile = Použij tlačítko \ue875 [accent]Výzkum[] v \ue88c [accent]nabídce[] pro vyzkoumání nové technologie.
|
hint.research.mobile = Použij tlačítko \ue875 [accent]Výzkum[] v \ue88c [accent]nabídce[] pro vyzkoumání nové technologie.
|
||||||
hint.unitControl = Podrž [accent][[Levý Ctrl][] a [accent]klikni[] pro ovládání spřátelených jednotek nebo věží.
|
hint.unitControl = Podrž [accent][[Levý Ctrl][] a [accent]klikni[] pro ovládání spřátelených jednotek nebo věží.
|
||||||
hint.unitControl.mobile = [accent][[Dvojťupni][] pro ovládání spřátelených jednotek nebo věží.
|
hint.unitControl.mobile = [accent][[Dvojťupni][] pro ovládání spřátelených jednotek nebo věží.
|
||||||
hint.unitSelectControl = To control units, enter [accent]command mode[] by holding [accent]L-shift.[]\nWhile in command mode, click and drag to select units. [accent]Right-click[] a location or target to command units there.
|
hint.unitSelectControl = Chcete-li ovládat jednotky, zadejte [accent]příkazový režim[] přidržením [accent]L-shift.[]\nV příkazovém režimu kliknutím a tažením vyberte jednotky. [accent]Right-click[]místo nebo cíl pro velení tamních jednotek.
|
||||||
hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] by pressing the [accent]command[] button in the bottom left.\nWhile in command mode, long-press and drag to select units. Tap a location or target to command units there.
|
hint.unitSelectControl.mobile = Chcete-li ovládat jednotky, zadejte [accent]příkazový režim[] stisknutím tlačítka[accent]command[] tlačítko vlevo dole.\nV příkazovém režimu vyberte jednotky dlouhým stisknutím a přetažením. Klepnutím na místo nebo cíl velíte tamním jednotkám.
|
||||||
hint.launch = Jakmile je nasbíráno dostatek zdrojových materiálů, můžeš se [accent]vyslat[] do přilehlých sektorů z \ue827 [accent]mapy[] v pravém dolním rohu.
|
hint.launch = Jakmile je nasbíráno dostatek zdrojových materiálů, můžeš se [accent]vyslat[] do přilehlých sektorů z \ue827 [accent]mapy[] v pravém dolním rohu.
|
||||||
hint.launch.mobile = Jakmile je nasbíráno dostatek zdrojových materiálů, můžeš se [accent]vyslat[] do přilehlých sektorů z \ue827 [accent]mapy[] v the \ue88c [accent]nabídce[].
|
hint.launch.mobile = Jakmile je nasbíráno dostatek zdrojových materiálů, můžeš se [accent]vyslat[] do přilehlých sektorů z \ue827 [accent]mapy[] v the \ue88c [accent]nabídce[].
|
||||||
hint.schematicSelect = Podrž [accent][[F][] a potáhni pro výběr bloků, které chceš zkopírovat.\n\nKlikni na [accent][[prostřední tlačítko][] myši pro zkopírování jednoho typu bloku.
|
hint.schematicSelect = Podrž [accent][[F][] a potáhni pro výběr bloků, které chceš zkopírovat.\n\nKlikni na [accent][[prostřední tlačítko][] myši pro zkopírování jednoho typu bloku.
|
||||||
@@ -1958,9 +1983,9 @@ hint.coreUpgrade = Jádro může být vylepšeno [accent]překrytím jádrem vy
|
|||||||
hint.presetLaunch = Na šedé [accent]sektory v přistávací zóně[], jako je například [accent]Zamrzlý les[], se lze vyslat kdykoli. Nevyžadují polapení okolního teritoria.\n\n[accent]Číslované sektory[], jako je tento, jsou [accent]volitelné[].
|
hint.presetLaunch = Na šedé [accent]sektory v přistávací zóně[], jako je například [accent]Zamrzlý les[], se lze vyslat kdykoli. Nevyžadují polapení okolního teritoria.\n\n[accent]Číslované sektory[], jako je tento, jsou [accent]volitelné[].
|
||||||
hint.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelského ohrožření[].\nSpouštení do takových sektorů se [accent]nedoporučuje[] bez náležité technologie a přípravy.
|
hint.presetDifficulty = Tento sektor má [scarlet]vysokou úroveň nepřátelského ohrožření[].\nSpouštení do takových sektorů se [accent]nedoporučuje[] bez náležité technologie a přípravy.
|
||||||
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
|
hint.coreIncinerate = Poté, co je kapacita jádra určité položky naplněna, jakékoliv další stejné přijaté položky budou [accent]zničeny[].
|
||||||
hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klikněte na tovární blok a poté klikněte pravým tlačítkem na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = Chcete-li nastavit tovární nastavení jednotky[accent]výstupní cíl[], v příkazovém režimu klepněte na tovární blok a poté klepněte na umístění.\nJednotky, které produkuje, se tam automaticky přesunou.
|
||||||
gz.mine = Move near the \uf8c4 [accent]copper ore[] on the ground and click to begin mining.
|
gz.mine = Pohybujte se poblíž\uf8c4 [accent]měděnou rudu[] na zemi a kliknutím zahájíte těžbu.
|
||||||
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
gz.mine.mobile = Move near the \uf8c4 [accent]copper ore[] on the ground and tap it to begin mining.
|
||||||
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
gz.research = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
|
||||||
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
gz.research.mobile = Open the \ue875 tech tree.\nResearch the \uf870 [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nTap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
|
||||||
@@ -2161,7 +2186,9 @@ block.vault.description = Ukládá velké množství předmětů od každého ty
|
|||||||
block.container.description = Ukládá menší množství předmětů od každého typu. K vyskladnění věcí z kontejneru je možné použít odbavovač.
|
block.container.description = Ukládá menší množství předmětů od každého typu. K vyskladnění věcí z kontejneru je možné použít odbavovač.
|
||||||
block.unloader.description = Vyskladňuje vybrané položky z okolních bloků.
|
block.unloader.description = Vyskladňuje vybrané položky z okolních bloků.
|
||||||
block.launch-pad.description = Vysílá dávky předmětů do přilehlých sektorů.
|
block.launch-pad.description = Vysílá dávky předmětů do přilehlých sektorů.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Střílí střídavé dávky kulek na nepřátele.
|
block.duo.description = Střílí střídavé dávky kulek na nepřátele.
|
||||||
block.scatter.description = Střílí kusy olova, pláty šrotu nebo střepy metaskla na nepřátelské letectvo.
|
block.scatter.description = Střílí kusy olova, pláty šrotu nebo střepy metaskla na nepřátelské letectvo.
|
||||||
block.scorch.description = Sežehne pozemní jednotky blízkosti. Velmi efektivní na malé vzdálenosti.
|
block.scorch.description = Sežehne pozemní jednotky blízkosti. Velmi efektivní na malé vzdálenosti.
|
||||||
@@ -2358,6 +2385,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Přečte číslo z připojené paměti.
|
lst.read = Přečte číslo z připojené paměti.
|
||||||
lst.write = Zapíše číslo do připojené paměti.
|
lst.write = Zapíše číslo do připojené paměti.
|
||||||
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
lst.print = Přídá text do vypisovacího buferu.\nNezobrazí nic dokud [accent]Print Flush[] je použít.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
lst.draw = Přídá operaci do vykreslovacího buferu.\nNezobrazí nic dokud [accent]Draw Flush[] je použít.
|
||||||
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
lst.drawflush = Provede všechny [accent]Draw[] operace na zobrazovač logiky. Pak vyčistí vykreslovací bufer.
|
||||||
@@ -2596,3 +2624,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -707,14 +707,18 @@ loadout = Udrustning
|
|||||||
resources = Resurser
|
resources = Resurser
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Banlyste blokke
|
bannedblocks = Banlyste blokke
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Tilføj alle
|
addall = Tilføj alle
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Mængde skal være mellem 0 og {0}.
|
configure.invalid = Mængde skal være mellem 0 og {0}.
|
||||||
add = Tilføj...
|
add = Tilføj...
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -753,7 +757,9 @@ sectors.stored = Stored:
|
|||||||
sectors.resume = Genoptag
|
sectors.resume = Genoptag
|
||||||
sectors.launch = Affyr
|
sectors.launch = Affyr
|
||||||
sectors.select = Vælg
|
sectors.select = Vælg
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]ingen (solen)
|
sectors.nonelaunch = [lightgray]ingen (solen)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Omdøb sektor
|
sectors.rename = Omdøb sektor
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1013,6 +1019,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Kraftfelt
|
ability.forcefield = Kraftfelt
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1060,6 +1067,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Kræver bedre bor
|
bar.drilltierreq = Kræver bedre bor
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Mangler resurser
|
bar.noresources = Mangler resurser
|
||||||
bar.corereq = Kerne påkrævet
|
bar.corereq = Kerne påkrævet
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1068,6 +1076,7 @@ bar.drillspeed = Borehastighed: {0}/s
|
|||||||
bar.pumpspeed = Pumpehastighed: {0}/s
|
bar.pumpspeed = Pumpehastighed: {0}/s
|
||||||
bar.efficiency = Effektivitet: {0}%
|
bar.efficiency = Effektivitet: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Strøm: {0}/s
|
bar.powerbalance = Strøm: {0}/s
|
||||||
bar.powerstored = Gemt: {0}/{1}
|
bar.powerstored = Gemt: {0}/{1}
|
||||||
bar.poweramount = Strøm: {0}
|
bar.poweramount = Strøm: {0}
|
||||||
@@ -1078,6 +1087,7 @@ bar.capacity = Kapacitet: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Væske
|
bar.liquid = Væske
|
||||||
bar.heat = Varme
|
bar.heat = Varme
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1102,6 +1112,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] tilbageslag
|
bullet.knockback = [stat]{0}[lightgray] tilbageslag
|
||||||
bullet.pierce = [stat]{0}[lightgray]x gennemboring
|
bullet.pierce = [stat]{0}[lightgray]x gennemboring
|
||||||
bullet.infinitepierce = [stat]gennemboring
|
bullet.infinitepierce = [stat]gennemboring
|
||||||
@@ -1128,6 +1139,7 @@ unit.minutes = minutter
|
|||||||
unit.persecond = /sek
|
unit.persecond = /sek
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x hastighed
|
unit.timesspeed = x hastighed
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = skjoldhelbred
|
unit.shieldhealth = skjoldhelbred
|
||||||
unit.items = genstande
|
unit.items = genstande
|
||||||
@@ -1204,11 +1216,13 @@ setting.mutemusic.name = Forstum musik
|
|||||||
setting.sfxvol.name = SFX-volumen
|
setting.sfxvol.name = SFX-volumen
|
||||||
setting.mutesound.name = Forstum lyde
|
setting.mutesound.name = Forstum lyde
|
||||||
setting.crashreport.name = Send anonyme fejlrapporter
|
setting.crashreport.name = Send anonyme fejlrapporter
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Gem automatisk
|
setting.savecreate.name = Gem automatisk
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Spiller-grænse
|
setting.playerlimit.name = Spiller-grænse
|
||||||
setting.chatopacity.name = Chat-gennemsigtighed
|
setting.chatopacity.name = Chat-gennemsigtighed
|
||||||
setting.lasersopacity.name = Strøm-laser-gennemsigtighed
|
setting.lasersopacity.name = Strøm-laser-gennemsigtighed
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bro-gennemsigtighed
|
setting.bridgeopacity.name = Bro-gennemsigtighed
|
||||||
setting.playerchat.name = Vis spillers bobbel-chat
|
setting.playerchat.name = Vis spillers bobbel-chat
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1364,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Enheds-helbreds-forstærker
|
rules.unithealthmultiplier = Enheds-helbreds-forstærker
|
||||||
rules.unitdamagemultiplier = Enheds-skade-forstærker
|
rules.unitdamagemultiplier = Enheds-skade-forstærker
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
rules.enemycorebuildradius = Radius af fjendtlig kernes ubebyggelig zone:[lightgray] (felter)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Bølge spredning:[lightgray] (sek)
|
rules.wavespacing = Bølge spredning:[lightgray] (sek)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Byggepris-forstærker
|
rules.buildcostmultiplier = Byggepris-forstærker
|
||||||
@@ -1392,6 +1408,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lys
|
rules.lighting = Lys
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Ild
|
rules.fire = Ild
|
||||||
@@ -1708,6 +1727,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Beholder
|
block.container.name = Beholder
|
||||||
block.launch-pad.name = Affyringsrampe
|
block.launch-pad.name = Affyringsrampe
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fodgænger-fabrik
|
block.ground-factory.name = Fodgænger-fabrik
|
||||||
block.air-factory.name = Flyver-fabrik
|
block.air-factory.name = Flyver-fabrik
|
||||||
@@ -2144,7 +2165,9 @@ block.vault.description = Opbevarer en masse genstande. En aflæsser-blok kan br
|
|||||||
block.container.description = Opbevarer en lille mængde genstande. En aflæsser-blok kan bruges til at hive ting ud af en container.
|
block.container.description = Opbevarer en lille mængde genstande. En aflæsser-blok kan bruges til at hive ting ud af en container.
|
||||||
block.unloader.description = Aflæsser genstande fra sidestående blokke. Typen af blok, der skal aflæsses kan justeres.
|
block.unloader.description = Aflæsser genstande fra sidestående blokke. Typen af blok, der skal aflæsses kan justeres.
|
||||||
block.launch-pad.description = Affyrer samlinger af genstande løbende. Kræver ikke affyring af kernen.
|
block.launch-pad.description = Affyrer samlinger af genstande løbende. Kræver ikke affyring af kernen.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = En bette, billig kanon. Effektiv mod fodgængere.
|
block.duo.description = En bette, billig kanon. Effektiv mod fodgængere.
|
||||||
block.scatter.description = Et vigtigt luftangreb. Skyder klumper af skud mod flyvere.
|
block.scatter.description = Et vigtigt luftangreb. Skyder klumper af skud mod flyvere.
|
||||||
block.scorch.description = Brænder alle forbipasserende fodgængere. Meget god til hvad den gør.
|
block.scorch.description = Brænder alle forbipasserende fodgængere. Meget god til hvad den gør.
|
||||||
@@ -2339,6 +2362,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2558,3 +2582,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -57,7 +57,7 @@ mods.browser.sortstars = Nach Sternen sortieren
|
|||||||
schematic = Entwurf
|
schematic = Entwurf
|
||||||
schematic.add = Entwurf speichern...
|
schematic.add = Entwurf speichern...
|
||||||
schematics = Entwürfe
|
schematics = Entwürfe
|
||||||
schematic.search = Search schematics...
|
schematic.search = Suche nach Entwürfen...
|
||||||
schematic.replace = Es gibt bereits einen Entwurf mit diesem Namen. Diesen ersetzen?
|
schematic.replace = Es gibt bereits einen Entwurf mit diesem Namen. Diesen ersetzen?
|
||||||
schematic.exists = Es gibt schon einen Entwurf mit diesem Namen.
|
schematic.exists = Es gibt schon einen Entwurf mit diesem Namen.
|
||||||
schematic.import = Entwurf importieren...
|
schematic.import = Entwurf importieren...
|
||||||
@@ -70,7 +70,7 @@ schematic.shareworkshop = Im Workshop teilen
|
|||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Entwurf umkehren
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Entwurf umkehren
|
||||||
schematic.saved = Entwurf gespeichert.
|
schematic.saved = Entwurf gespeichert.
|
||||||
schematic.delete.confirm = Dieser Entwurf wird vollständig vernichtet.
|
schematic.delete.confirm = Dieser Entwurf wird vollständig vernichtet.
|
||||||
schematic.edit = Edit Schematic
|
schematic.edit = Entwurf bearbeiten
|
||||||
schematic.info = {0}x{1}, {2} Blöcke
|
schematic.info = {0}x{1}, {2} Blöcke
|
||||||
schematic.disabled = [scarlet]Entwürfe deaktiviert[]\nAuf dieser [accent]Karte[] oder [accent]Server[] dürfen keine Entwürfe verwendet werden.
|
schematic.disabled = [scarlet]Entwürfe deaktiviert[]\nAuf dieser [accent]Karte[] oder [accent]Server[] dürfen keine Entwürfe verwendet werden.
|
||||||
schematic.tags = Tags:
|
schematic.tags = Tags:
|
||||||
@@ -157,8 +157,8 @@ mod.circulardependencies = [red]Wechselseitige Abhängigkeiten
|
|||||||
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
|
mod.incompletedependencies = [red]Fehlende Abhängigkeiten
|
||||||
|
|
||||||
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
|
mod.requiresversion.details = Benötigt Spielversion [accent]{0}[]\nDein Spiel ist veraltet. Diese Mod benötigt eine neuere (möglicherweise Alpha- oder Beta-) Spielversion.
|
||||||
mod.outdatedv7.details = Diese Mod ist nicht mit der neuesten Version von Mindustry kompatibel. Der Autor muss diesen aktualisieren und [accent]minGameVersion: 136[] in der [accent]mod.json[]-Datei hinzufügen.
|
mod.outdatedv7.details = Diese Mod ist nicht mit der neuesten Version von Mindustry kompatibel. Der Autor muss sie aktualisieren und [accent]minGameVersion: 136[] in der [accent]mod.json[]-Datei hinzufügen.
|
||||||
mod.blacklisted.details = Diese Mod würde manuell gesperrt, weil er diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
|
mod.blacklisted.details = Diese Mod wurde manuell gesperrt, weil sie diese Spielversion zum Abstürzen bringt oder andere Fehler verursacht. Benutze diese Mod nicht.
|
||||||
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
|
mod.missingdependencies.details = Dieser Mod fehlen folgende Abhängigkeiten: {0}
|
||||||
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
|
mod.erroredcontent.details = Diese Mod hat beim Laden Fehler verursacht. Bitte den Mod-Autor, diese zu beheben.
|
||||||
mod.circulardependencies.details = Diese Mod hat Abhängigkeiten, die von einander abhängen.
|
mod.circulardependencies.details = Diese Mod hat Abhängigkeiten, die von einander abhängen.
|
||||||
@@ -181,7 +181,7 @@ mod.author = [lightgray]Autor:[] {0}
|
|||||||
mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden sind oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, dass du ihn laden möchtest?\n[lightgray]Mods:\n{0}
|
mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden sind oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, dass du ihn laden möchtest?\n[lightgray]Mods:\n{0}
|
||||||
mod.preview.missing = Bevor du diese Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens [accent]preview.png[] in den Modordner und versuche es nochmal.
|
mod.preview.missing = Bevor du diese Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens [accent]preview.png[] in den Modordner und versuche es nochmal.
|
||||||
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm eine Mod in einen Ordner zu konvertieren, extrahiere das Archiv und lösche das alte Archiv danach. Starte dann das Spiel neu oder lade die Mods neu.
|
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm eine Mod in einen Ordner zu konvertieren, extrahiere das Archiv und lösche das alte Archiv danach. Starte dann das Spiel neu oder lade die Mods neu.
|
||||||
mod.scripts.disable = Ihr Gerät unterstützt keine Mods mit Skripten. Du musst diese Mods deaktivieren, um spielen zu können.
|
mod.scripts.disable = Dein Gerät unterstützt keine Mods mit Skripten. Du musst diese Mods deaktivieren, um spielen zu können.
|
||||||
|
|
||||||
about.button = Info
|
about.button = Info
|
||||||
name = Name:
|
name = Name:
|
||||||
@@ -196,8 +196,9 @@ unlock.incampaign = < Für Details in Kampagne freischalten >
|
|||||||
campaign.select = Startkampagne auswählen
|
campaign.select = Startkampagne auswählen
|
||||||
campaign.none = [lightgray]Wähle einen Planeten, auf dem du starten möchtest.\nDies kannst du jederzeit ändern.
|
campaign.none = [lightgray]Wähle einen Planeten, auf dem du starten möchtest.\nDies kannst du jederzeit ändern.
|
||||||
campaign.erekir = Neuerer, besserer Inhalt. Größtenteils linearer Fortschritt.\n\nSchwieriger. Höhere Karten- und Spielqualität.
|
campaign.erekir = Neuerer, besserer Inhalt. Größtenteils linearer Fortschritt.\n\nSchwieriger. Höhere Karten- und Spielqualität.
|
||||||
campaign.serpulo = Ältere Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
|
campaign.serpulo = Älterer Inhalt; das klassische Spiel. Offener, mehr Inhalt. \n\nKarten und Spielmechanismen möglicherweise qualitativ schlechter und ohne Balance.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Abgeschlossen
|
completed = [accent]Abgeschlossen
|
||||||
techtree = Forschung
|
techtree = Forschung
|
||||||
techtree.select = Forschungsauswahl
|
techtree.select = Forschungsauswahl
|
||||||
@@ -260,19 +261,19 @@ trace = Spieler verfolgen
|
|||||||
trace.playername = Spielername: [accent]{0}
|
trace.playername = Spielername: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Sprache: [accent]{0}
|
||||||
trace.mobile = Mobiler Client: [accent]{0}
|
trace.mobile = Mobiler Client: [accent]{0}
|
||||||
trace.modclient = Gemoddeter Client: [accent]{0}
|
trace.modclient = Gemoddeter Client: [accent]{0}
|
||||||
trace.times.joined = Beigetreten: [accent]{0}[] Mal
|
trace.times.joined = Beigetreten: [accent]{0}[] Mal
|
||||||
trace.times.kicked = Rausgeworfen: [accent]{0}[] Mal
|
trace.times.kicked = Rausgeworfen: [accent]{0}[] Mal
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Namen:
|
||||||
invalidid = Ungültige Client-ID! Berichte den Fehler.
|
invalidid = Ungültige Client-ID! Berichte den Fehler.
|
||||||
player.ban = Ban
|
player.ban = Verbannen
|
||||||
player.kick = Kick
|
player.kick = Rauswerfen
|
||||||
player.trace = Trace
|
player.trace = Verfolgen
|
||||||
player.admin = Toggle Admin
|
player.admin = Admin an/aus
|
||||||
player.team = Change Team
|
player.team = Team wechseln
|
||||||
server.bans = Verbannungen
|
server.bans = Verbannungen
|
||||||
server.bans.none = Keine verbannten Spieler gefunden!
|
server.bans.none = Keine verbannten Spieler gefunden!
|
||||||
server.admins = Administratoren
|
server.admins = Administratoren
|
||||||
@@ -289,8 +290,8 @@ confirmkick = Bist du sicher, dass du diesen Spieler rauswerfen willst?
|
|||||||
confirmunban = Bist du sicher, dass du die Verbannung des Spielers rückgängig machen willst?
|
confirmunban = Bist du sicher, dass du die Verbannung des Spielers rückgängig machen willst?
|
||||||
confirmadmin = Bist du sicher, dass du diesen Spieler zu einem Administrator machen möchtest?
|
confirmadmin = Bist du sicher, dass du diesen Spieler zu einem Administrator machen möchtest?
|
||||||
confirmunadmin = Bist du sicher, dass dieser Spieler kein Administrator mehr sein soll?
|
confirmunadmin = Bist du sicher, dass dieser Spieler kein Administrator mehr sein soll?
|
||||||
votekick.reason = Vote-Kick Reason
|
votekick.reason = Vote-Kick Grund
|
||||||
votekick.reason.message = Are you sure you want to vote-kick "{0}[white]"?\nIf yes, please enter the reason:
|
votekick.reason.message = Bist du sicher, dass du "{0}[white]" rauswerfen willst?\nWenn ja, gib bitte einen Grund ein:
|
||||||
joingame.title = Spiel beitreten
|
joingame.title = Spiel beitreten
|
||||||
joingame.ip = IP:
|
joingame.ip = IP:
|
||||||
disconnect = Verbindung unterbrochen.
|
disconnect = Verbindung unterbrochen.
|
||||||
@@ -354,17 +355,18 @@ command.rebuild = Wiederaufbauen
|
|||||||
command.assist = Spieler unterstützen
|
command.assist = Spieler unterstützen
|
||||||
command.move = Bewegen
|
command.move = Bewegen
|
||||||
command.boost = Boost
|
command.boost = Boost
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = Frachtblock betreten
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = Einheiten laden
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = Blöcke laden
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = Fracht entladen
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Loop Unit Transfer
|
||||||
stance.stop = Cancel Orders
|
stance.stop = Befehle abbrechen
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = Stellung: schießen
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = Stellung: nicht schießen
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Stellung: Ziel verfolgen
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Stellung: Pfad patroullieren
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Stellung: rammen[lightgray]in einer geraden Lilie bewegen, gegen Wände laufen
|
||||||
|
|
||||||
openlink = Link öffnen
|
openlink = Link öffnen
|
||||||
copylink = Link kopieren
|
copylink = Link kopieren
|
||||||
back = Zurück
|
back = Zurück
|
||||||
@@ -447,7 +449,7 @@ editor.generation = Generator
|
|||||||
editor.objectives = Ziele
|
editor.objectives = Ziele
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Locale Bundles
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = World Processors
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Name bearbeiten
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
||||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
||||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
||||||
@@ -463,8 +465,8 @@ editor.filters.type = Kartentyp:
|
|||||||
editor.filters.search = Suchen nach:
|
editor.filters.search = Suchen nach:
|
||||||
editor.filters.author = Autor
|
editor.filters.author = Autor
|
||||||
editor.filters.description = Beschreibung
|
editor.filters.description = Beschreibung
|
||||||
editor.shiftx = Shift X
|
editor.shiftx = Verschieben X
|
||||||
editor.shifty = Shift Y
|
editor.shifty = Verschieben Y
|
||||||
workshop = Workshop
|
workshop = Workshop
|
||||||
waves.title = Wellen
|
waves.title = Wellen
|
||||||
waves.remove = Entfernen
|
waves.remove = Entfernen
|
||||||
@@ -483,7 +485,7 @@ waves.guardian = Boss
|
|||||||
waves.preview = Vorschau
|
waves.preview = Vorschau
|
||||||
waves.edit = Bearbeiten...
|
waves.edit = Bearbeiten...
|
||||||
waves.random = Zufällig
|
waves.random = Zufällig
|
||||||
waves.copy = Aus der Zwischenablage kopieren
|
waves.copy = In die Zwischenablage kopieren
|
||||||
waves.load = Aus der Zwischenablage laden
|
waves.load = Aus der Zwischenablage laden
|
||||||
waves.invalid = Ungültige Wellen in der Zwischenablage.
|
waves.invalid = Ungültige Wellen in der Zwischenablage.
|
||||||
waves.copied = Wellen kopiert.
|
waves.copied = Wellen kopiert.
|
||||||
@@ -493,8 +495,8 @@ waves.sort.reverse = Reihenfolge umkehren
|
|||||||
waves.sort.begin = Anfang
|
waves.sort.begin = Anfang
|
||||||
waves.sort.health = Lebenspunkte
|
waves.sort.health = Lebenspunkte
|
||||||
waves.sort.type = Sorte
|
waves.sort.type = Sorte
|
||||||
waves.search = Search waves...
|
waves.search = Wellen durchsuchen...
|
||||||
waves.filter = Unit Filter
|
waves.filter = Einheiten Filter
|
||||||
waves.units.hide = Alle verstecken
|
waves.units.hide = Alle verstecken
|
||||||
waves.units.show = Alle anzeigen
|
waves.units.show = Alle anzeigen
|
||||||
|
|
||||||
@@ -508,8 +510,8 @@ editor.default = [lightgray]<Standard>
|
|||||||
details = Details
|
details = Details
|
||||||
edit = Bearbeiten
|
edit = Bearbeiten
|
||||||
variables = Variablen
|
variables = Variablen
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Willst du wirklich den gesamten code aus diesem prozessor löschen?
|
||||||
logic.globals = Built-in Variables
|
logic.globals = Eingebaute Variablen
|
||||||
editor.name = Name:
|
editor.name = Name:
|
||||||
editor.spawn = Spawnbereich
|
editor.spawn = Spawnbereich
|
||||||
editor.removeunit = Bereich entfernen
|
editor.removeunit = Bereich entfernen
|
||||||
@@ -533,7 +535,7 @@ editor.sectorgenerate = Sektor generieren
|
|||||||
editor.resize = Größe\nanpassen
|
editor.resize = Größe\nanpassen
|
||||||
editor.loadmap = Karte\nladen
|
editor.loadmap = Karte\nladen
|
||||||
editor.savemap = Karte\nspeichern
|
editor.savemap = Karte\nspeichern
|
||||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
editor.savechanges = [scarlet]Du hast ungespeicherte Änderungen!\n\n[]Möchtest du sie speichern?
|
||||||
editor.saved = Gespeichert!
|
editor.saved = Gespeichert!
|
||||||
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
|
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten-Info[]-Menü.
|
||||||
editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
|
editor.save.overwrite = Deine Karte überschreibt eine Standardkarte! Wähle einen anderen Karten Namen im [accent]Karten-Info[]-Menü.
|
||||||
@@ -692,12 +694,12 @@ objective.commandmode.name = Steuerungsmodus
|
|||||||
objective.flag.name = Flag
|
objective.flag.name = Flag
|
||||||
|
|
||||||
marker.shapetext.name = Geformter Text
|
marker.shapetext.name = Geformter Text
|
||||||
marker.point.name = Point
|
marker.point.name = Punkt
|
||||||
marker.shape.name = Form
|
marker.shape.name = Form
|
||||||
marker.text.name = Text
|
marker.text.name = Text
|
||||||
marker.line.name = Line
|
marker.line.name = Line
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Quadrat
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Textur
|
||||||
|
|
||||||
marker.background = Hintergrund
|
marker.background = Hintergrund
|
||||||
marker.outline = Umriss
|
marker.outline = Umriss
|
||||||
@@ -724,14 +726,18 @@ loadout = Anfangsressourcen
|
|||||||
resources = Ressourcen
|
resources = Ressourcen
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Gesperrte Blöcke
|
bannedblocks = Gesperrte Blöcke
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Ziele
|
objectives = Ziele
|
||||||
bannedunits = Gesperrte Einheiten
|
bannedunits = Gesperrte Einheiten
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Gesperrte Einheiten als Whitelist
|
bannedunits.whitelist = Gesperrte Einheiten als Whitelist
|
||||||
bannedblocks.whitelist = Gesperrte Blöcke als Whitelist
|
bannedblocks.whitelist = Gesperrte Blöcke als Whitelist
|
||||||
addall = Alle hinzufügen
|
addall = Alle hinzufügen
|
||||||
launch.from = Materialen werden von [accent]{0} []gestartet
|
launch.from = Materialen werden von [accent]{0} []gestartet
|
||||||
launch.capacity = Ressourcenkapazität: [accent]{0}
|
launch.capacity = Ressourcenkapazität: [accent]{0}
|
||||||
launch.destination = Ziel: {0}
|
launch.destination = Ziel: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Anzahl muss eine Zahl zwischen 0 und {0} sein.
|
configure.invalid = Anzahl muss eine Zahl zwischen 0 und {0} sein.
|
||||||
add = Hinzufügen...
|
add = Hinzufügen...
|
||||||
guardian = Boss
|
guardian = Boss
|
||||||
@@ -771,7 +777,9 @@ sectors.stored = Gelagert:
|
|||||||
sectors.resume = Weiterspielen
|
sectors.resume = Weiterspielen
|
||||||
sectors.launch = Start
|
sectors.launch = Start
|
||||||
sectors.select = Auswählen
|
sectors.select = Auswählen
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]keiner (Sonne)
|
sectors.nonelaunch = [lightgray]keiner (Sonne)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Sektor umbenennen
|
sectors.rename = Sektor umbenennen
|
||||||
sectors.enemybase = [scarlet]Gegnerische Basis
|
sectors.enemybase = [scarlet]Gegnerische Basis
|
||||||
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
sectors.vulnerable = [scarlet]Angriffsgefährdet
|
||||||
@@ -810,7 +818,7 @@ planet.serpulo.name = Serpulo
|
|||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Sonne
|
planet.sun.name = Sonne
|
||||||
|
|
||||||
sector.impact0078.name = Impact 0078
|
sector.impact0078.name = Einschlag 0078
|
||||||
sector.groundZero.name = Ground Zero
|
sector.groundZero.name = Ground Zero
|
||||||
sector.craters.name = Die Krater
|
sector.craters.name = Die Krater
|
||||||
sector.frozenForest.name = Gefrorener Wald
|
sector.frozenForest.name = Gefrorener Wald
|
||||||
@@ -916,7 +924,7 @@ status.electrified.name = Elektrisch
|
|||||||
status.spore-slowed.name = Sporen-verlangsamt
|
status.spore-slowed.name = Sporen-verlangsamt
|
||||||
status.tarred.name = Teerend
|
status.tarred.name = Teerend
|
||||||
status.overdrive.name = Overdrive
|
status.overdrive.name = Overdrive
|
||||||
status.overclock.name = Übertaktend
|
status.overclock.name = Übertaktet
|
||||||
status.shocked.name = Schockend
|
status.shocked.name = Schockend
|
||||||
status.blasted.name = Sprengend
|
status.blasted.name = Sprengend
|
||||||
status.unmoving.name = Unbeweglich
|
status.unmoving.name = Unbeweglich
|
||||||
@@ -1035,53 +1043,56 @@ stat.buildspeedmultiplier = Baugeschwindigkeit-Multiplikator
|
|||||||
stat.reactive = Reagiert mit
|
stat.reactive = Reagiert mit
|
||||||
stat.immunities = Immunitäten
|
stat.immunities = Immunitäten
|
||||||
stat.healing = Heilung
|
stat.healing = Heilung
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Kraftfeld
|
ability.forcefield = Kraftfeld
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projeziert ein Kraftfeld, welches Kugeln aufhält
|
||||||
ability.repairfield = Heilungsfeld
|
ability.repairfield = Heilungsfeld
|
||||||
ability.repairfield.description = Repairs nearby units
|
ability.repairfield.description = repariert Einheiten in der Nähe
|
||||||
ability.statusfield = Statusfeld
|
ability.statusfield = Statusfeld
|
||||||
ability.statusfield.description = Applies a status effect to nearby units
|
ability.statusfield.description = Gibt Einheiten in der Nähe einen Statuseffekt
|
||||||
ability.unitspawn = Fabrik
|
ability.unitspawn = Fabrik
|
||||||
ability.unitspawn.description = Constructs units
|
ability.unitspawn.description = Baut Einheiten
|
||||||
ability.shieldregenfield = Schildregenerationsfeld
|
ability.shieldregenfield = Schildregenerationsfeld
|
||||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
ability.shieldregenfield.description = Regeneriert Schilder von Einheiten in der Nähe
|
||||||
ability.movelightning = Bewegungsblitze
|
ability.movelightning = Bewegungsblitze
|
||||||
ability.movelightning.description = Releases lightning while moving
|
ability.movelightning.description = Entfesselt bei Bewegung Blitze
|
||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Armor Plate
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Reduces damage taken while shooting
|
||||||
ability.shieldarc = Lichtbogenschild
|
ability.shieldarc = Lichtbogenschild
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Projeziert ein Kraftfeld in einem Bogen, welches Kugeln aufhält
|
||||||
ability.suppressionfield = Heilungsunterdrückungsfeld
|
ability.suppressionfield = Heilungsunterdrückungsfeld
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Unterdrückt Heilungsblöcke in der Nähe
|
||||||
ability.energyfield = Energiefeld
|
ability.energyfield = Energiefeld
|
||||||
ability.energyfield.description = Zaps nearby enemies
|
ability.energyfield.description = Schockt Feinde in der Nähe
|
||||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
ability.energyfield.healdescription = Schockt Feinde und heilt alliierte in der Nähe
|
||||||
ability.regen = Regeneration
|
ability.regen = Regeneration
|
||||||
ability.regen.description = Regenerates own health over time
|
ability.regen.description = Regeneriert eigene Lebenspunkte mit der Zeit
|
||||||
ability.liquidregen = Liquid Absorption
|
ability.liquidregen = Flüssigkeitsabsorbtion
|
||||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
ability.liquidregen.description = Nimmt Flüssigkeit auf, um sich selbst zu heilen
|
||||||
ability.spawndeath = Death Spawns
|
ability.spawndeath = Fragmentierung
|
||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Entlässt beim Tod neue Einheiten
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Auslaufen
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Verschüttet Flüssigkeit beim Tod
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/sek[lightgray] Feuerrate
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] Lebenspunkte/sek
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] Schild
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sek[lightgray] Repariergeschwindigkeit
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] Lebenspunkte/Flüssigkeitseinheit
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} sek[lightgray] cooldown
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] max Ziele
|
||||||
|
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
ability.stat.damagereduction = [stat]{0}%[lightgray] Schadensreduktion
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min Geschwindigkeit
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} sek[lightgray] Dauer
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} sek[lightgray] Baudauer
|
||||||
|
|
||||||
bar.onlycoredeposit = Nur Kernablage möglich
|
bar.onlycoredeposit = Nur Kernablage möglich
|
||||||
|
|
||||||
bar.drilltierreq = Besserer Bohrer benötigt
|
bar.drilltierreq = Besserer Bohrer benötigt
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Fehlende Ressourcen
|
bar.noresources = Fehlende Ressourcen
|
||||||
bar.corereq = Kern-Basis erforderlich
|
bar.corereq = Kern-Basis erforderlich
|
||||||
bar.corefloor = Kernzone erforderlich
|
bar.corefloor = Kernzone erforderlich
|
||||||
@@ -1090,6 +1101,7 @@ bar.drillspeed = Bohrgeschwindigkeit: {0}/s
|
|||||||
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
|
bar.pumpspeed = Pumpengeschwindigkeit: {0}/s
|
||||||
bar.efficiency = Effizienz: {0}%
|
bar.efficiency = Effizienz: {0}%
|
||||||
bar.boost = Beschleunigung: +{0}%
|
bar.boost = Beschleunigung: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Strom: {0}/s
|
bar.powerbalance = Strom: {0}/s
|
||||||
bar.powerstored = Gespeichert: {0}/{1}
|
bar.powerstored = Gespeichert: {0}/{1}
|
||||||
bar.poweramount = Strom: {0}
|
bar.poweramount = Strom: {0}
|
||||||
@@ -1100,6 +1112,7 @@ bar.capacity = Kapazität: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Flüssigkeit
|
bar.liquid = Flüssigkeit
|
||||||
bar.heat = Hitze
|
bar.heat = Hitze
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instabilität
|
bar.instability = Instabilität
|
||||||
bar.heatamount = Hitze: {0}
|
bar.heatamount = Hitze: {0}
|
||||||
bar.heatpercent = Hitze: {0} ({1}%)
|
bar.heatpercent = Hitze: {0} ({1}%)
|
||||||
@@ -1124,6 +1137,7 @@ bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
|
bullet.frags = [stat]{0}[lightgray]x Splittergeschosse:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
||||||
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft
|
||||||
bullet.infinitepierce = [stat]Durchstechkraft
|
bullet.infinitepierce = [stat]Durchstechkraft
|
||||||
@@ -1146,17 +1160,18 @@ unit.powerunits = Stromeinheiten
|
|||||||
unit.heatunits = Hitzeeinheiten
|
unit.heatunits = Hitzeeinheiten
|
||||||
unit.degrees = Grad
|
unit.degrees = Grad
|
||||||
unit.seconds = Sekunden
|
unit.seconds = Sekunden
|
||||||
unit.minutes = mins
|
unit.minutes = Minuten
|
||||||
unit.persecond = /sek
|
unit.persecond = /sek
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x Geschwindigkeit
|
unit.timesspeed = x Geschwindigkeit
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = Schildlebenspunkte
|
unit.shieldhealth = Schildlebenspunkte
|
||||||
unit.items = Materialeinheiten
|
unit.items = Materialeinheiten
|
||||||
unit.thousands = k
|
unit.thousands = k
|
||||||
unit.millions = Mio
|
unit.millions = Mio
|
||||||
unit.billions = Mrd
|
unit.billions = Mrd
|
||||||
unit.shots = shots
|
unit.shots = Schuss
|
||||||
unit.pershot = /Schuss
|
unit.pershot = /Schuss
|
||||||
category.purpose = Beschreibung
|
category.purpose = Beschreibung
|
||||||
category.general = Allgemeines
|
category.general = Allgemeines
|
||||||
@@ -1166,8 +1181,8 @@ category.items = Materialien
|
|||||||
category.crafting = Erzeugung
|
category.crafting = Erzeugung
|
||||||
category.function = Funktion
|
category.function = Funktion
|
||||||
category.optional = Optionale Zusätze
|
category.optional = Optionale Zusätze
|
||||||
setting.alwaysmusic.name = Always Play Music
|
setting.alwaysmusic.name = Immer Musik spielen
|
||||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
setting.alwaysmusic.description = An: Musik spielt ständig im Spiel\n Aus: Musik spielt hin und wieder in zufälligen Abständen
|
||||||
setting.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
|
setting.skipcoreanimation.name = Kern Start- und Lande-Animation überspringen
|
||||||
setting.landscape.name = Querformat sperren
|
setting.landscape.name = Querformat sperren
|
||||||
setting.shadows.name = Schatten
|
setting.shadows.name = Schatten
|
||||||
@@ -1226,19 +1241,21 @@ setting.mutemusic.name = Musik stummschalten
|
|||||||
setting.sfxvol.name = Audioeffekt-Lautstärke
|
setting.sfxvol.name = Audioeffekt-Lautstärke
|
||||||
setting.mutesound.name = Audioeffekte stummschalten
|
setting.mutesound.name = Audioeffekte stummschalten
|
||||||
setting.crashreport.name = Anonyme Absturzberichte senden
|
setting.crashreport.name = Anonyme Absturzberichte senden
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automatisch speichern
|
setting.savecreate.name = Automatisch speichern
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Spielerbegrenzung
|
setting.playerlimit.name = Spielerbegrenzung
|
||||||
setting.chatopacity.name = Chat-Deckkraft
|
setting.chatopacity.name = Chat-Deckkraft
|
||||||
setting.lasersopacity.name = Power-Laser-Deckkraft
|
setting.lasersopacity.name = Power-Laser-Deckkraft
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Brücken-Deckkraft
|
setting.bridgeopacity.name = Brücken-Deckkraft
|
||||||
setting.playerchat.name = Chat im Spiel anzeigen
|
setting.playerchat.name = Chat im Spiel anzeigen
|
||||||
setting.showweather.name = Wetter anzeigen
|
setting.showweather.name = Wetter anzeigen
|
||||||
setting.hidedisplays.name = Logik-Bildschirme verdecken
|
setting.hidedisplays.name = Logik-Bildschirme verdecken
|
||||||
setting.macnotch.name = Passen Sie die Schnittstelle an die Anzeigekerbe an
|
setting.macnotch.name = Passe die Schnittstelle an die Anzeigekerbe an
|
||||||
setting.macnotch.description = Neustart erforderlich
|
setting.macnotch.description = Neustart erforderlich
|
||||||
steam.friendsonly = Nur Freunde
|
steam.friendsonly = Nur Freunde
|
||||||
steam.friendsonly.tooltip = Ob nur Steam-Freunde dein Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
|
steam.friendsonly.tooltip = Ob nur Steam-Freunde deinem Spiel beitreten können.\nDiese Einstellung zu deaktivieren macht dein Spiel öffentlich - jeder kann beitreten.
|
||||||
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
|
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
|
||||||
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
|
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
|
||||||
uiscale.cancel = Abbrechen & Beenden
|
uiscale.cancel = Abbrechen & Beenden
|
||||||
@@ -1247,7 +1264,7 @@ keybind.title = Tasten zuweisen
|
|||||||
keybinds.mobile = [scarlet]Die meisten Tastenzuweisungen hier funktionieren auf mobilen Geräten nicht. Nur grundlegende Bewegung wird unterstützt.
|
keybinds.mobile = [scarlet]Die meisten Tastenzuweisungen hier funktionieren auf mobilen Geräten nicht. Nur grundlegende Bewegung wird unterstützt.
|
||||||
category.general.name = Allgemein
|
category.general.name = Allgemein
|
||||||
category.view.name = Ansicht
|
category.view.name = Ansicht
|
||||||
category.command.name = Unit Command
|
category.command.name = Einheitenbefehle
|
||||||
category.multiplayer.name = Mehrspieler
|
category.multiplayer.name = Mehrspieler
|
||||||
category.blocks.name = Blockauswahl
|
category.blocks.name = Blockauswahl
|
||||||
placement.blockselectkeys = \n[lightgray]Taste: [{0},
|
placement.blockselectkeys = \n[lightgray]Taste: [{0},
|
||||||
@@ -1265,23 +1282,23 @@ keybind.mouse_move.name = Der Maus folgen
|
|||||||
keybind.pan.name = Kamera alleine bewegen
|
keybind.pan.name = Kamera alleine bewegen
|
||||||
keybind.boost.name = Boost
|
keybind.boost.name = Boost
|
||||||
keybind.command_mode.name = Steuerungsmodus
|
keybind.command_mode.name = Steuerungsmodus
|
||||||
keybind.command_queue.name = Unit Command Queue
|
keybind.command_queue.name = Befehl-Warteschlange
|
||||||
keybind.create_control_group.name = Create Control Group
|
keybind.create_control_group.name = Create Control Group
|
||||||
keybind.cancel_orders.name = Cancel Orders
|
keybind.cancel_orders.name = Befehle abbrechen
|
||||||
keybind.unit_stance_shoot.name = Unit Stance: Shoot
|
keybind.unit_stance_shoot.name = Stellung: schießen
|
||||||
keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
|
keybind.unit_stance_hold_fire.name = Stellung: nicht schießen
|
||||||
keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
|
keybind.unit_stance_pursue_target.name = Stellung: Ziel verfolgen
|
||||||
keybind.unit_stance_patrol.name = Unit Stance: Patrol
|
keybind.unit_stance_patrol.name = Stellung: patroullieren
|
||||||
keybind.unit_stance_ram.name = Unit Stance: Ram
|
keybind.unit_stance_ram.name = Stellung: rammen
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = Befehl: bewegen
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = Befehl: reparieren
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = Befehl: wiederaufbauen
|
||||||
keybind.unit_command_assist.name = Unit Command: Assist
|
keybind.unit_command_assist.name = Befehl: Spieler helfen
|
||||||
keybind.unit_command_mine.name = Unit Command: Mine
|
keybind.unit_command_mine.name = Befehl: Ressourcen abbauen
|
||||||
keybind.unit_command_boost.name = Unit Command: Boost
|
keybind.unit_command_boost.name = Befehl: Boost
|
||||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
keybind.unit_command_load_units.name = Befehl: Einheiten aufnehmen
|
||||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = Befehl: Blöcke aufnehmen
|
||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = Befehl: Last abladen
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
keybind.rebuild_select.name = Region wiederaufbauen
|
keybind.rebuild_select.name = Region wiederaufbauen
|
||||||
@@ -1347,7 +1364,7 @@ mode.pvp.description = Kämpfe lokal gegen andere Spieler.\n[gray]Benötigt mind
|
|||||||
mode.attack.name = Angriff
|
mode.attack.name = Angriff
|
||||||
mode.attack.description = Keine Wellen, das Ziel ist es, die gegnerische Basis zu zerstören.\n[gray]Benötigt einen roten Kern auf der Karte.
|
mode.attack.description = Keine Wellen, das Ziel ist es, die gegnerische Basis zu zerstören.\n[gray]Benötigt einen roten Kern auf der Karte.
|
||||||
mode.custom = Angepasste Regeln
|
mode.custom = Angepasste Regeln
|
||||||
rules.invaliddata = Invalid clipboard data.
|
rules.invaliddata = Ungültige Daten in der Zwischenablage
|
||||||
rules.hidebannedblocks = Gesperrte Blöcke verstecken
|
rules.hidebannedblocks = Gesperrte Blöcke verstecken
|
||||||
|
|
||||||
rules.infiniteresources = Unbegrenzte Ressourcen
|
rules.infiniteresources = Unbegrenzte Ressourcen
|
||||||
@@ -1359,21 +1376,21 @@ rules.disableworldprocessors = Deaktiviere Weltprozessoren
|
|||||||
rules.schematic = Entwürfe erlaubt
|
rules.schematic = Entwürfe erlaubt
|
||||||
rules.wavetimer = Wellen-Timer
|
rules.wavetimer = Wellen-Timer
|
||||||
rules.wavesending = Manuelle Wellen möglich
|
rules.wavesending = Manuelle Wellen möglich
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Regeln bearbeiten erlauben
|
||||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
rules.allowedit.info = Erlaubt dem Spieler, diese Regeln im Spiel über den Button unten links im Pause-Menü zu bearbeiten.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Allow Editing World Processors
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
||||||
rules.waves = Wellen
|
rules.waves = Wellen
|
||||||
rules.airUseSpawns = Air units use spawn points
|
rules.airUseSpawns = Lufteinheiten spawnen am Spawnpunkt
|
||||||
rules.attack = Angriff-Modus
|
rules.attack = Angriff-Modus
|
||||||
rules.buildai = Base Builder AI
|
rules.buildai = Bau-KI
|
||||||
rules.buildaitier = Builder AI Tier
|
rules.buildaitier = Bau-KI-Tier
|
||||||
rules.rtsai = RTS KI [red](unfertig)
|
rules.rtsai = RTS KI [red](unfertig)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Attack AI
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||||
rules.rtsminsquadsize = Min. Squadgröße
|
rules.rtsminsquadsize = Min. Squadgröße
|
||||||
rules.rtsmaxsquadsize = Max. Squadgröße
|
rules.rtsmaxsquadsize = Max. Squadgröße
|
||||||
rules.rtsminattackweight = Min. Attackiergewicht
|
rules.rtsminattackweight = Min. Angriffsgröße
|
||||||
rules.cleanupdeadteams = Blöcke von erorberten Teams zerstören (PvP)
|
rules.cleanupdeadteams = Blöcke von erorberten Teams zerstören (PvP)
|
||||||
rules.corecapture = Kern nach Zerstörung einnehmen
|
rules.corecapture = Kern nach Zerstörung einnehmen
|
||||||
rules.polygoncoreprotection = Polygonaler Kernschutz
|
rules.polygoncoreprotection = Polygonaler Kernschutz
|
||||||
@@ -1386,19 +1403,21 @@ rules.unitcostmultiplier = Einheit-Baukosten Multiplikator
|
|||||||
rules.unithealthmultiplier = Einheit-Lebenspunkte-Multiplikator
|
rules.unithealthmultiplier = Einheit-Lebenspunkte-Multiplikator
|
||||||
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
rules.unitdamagemultiplier = Einheit-Schaden-Multiplikator
|
||||||
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
rules.unitcrashdamagemultiplier = Einheiten-Absturzschaden-Multiplikator
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solarstrom-Multiplikator
|
rules.solarmultiplier = Solarstrom-Multiplikator
|
||||||
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
rules.unitcapvariable = Kerne zählen zum Einheiten-Limit dazu
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Einheiten-Limit
|
rules.unitcap = Einheiten-Limit
|
||||||
rules.limitarea = Kartenbereich begrenzen
|
rules.limitarea = Kartenbereich begrenzen
|
||||||
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
rules.enemycorebuildradius = Bauverbot-Radius durch feindlichen Kern:[lightgray] (Kacheln)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Wellen-Abstand:[lightgray] (Sek)
|
rules.wavespacing = Wellen-Abstand:[lightgray] (Sek)
|
||||||
rules.initialwavespacing = Erster Wellenabstand:[lightgray] (Sek)
|
rules.initialwavespacing = Erster Wellenabstand:[lightgray] (Sek)
|
||||||
rules.buildcostmultiplier = Bau-Kosten Multiplikator
|
rules.buildcostmultiplier = Bau-Kosten Multiplikator
|
||||||
rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator
|
rules.buildspeedmultiplier = Bau-Schnelligkeit Multiplikator
|
||||||
rules.deconstructrefundmultiplier = Abbau Ressourcen-Rückerstattung
|
rules.deconstructrefundmultiplier = Abbau Ressourcen-Rückerstattung
|
||||||
rules.waitForWaveToEnd = Warten bis Welle endet
|
rules.waitForWaveToEnd = Warten bis Welle endet
|
||||||
rules.wavelimit = Map Ends After Wave
|
rules.wavelimit = Letzte Welle
|
||||||
rules.dropzoneradius = Drop-Zonen-Radius:[lightgray] (Kacheln)
|
rules.dropzoneradius = Drop-Zonen-Radius:[lightgray] (Kacheln)
|
||||||
rules.unitammo = Einheiten benötigen Munition [red](wird vielleicht entfernt)
|
rules.unitammo = Einheiten benötigen Munition [red](wird vielleicht entfernt)
|
||||||
rules.enemyteam = Gegnerteam
|
rules.enemyteam = Gegnerteam
|
||||||
@@ -1414,6 +1433,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Blitze
|
rules.lighting = Blitze
|
||||||
rules.fog = Kriegsnebel
|
rules.fog = Kriegsnebel
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Feuer
|
rules.fire = Feuer
|
||||||
@@ -1425,8 +1447,9 @@ rules.weather.frequency = Häufigkeit:
|
|||||||
rules.weather.always = Immer
|
rules.weather.always = Immer
|
||||||
rules.weather.duration = Dauer:
|
rules.weather.duration = Dauer:
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = Hindert den Spieler daran, in der Nähe von feindlichen Blöcken zu bauen. Geschütze können nur platziert werden, wenn keine Feindlichen Blöcke in ihrer Reichweite sind.
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = Lässt Einheiten Materialen nur in den Kern ablegen. Nicht in andere Blöcke.
|
||||||
|
|
||||||
|
|
||||||
content.item.name = Materialien
|
content.item.name = Materialien
|
||||||
content.liquid.name = Flüssigkeiten
|
content.liquid.name = Flüssigkeiten
|
||||||
@@ -1541,7 +1564,7 @@ block.sand-boulder.name = Sandbrocken
|
|||||||
block.basalt-boulder.name = Basaltbrocken
|
block.basalt-boulder.name = Basaltbrocken
|
||||||
block.grass.name = Gras
|
block.grass.name = Gras
|
||||||
block.molten-slag.name = Schlacke
|
block.molten-slag.name = Schlacke
|
||||||
block.pooled-cryofluid.name = Cryoflüssigkeit
|
block.pooled-cryofluid.name = Kryoflüssigkeit
|
||||||
block.space.name = Weltall
|
block.space.name = Weltall
|
||||||
block.salt.name = Salz
|
block.salt.name = Salz
|
||||||
block.salt-wall.name = Salzwand
|
block.salt-wall.name = Salzwand
|
||||||
@@ -1734,6 +1757,8 @@ block.meltdown.name = Kernschmelze
|
|||||||
block.foreshadow.name = Vorschatten
|
block.foreshadow.name = Vorschatten
|
||||||
block.container.name = Behälter
|
block.container.name = Behälter
|
||||||
block.launch-pad.name = Launchpad
|
block.launch-pad.name = Launchpad
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Bodenfabrik
|
block.ground-factory.name = Bodenfabrik
|
||||||
block.air-factory.name = Luftfabrik
|
block.air-factory.name = Luftfabrik
|
||||||
@@ -2187,7 +2212,9 @@ block.vault.description = Speichert eine große Menge an Materialien pro Typ. Ei
|
|||||||
block.container.description = Speichert eine kleine Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen.
|
block.container.description = Speichert eine kleine Menge an Materialien pro Typ. Ein[lightgray] Entlader[] kann verwendet werden, um Materialien auszuladen.
|
||||||
block.unloader.description = Entlädt Materialien aus einem Block.
|
block.unloader.description = Entlädt Materialien aus einem Block.
|
||||||
block.launch-pad.description = Startet Materialien in andere Sektoren.
|
block.launch-pad.description = Startet Materialien in andere Sektoren.
|
||||||
block.launch-pad.details = Planetnahes Transportsystem für Ressourcen. Frachtpods sind zu instabil, um heil durch eine Atmosphäre zu fallen.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Schießt auf Gegner.
|
block.duo.description = Schießt auf Gegner.
|
||||||
block.scatter.description = Ein mittelgroßer Anti-Luft-Turm. Sprüht Blei- oder Schrottklumpen auf feindliche Lufteinheiten.
|
block.scatter.description = Ein mittelgroßer Anti-Luft-Turm. Sprüht Blei- oder Schrottklumpen auf feindliche Lufteinheiten.
|
||||||
block.scorch.description = Verbrennt alle Bodenfeinde in der Nähe. Hochwirksam im Nahbereich.
|
block.scorch.description = Verbrennt alle Bodenfeinde in der Nähe. Hochwirksam im Nahbereich.
|
||||||
@@ -2388,6 +2415,7 @@ unit.emanate.description = Baut Blöcke, um den Akropolis-Kern zu beschützen. H
|
|||||||
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
lst.read = Liest einen Wert aus einer verbundenen Speicherzelle.
|
||||||
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
lst.write = Schreibt eine Zahl in einer verbundene Speicherzelle.
|
||||||
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
lst.print = Fügt Text zum Textspeicher hinzu.\nZeigt nichts an, bis [accent]Print Flush[] verwendet wird.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
lst.draw = Fügt eine [accent]Draw[]-Aufgabe zum Bildspeicher hinzu.\nZeigt nichts an, bis [accent]Draw Flush[] verwendet wird.
|
||||||
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
lst.drawflush = Druckt [accent]Draw[]-Aufgaben aus dem Bildspeicher auf einen Bildschirm.
|
||||||
@@ -2424,48 +2452,48 @@ lst.cutscene = Verschiebe die Spielerkamera.
|
|||||||
lst.setflag = Setze eine Flag, die von allen Prozessoren gelesen werden kann.
|
lst.setflag = Setze eine Flag, die von allen Prozessoren gelesen werden kann.
|
||||||
lst.getflag = Überprüfe, ob eine Flag gesetzt ist.
|
lst.getflag = Überprüfe, ob eine Flag gesetzt ist.
|
||||||
lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
|
lst.setprop = Setzt eine Eigenschaft einer Einheit oder eines Blockes.
|
||||||
lst.effect = Create a particle effect.
|
lst.effect = Erstelle einen Partikeleffekt
|
||||||
lst.sync = Sync a variable across the network.\nOnly invoked 10 times a second at most.
|
lst.sync = Synchronisiert eine Variable im Netzwerk.\nWird maximal 10 Mal pro Sekunde ausgefürht.
|
||||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
lst.playsound = Spielt einen Ton.\nDie Lautstärke kann ein fester Wert sein, oder anhand der Position berechnet werden. (weiter weg: leiser)
|
||||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
lst.makemarker = Erstelle einen neuen Logikmarker in der Welt.\nEine ID zur Identifizierung muss angegeben werden.\nDerzeit können nur maximal 20.000 Marker pro Welt platziert werden.
|
||||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
lst.setmarker = Lege eine Eigenschaft für einen Marker fest.\nDie ID muss die selbe wie bei der Erstellung des Markers sein.
|
||||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
lglobal.@pi = The mathematical constant pi (3.141...)
|
lglobal.@pi = Die mathematische Konstante pi (3.141...)
|
||||||
lglobal.@e = The mathematical constant e (2.718...)
|
lglobal.@e = Die mathematische Konstante e (2.718...)
|
||||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
lglobal.@degToRad = Multipliziere mit dieser Zahl um Grad in Radianten umzuwandeln
|
||||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
lglobal.@radToDeg = Multipliziere mit dieser Zahl um Radianten in Grad umzuwandeln
|
||||||
lglobal.@time = Playtime of current save, in milliseconds
|
lglobal.@time = Spielzeit des aktuellen Speicherstandes in Millisekunden
|
||||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
lglobal.@tick = Spielzeit des aktuellen Speicherstandes in Ticks (1 Sekunde = 60 Ticks)
|
||||||
lglobal.@second = Playtime of current save, in seconds
|
lglobal.@second = Spielzeit des aktuellen Speicherstandes in Sekunden
|
||||||
lglobal.@minute = Playtime of current save, in minutes
|
lglobal.@minute = Spielzeit des aktuellen Speicherstandes in Minuten
|
||||||
lglobal.@waveNumber = Current wave number, if waves are enabled
|
lglobal.@waveNumber = Nummer der aktuellen Welle, wenn Wellen aktiviert sind
|
||||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
lglobal.@waveTime = Countdown zur nächsten Welle in Sekunden
|
||||||
lglobal.@mapw = Map width in tiles
|
lglobal.@mapw = Breite der Karte in Kacheln
|
||||||
lglobal.@maph = Map height in tiles
|
lglobal.@maph = Höhe der Karte in Kacheln
|
||||||
lglobal.sectionMap = Map
|
lglobal.sectionMap = Karte
|
||||||
lglobal.sectionGeneral = General
|
lglobal.sectionGeneral = General
|
||||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||||
lglobal.sectionProcessor = Processor
|
lglobal.sectionProcessor = Processor
|
||||||
lglobal.sectionLookup = Lookup
|
lglobal.sectionLookup = Lookup
|
||||||
lglobal.@this = The logic block executing the code
|
lglobal.@this = Der Logikblock, der den Code ausführt
|
||||||
lglobal.@thisx = X coordinate of block executing the code
|
lglobal.@thisx = X-Koordinate des Blocks, der den Code ausführt
|
||||||
lglobal.@thisy = Y coordinate of block executing the code
|
lglobal.@thisy = Y-Koordinate des Blocks, der den Code ausführt
|
||||||
lglobal.@links = Total number of blocks linked to this processors
|
lglobal.@links = Gesamtzahl der Blöcke, die mit diesem Prozessor verbunden sind
|
||||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
lglobal.@ipt = Ausführungsgeschwindigkeit in Anweisungen pro Tick (1 Sekunde = 60 Ticks)
|
||||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
lglobal.@unitCount = Gesamtzahl der verschiedenen Einheiten im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
lglobal.@blockCount = Gesamtzahl der verschiedenen Blöcke im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
lglobal.@itemCount = Gesamtzahl der verschiedenen Materialien im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
lglobal.@liquidCount = Gesamtzahl der verschiedenen Flüssigkeiten im Spiel; mit dem Lookup-Befehl benutzt
|
||||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
lglobal.@server = true, wenn der Code auf einem Server oder im Einzelspielermodus ausgeführt wird, sonst false
|
||||||
lglobal.@client = True if the code is running on a client connected to a server
|
lglobal.@client = true, wenn der Code auf einem Client läuft, der mit einem Server verbunden ist
|
||||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
lglobal.@clientLocale = Gebiet des Clients, der den Code ausführt. Zum Beispiel: en_US
|
||||||
lglobal.@clientUnit = Unit of client running the code
|
lglobal.@clientUnit = Einheit des Clients, der den Code ausführt
|
||||||
lglobal.@clientName = Player name of client running the code
|
lglobal.@clientName = Spielername des Clients, der diesen Code ausführt
|
||||||
lglobal.@clientTeam = Team ID of client running the code
|
lglobal.@clientTeam = Team ID des Clients, der diesen Code ausführt
|
||||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
lglobal.@clientMobile = true, wenn der Client ein Mobilgerät ist, sonst false
|
||||||
|
|
||||||
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
|
logic.nounitbuild = [red]Logik, die Blöcke baut, ist hier nicht erlaubt.
|
||||||
|
|
||||||
@@ -2474,7 +2502,7 @@ lenum.shoot = Schießt auf eine Position.
|
|||||||
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
lenum.shootp = Schießt auf eine Einheit / einen Block und sagt deren Position voraus.
|
||||||
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
|
lenum.config = Blockkonfiguration, z.B. das ausgewählte Item in einem Sortierer.
|
||||||
lenum.enabled = Ob der Block an oder aus ist.
|
lenum.enabled = Ob der Block an oder aus ist.
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Aktuelle Munitionsart eines Geschützes
|
||||||
|
|
||||||
laccess.color = Illuminiererfarbe.
|
laccess.color = Illuminiererfarbe.
|
||||||
laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben.
|
laccess.controller = Einheitensteurer. Gibt "processor" zurück, wenn die Einheit prozessorgesteuert ist,.\nGibt den Steuerer zurück, wenn die Einheit Teil einer Formation ist.\nSonst wird einfach die Einheit zurückgegeben.
|
||||||
@@ -2482,7 +2510,7 @@ laccess.dead = Ob ein Block / eine Einheit tot oder nicht mehr gültig ist.
|
|||||||
laccess.controlled = Gibt zurück:\n[accent]@ctrlProcessor[] wenn die Einheit prozessorgesteuert ist\n[accent]@ctrlPlayer[] wenn die Einheit / der Block von einem Spieler gesteuert wird\n[accent]@ctrlFormation[] wenn die Einheit Teil einer Formation ist\nSonst 0.
|
laccess.controlled = Gibt zurück:\n[accent]@ctrlProcessor[] wenn die Einheit prozessorgesteuert ist\n[accent]@ctrlPlayer[] wenn die Einheit / der Block von einem Spieler gesteuert wird\n[accent]@ctrlFormation[] wenn die Einheit Teil einer Formation ist\nSonst 0.
|
||||||
laccess.progress = Fortschritt, von 0 bis 1.\nGibt Produktion, Nachladestatus or Baufortschritt zurück.
|
laccess.progress = Fortschritt, von 0 bis 1.\nGibt Produktion, Nachladestatus or Baufortschritt zurück.
|
||||||
laccess.speed = Höchstgeschwindigkeit einer Einheit, gemessen in Blöcke/Sekunde.
|
laccess.speed = Höchstgeschwindigkeit einer Einheit, gemessen in Blöcke/Sekunde.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = ID einer Einheit/eines Blocks/eines Materials/einer Flüssigkeit\nThis is the inverse of the lookup operation.
|
||||||
|
|
||||||
lcategory.unknown = Unbekannt
|
lcategory.unknown = Unbekannt
|
||||||
lcategory.unknown.description = Unbekannte Anweisungen
|
lcategory.unknown.description = Unbekannte Anweisungen
|
||||||
@@ -2510,7 +2538,7 @@ graphicstype.poly = Füllt ein gleichmäßiges Polygon.
|
|||||||
graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons.
|
graphicstype.linepoly = Zeichnet den Umriss eines gleichmäßigen Polygons.
|
||||||
graphicstype.triangle = Zeichnet ein Dreieck.
|
graphicstype.triangle = Zeichnet ein Dreieck.
|
||||||
graphicstype.image = Zeichnet ein Bild von einem englischen Namen.\nz.B. [accent]@router[] oder [accent]@dagger[].
|
graphicstype.image = Zeichnet ein Bild von einem englischen Namen.\nz.B. [accent]@router[] oder [accent]@dagger[].
|
||||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
graphicstype.print = Zeichnet Text aus dem Textspeicher und leert diesen.
|
||||||
|
|
||||||
lenum.always = Immer.
|
lenum.always = Immer.
|
||||||
lenum.idiv = Division mit ganzen Zahlen.
|
lenum.idiv = Division mit ganzen Zahlen.
|
||||||
@@ -2530,7 +2558,7 @@ lenum.xor = Bitweises XOR.
|
|||||||
lenum.min = Die Größte von zwei Zahlen.
|
lenum.min = Die Größte von zwei Zahlen.
|
||||||
lenum.max = Die Kleinste von zwei Zahlen.
|
lenum.max = Die Kleinste von zwei Zahlen.
|
||||||
lenum.angle = Vektorwinkel in Grad.
|
lenum.angle = Vektorwinkel in Grad.
|
||||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
lenum.anglediff = Absolute Entfernung zwischen zwei Winkeln in Grad.
|
||||||
lenum.len = Vektorlänge.
|
lenum.len = Vektorlänge.
|
||||||
|
|
||||||
lenum.sin = Sinus in Grad.
|
lenum.sin = Sinus in Grad.
|
||||||
@@ -2598,7 +2626,7 @@ unitlocate.building = Variable für das Ergebnis.
|
|||||||
unitlocate.outx = Variable für die X-Koordinate.
|
unitlocate.outx = Variable für die X-Koordinate.
|
||||||
unitlocate.outy = Variable für die Y-Koordinate.
|
unitlocate.outy = Variable für die Y-Koordinate.
|
||||||
unitlocate.group = Gesuchter Blocktyp.
|
unitlocate.group = Gesuchter Blocktyp.
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = Wenn true: verhindert, dass dieser Ton abgespielt wird,\nwenn er im gleichen Frame schon einmal gespielt wurde.
|
||||||
|
|
||||||
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
|
lenum.idle = Bewegt sich nicht, baut aber weiter ab.\nDer normale Zustand.
|
||||||
lenum.stop = Bewegung / Abbau / Bau abbrechen.
|
lenum.stop = Bewegung / Abbau / Bau abbrechen.
|
||||||
@@ -2606,7 +2634,7 @@ lenum.unbind = Logiksteuerung deaktivieren.\nNormale KI übernimmt.
|
|||||||
lenum.move = Geht zu diese Position.
|
lenum.move = Geht zu diese Position.
|
||||||
lenum.approach = Geht auf einen Punkt mit einem bestimmten Radius zu.
|
lenum.approach = Geht auf einen Punkt mit einem bestimmten Radius zu.
|
||||||
lenum.pathfind = Geht zum gegnerischen Spawnpunkt.
|
lenum.pathfind = Geht zum gegnerischen Spawnpunkt.
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = Läuft zum nächsten feindlichen Kern oder Spawnbereich.
|
||||||
lenum.target = Schießt auf eine Position.
|
lenum.target = Schießt auf eine Position.
|
||||||
lenum.targetp = Schießt auf eine Einheit und sagt deren Position voraus.
|
lenum.targetp = Schießt auf eine Einheit und sagt deren Position voraus.
|
||||||
lenum.itemdrop = Materialien abwerfen.
|
lenum.itemdrop = Materialien abwerfen.
|
||||||
@@ -2617,13 +2645,39 @@ lenum.payenter = Betritt den Fracht-Block, auf dem sich die Einheit befindet.
|
|||||||
lenum.flag = Zahl, mit der eine Einheit identifiziert werden kann.
|
lenum.flag = Zahl, mit der eine Einheit identifiziert werden kann.
|
||||||
lenum.mine = Erz von einer Position abbauen.
|
lenum.mine = Erz von einer Position abbauen.
|
||||||
lenum.build = Einen Block bauen.
|
lenum.build = Einen Block bauen.
|
||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Gibt den Gebäude-, Boden- und Blocktyp and den gegebenen Koordinaten zurück.\nDie Position muss in Reichweite der Einheit sein, sonst wird null zurückgegeben.
|
||||||
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
lenum.within = Prüft, ob eine Einheit in einem Radius um einen Punkt ist.
|
||||||
lenum.boost = Aktiviert / deaktiviert den Boost.
|
lenum.boost = Aktiviert / deaktiviert den Boost.
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Verschiebt den Inhalt des Print Buffers wenn möglich zu einem Marker.\nWenn fetch true ist, wird versucht, Eigenschaften vom Locale Bundle der Karte oder des Spiels zu lesen.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Name einer Textur direkt aus dem Texturatlas des Spiels (bennant mit kebab-case naming style).\nWenn printFlush true ist, wird der Inhalt des Textspeichers als Argument genommen und gelöscht.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Größe einer Textur in Kacheln. Zero value scales marker width to original texture's size.
|
||||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
lenum.autoscale = Ob der Marker entsprechend des Zoom-Levels des Spielers skaliert werden soll.
|
||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Positionen auf der Textur von 0 bis 1, für quad marker benutzt.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -721,14 +721,18 @@ loadout = Carga inicial
|
|||||||
resources = Recursos
|
resources = Recursos
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Bloques prohibidos
|
bannedblocks = Bloques prohibidos
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objetivos
|
objectives = Objetivos
|
||||||
bannedunits = Unidades prohibidas
|
bannedunits = Unidades prohibidas
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Sólo permitir unidades seleccionadas
|
bannedunits.whitelist = Sólo permitir unidades seleccionadas
|
||||||
bannedblocks.whitelist = Sólo permitir bloques seleccionados
|
bannedblocks.whitelist = Sólo permitir bloques seleccionados
|
||||||
addall = Añadir todo
|
addall = Añadir todo
|
||||||
launch.from = Lanzando desde: [accent]{0}
|
launch.from = Lanzando desde: [accent]{0}
|
||||||
launch.capacity = Capacidad de objetos por envío: [accent]{0}
|
launch.capacity = Capacidad de objetos por envío: [accent]{0}
|
||||||
launch.destination = Destino: {0}
|
launch.destination = Destino: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = La cantidad debe ser un número entre 0 y {0}.
|
configure.invalid = La cantidad debe ser un número entre 0 y {0}.
|
||||||
add = Añadir...
|
add = Añadir...
|
||||||
guardian = Guardián
|
guardian = Guardián
|
||||||
@@ -767,7 +771,9 @@ sectors.stored = Almacenado:
|
|||||||
sectors.resume = Reanudar
|
sectors.resume = Reanudar
|
||||||
sectors.launch = Lanzar
|
sectors.launch = Lanzar
|
||||||
sectors.select = Seleccionar
|
sectors.select = Seleccionar
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]Ninguno (sol)
|
sectors.nonelaunch = [lightgray]Ninguno (sol)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Renombrar sector
|
sectors.rename = Renombrar sector
|
||||||
sectors.enemybase = [scarlet]Base enemiga
|
sectors.enemybase = [scarlet]Base enemiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1032,6 +1038,7 @@ stat.buildspeedmultiplier = Multiplicador de velocidad de construcción
|
|||||||
stat.reactive = Reacciona con
|
stat.reactive = Reacciona con
|
||||||
stat.immunities = Inmune a
|
stat.immunities = Inmune a
|
||||||
stat.healing = Curación
|
stat.healing = Curación
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Área de Escudo
|
ability.forcefield = Área de Escudo
|
||||||
ability.forcefield.description = Projecta un campo de fuerza que absorve balas
|
ability.forcefield.description = Projecta un campo de fuerza que absorve balas
|
||||||
@@ -1078,6 +1085,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
|
|
||||||
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
bar.onlycoredeposit = Sólo se permite depositar en el núcleo
|
||||||
bar.drilltierreq = Requiere un taladro mejor
|
bar.drilltierreq = Requiere un taladro mejor
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Recursos insuficientes
|
bar.noresources = Recursos insuficientes
|
||||||
bar.corereq = Requiere un núcleo base
|
bar.corereq = Requiere un núcleo base
|
||||||
bar.corefloor = Requiere colocarse en una zona designada para ello
|
bar.corefloor = Requiere colocarse en una zona designada para ello
|
||||||
@@ -1086,6 +1094,7 @@ bar.drillspeed = Velocidad del taladro: {0}/s
|
|||||||
bar.pumpspeed = Velocidad de bombeado: {0}/s
|
bar.pumpspeed = Velocidad de bombeado: {0}/s
|
||||||
bar.efficiency = Eficiencia: {0}%
|
bar.efficiency = Eficiencia: {0}%
|
||||||
bar.boost = Aceleración: +{0}%
|
bar.boost = Aceleración: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energía: {0}/s
|
bar.powerbalance = Energía: {0}/s
|
||||||
bar.powerstored = Almacenado: {0}/{1}
|
bar.powerstored = Almacenado: {0}/{1}
|
||||||
bar.poweramount = Energía: {0}
|
bar.poweramount = Energía: {0}
|
||||||
@@ -1096,6 +1105,7 @@ bar.capacity = Capacidad: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Líquido
|
bar.liquid = Líquido
|
||||||
bar.heat = Calor
|
bar.heat = Calor
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Inestabilidad
|
bar.instability = Inestabilidad
|
||||||
bar.heatamount = Calor: {0}
|
bar.heatamount = Calor: {0}
|
||||||
bar.heatpercent = Calor: {0} ({1}%)
|
bar.heatpercent = Calor: {0} ({1}%)
|
||||||
@@ -1120,6 +1130,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
|
bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño
|
bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
|
bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] empuje
|
bullet.knockback = [stat]{0}[lightgray] empuje
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perforación
|
bullet.pierce = [stat]{0}[lightgray]x perforación
|
||||||
bullet.infinitepierce = [stat]perforante
|
bullet.infinitepierce = [stat]perforante
|
||||||
@@ -1146,6 +1157,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /seg
|
unit.persecond = /seg
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x velocidad
|
unit.timesspeed = x velocidad
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = Escudo
|
unit.shieldhealth = Escudo
|
||||||
unit.items = objetos
|
unit.items = objetos
|
||||||
@@ -1222,11 +1234,13 @@ setting.mutemusic.name = Silenciar música
|
|||||||
setting.sfxvol.name = Volumen del sonido
|
setting.sfxvol.name = Volumen del sonido
|
||||||
setting.mutesound.name = Silenciar sonido
|
setting.mutesound.name = Silenciar sonido
|
||||||
setting.crashreport.name = Enviar registros de errores anónimos
|
setting.crashreport.name = Enviar registros de errores anónimos
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Guardado automático
|
setting.savecreate.name = Guardado automático
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite de jugadores
|
setting.playerlimit.name = Limite de jugadores
|
||||||
setting.chatopacity.name = Opacidad del chat
|
setting.chatopacity.name = Opacidad del chat
|
||||||
setting.lasersopacity.name = Opacidad de láseres energía
|
setting.lasersopacity.name = Opacidad de láseres energía
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Opacidad de puentes
|
setting.bridgeopacity.name = Opacidad de puentes
|
||||||
setting.playerchat.name = Mostrar chat de burbuja de jugadores
|
setting.playerchat.name = Mostrar chat de burbuja de jugadores
|
||||||
setting.showweather.name = Efectos visuales climáticos
|
setting.showweather.name = Efectos visuales climáticos
|
||||||
@@ -1382,12 +1396,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Multiplicador de vida de unidades
|
rules.unithealthmultiplier = Multiplicador de vida de unidades
|
||||||
rules.unitdamagemultiplier = Multiplicador de daño de unidades
|
rules.unitdamagemultiplier = Multiplicador de daño de unidades
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de energía solar
|
rules.solarmultiplier = Multiplicador de energía solar
|
||||||
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
rules.unitcapvariable = Las categorías del núcleo alteran el límite máximo de unidades
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Límite base de unidades
|
rules.unitcap = Límite base de unidades
|
||||||
rules.limitarea = Limitar área del mapa
|
rules.limitarea = Limitar área del mapa
|
||||||
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
rules.enemycorebuildradius = Radio de zona anti-construcción del núcleo enemigo:[lightgray] (bloques)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Intervalo entre oleadas:[lightgray] (seg)
|
rules.wavespacing = Intervalo entre oleadas:[lightgray] (seg)
|
||||||
rules.initialwavespacing = Retraso inicial de oleadas:[lightgray] (seg)
|
rules.initialwavespacing = Retraso inicial de oleadas:[lightgray] (seg)
|
||||||
rules.buildcostmultiplier = Multiplicador de coste de construcción
|
rules.buildcostmultiplier = Multiplicador de coste de construcción
|
||||||
@@ -1410,6 +1426,9 @@ rules.title.planet = Planeta
|
|||||||
rules.lighting = Iluminación
|
rules.lighting = Iluminación
|
||||||
rules.fog = Ocultar terreno inexplorado (Fog of War)
|
rules.fog = Ocultar terreno inexplorado (Fog of War)
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fuego
|
rules.fire = Fuego
|
||||||
@@ -1730,6 +1749,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Contenedor
|
block.container.name = Contenedor
|
||||||
block.launch-pad.name = Plataforma de lanzamiento
|
block.launch-pad.name = Plataforma de lanzamiento
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fábrica terrestre
|
block.ground-factory.name = Fábrica terrestre
|
||||||
block.air-factory.name = Fábrica aérea
|
block.air-factory.name = Fábrica aérea
|
||||||
@@ -2179,7 +2200,9 @@ block.vault.description = Almacena una gran cantidad de objetos de cada tipo. Su
|
|||||||
block.container.description = Almacena una pequeña cantidad de objetos de cada tipo. Su contenido se puede recuperar con un descargador.
|
block.container.description = Almacena una pequeña cantidad de objetos de cada tipo. Su contenido se puede recuperar con un descargador.
|
||||||
block.unloader.description = Descarga el objeto seleccionado de bloques cercanos.
|
block.unloader.description = Descarga el objeto seleccionado de bloques cercanos.
|
||||||
block.launch-pad.description = Lanza lotes de recursos a los sectores seleccionados.
|
block.launch-pad.description = Lanza lotes de recursos a los sectores seleccionados.
|
||||||
block.launch-pad.details = Sistema suborbital para transportar recursos. Las cápsulas de carga son frágiles e incapaces de sobrevivir al aterrizaje.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Dispara balas sencillas a los enemigos.
|
block.duo.description = Dispara balas sencillas a los enemigos.
|
||||||
block.scatter.description = Dispara proyectiles de plomo, chatarra o metacristal a las unidades aéreas enemigas.
|
block.scatter.description = Dispara proyectiles de plomo, chatarra o metacristal a las unidades aéreas enemigas.
|
||||||
block.scorch.description = Quema a cualquier enemigo terrestre cercano a él. Altamente efectivo a corto alcance.
|
block.scorch.description = Quema a cualquier enemigo terrestre cercano a él. Altamente efectivo a corto alcance.
|
||||||
@@ -2381,6 +2404,7 @@ unit.emanate.description = Construye estructuras para defender el núcleo Acropo
|
|||||||
lst.read = Lee un número desde una unidad de memoria conectada.
|
lst.read = Lee un número desde una unidad de memoria conectada.
|
||||||
lst.write = Escribe un número en una unidad de memoria conectada.
|
lst.write = Escribe un número en una unidad de memoria conectada.
|
||||||
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
lst.print = Añade texto a la cola para imprimir texto.\nNo mostrará nada hasta que se use [accent]Print Flush[].
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
lst.draw = Añade una operación a la cola para dibujar.\nNo mostrará nada hasta que se use [accent]Draw Flush[].
|
||||||
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
lst.drawflush = Muestra los datos en cola de operaciones [accent]Draw[] en un monitor gráfico.
|
||||||
@@ -2620,3 +2644,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -3,129 +3,132 @@ credits = Tegijad
|
|||||||
contributors = Tõlkijad ja panustajad
|
contributors = Tõlkijad ja panustajad
|
||||||
discord = Liitu Mindustry Discordi serveriga!
|
discord = Liitu Mindustry Discordi serveriga!
|
||||||
link.discord.description = Ametlik Discordi server
|
link.discord.description = Ametlik Discordi server
|
||||||
link.reddit.description = The Mindustry subreddit
|
link.reddit.description = Mindustry subreddit
|
||||||
link.github.description = Mängu lähtekood
|
link.github.description = Mängu lähtekood
|
||||||
link.changelog.description = Uuenduste nimekiri versioonide kaupa
|
link.changelog.description = Uuenduste nimekiri versioonide kaupa
|
||||||
link.dev-builds.description = Arendusversioonide ajalugu
|
link.dev-builds.description = Arendusversioonide ajalugu
|
||||||
link.trello.description = Plaanitud uuenduste nimekiri
|
link.trello.description = Plaanitud uuenduste nimekiri
|
||||||
link.itch.io.description = Kõik PC-platvormide versioonid
|
link.itch.io.description = Kõik PC-platvormide versioonid
|
||||||
link.google-play.description = Androidi versioon Google Play poes
|
link.google-play.description = Androidi versioon Google Play poes
|
||||||
link.f-droid.description = F-Droid catalogue listing
|
link.f-droid.description = F-Droid kataloog
|
||||||
link.wiki.description = Mängu ametlik viki
|
link.wiki.description = Mängu ametlik viki
|
||||||
link.suggestions.description = Suggest new features
|
link.suggestions.description = Anna soovitusi
|
||||||
link.bug.description = Found one? Report it here
|
link.bug.description = Leidsid vea? Kirjuta siia
|
||||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
linkopen = See server saatis sulle lingi. Oled kindel, et tahad avada?\n\n[sky]{0}
|
||||||
linkfail = Lingi avamine ebaõnnestus!\nVeebiaadress kopeeriti.
|
linkfail = Lingi avamine ebaõnnestus!\nVeebiaadress kopeeriti.
|
||||||
screenshot = Kuvatõmmis salvestati: {0}
|
screenshot = Kuvatõmmis salvestati: {0}
|
||||||
screenshot.invalid = Maailm on liiga suur: kuvatõmmise salvestamiseks ei pruugi olla piisavalt mälu.
|
screenshot.invalid = Maailm on liiga suur: kuvatõmmise salvestamiseks ei pruugi olla piisavalt mälu.
|
||||||
gameover = Mäng läbi!
|
gameover = Mäng läbi!
|
||||||
gameover.disconnect = Disconnect
|
gameover.disconnect = Lahku
|
||||||
gameover.pvp = Võistkond[accent] {0}[] võitis!
|
gameover.pvp = Võistkond[accent] {0}[] võitis!
|
||||||
gameover.waiting = [accent]Waiting for next map...
|
gameover.waiting = [accent]Ootan järgmist kaarti...
|
||||||
highscore = [accent]Uus rekord!
|
highscore = [accent]Uus rekord!
|
||||||
copied = Copied.
|
copied = Kopeeritud.
|
||||||
indev.notready = This part of the game isn't ready yet
|
indev.notready = See osa mängust ei ole veel valmis
|
||||||
|
|
||||||
load.sound = Helid
|
load.sound = Helid
|
||||||
load.map = Maailmad
|
load.map = Maailmad
|
||||||
load.image = Pildid
|
load.image = Pildid
|
||||||
load.content = Sisu
|
load.content = Sisu
|
||||||
load.system = Süsteem
|
load.system = Süsteem
|
||||||
load.mod = Mods
|
load.mod = Modid
|
||||||
load.scripts = Scripts
|
load.scripts = Skriptid
|
||||||
|
|
||||||
be.update = A new Bleeding Edge build is available:
|
be.update = Uus arendusversioon on saadaval:
|
||||||
be.update.confirm = Download it and restart now?
|
be.update.confirm = Lae alla ja taaskäivita?
|
||||||
be.updating = Updating...
|
be.updating = Värskendan...
|
||||||
be.ignore = Ignore
|
be.ignore = Ignoreeri
|
||||||
be.noupdates = No updates found.
|
be.noupdates = Ei leidnud värskendusi.
|
||||||
be.check = Check for updates
|
be.check = Otsi värskendusi
|
||||||
mods.browser = Mod Browser
|
|
||||||
mods.browser.selected = Selected mod
|
mods.browser = Modi Brauser
|
||||||
mods.browser.add = Install
|
mods.browser.selected = Valitud mod
|
||||||
mods.browser.reinstall = Reinstall
|
mods.browser.add = Paigalda
|
||||||
mods.browser.view-releases = View Releases
|
mods.browser.reinstall = Taaspaigalda
|
||||||
mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
|
mods.browser.view-releases = Kuva Versioonid
|
||||||
mods.browser.latest = <Latest>
|
mods.browser.noreleases = [scarlet]Ei leidnud versioone\n[accent]Ei leidnud selle modi jaoks ühtegi väljaannet. Kontrollige, kas modi repositooriumis on avaldatud versioone.
|
||||||
mods.browser.releases = Releases
|
mods.browser.latest = <Uusim>
|
||||||
|
mods.browser.releases = Versioonid
|
||||||
mods.github.open = Repo
|
mods.github.open = Repo
|
||||||
mods.github.open-release = Release Page
|
mods.github.open-release = Väljastusleht
|
||||||
mods.browser.sortdate = Sort by recent
|
mods.browser.sortdate = Sorteeri uusimad enne
|
||||||
mods.browser.sortstars = Sort by stars
|
mods.browser.sortstars = Sorteeri tähtede järgi
|
||||||
|
|
||||||
schematic = Schematic
|
schematic = Skeem
|
||||||
schematic.add = Save Schematic...
|
schematic.add = Salvesta Skeem...
|
||||||
schematics = Schematics
|
schematics = Skeemid
|
||||||
schematic.search = Search schematics...
|
schematic.search = Otsi skeemide hulgast...
|
||||||
schematic.replace = A schematic by that name already exists. Replace it?
|
schematic.replace = Selle nimega skeem juba eksisteerib. Asenda?
|
||||||
schematic.exists = A schematic by that name already exists.
|
schematic.exists = Selle nimega skeem juba eksisteerib.
|
||||||
schematic.import = Import Schematic...
|
schematic.import = Impordi Skeem...
|
||||||
schematic.exportfile = Export File
|
schematic.exportfile = Ekspordi Fail
|
||||||
schematic.importfile = Import File
|
schematic.importfile = Impordi Fail
|
||||||
schematic.browseworkshop = Browse Workshop
|
schematic.browseworkshop = Lehitse Workshop'i
|
||||||
schematic.copy = Copy to Clipboard
|
schematic.copy = Kopeeri Lõikelauale
|
||||||
schematic.copy.import = Import from Clipboard
|
schematic.copy.import = Impordi Lõikelaualt
|
||||||
schematic.shareworkshop = Share on Workshop
|
schematic.shareworkshop = Jaga Workshop'is
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Peegelda Skeem
|
||||||
schematic.saved = Schematic saved.
|
schematic.saved = Skeem salvestatud.
|
||||||
schematic.delete.confirm = This schematic will be utterly eradicated.
|
schematic.delete.confirm = See skeem hävitatakse täielikult.
|
||||||
schematic.edit = Edit Schematic
|
schematic.edit = Muuda Skeemi
|
||||||
schematic.info = {0}x{1}, {2} blocks
|
schematic.info = {0}x{1}, {2} plokki
|
||||||
schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
|
schematic.disabled = [scarlet]Skeemid välja lülitatud[]\nSa ei tohi kasutada skeeme selles [accent]maailmas[] või [accent]serveris.
|
||||||
schematic.tags = Tags:
|
schematic.tags = Sildid:
|
||||||
schematic.edittags = Edit Tags
|
schematic.edittags = Muuda Silte
|
||||||
schematic.addtag = Add Tag
|
schematic.addtag = Lisa Silt
|
||||||
schematic.texttag = Text Tag
|
schematic.texttag = Tekstisilt
|
||||||
schematic.icontag = Icon Tag
|
schematic.icontag = Ikoonisilt
|
||||||
schematic.renametag = Rename Tag
|
schematic.renametag = Nimeta Silt Ümber
|
||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} sildistatud
|
||||||
schematic.tagdelconfirm = Delete this tag completely?
|
schematic.tagdelconfirm = Kustuta see silt täielikult?
|
||||||
schematic.tagexists = That tag already exists.
|
schematic.tagexists = See silt juba eksisteerib.
|
||||||
stats = Stats
|
|
||||||
stats.wave = Waves Defeated
|
|
||||||
stats.unitsCreated = Units Created
|
|
||||||
stats.enemiesDestroyed = Enemies Destroyed
|
|
||||||
stats.built = Buildings Built
|
|
||||||
stats.destroyed = Buildings Destroyed
|
|
||||||
stats.deconstructed = Buildings Deconstructed
|
|
||||||
stats.playtime = Time Played
|
|
||||||
|
|
||||||
globalitems = [accent]Global Items
|
stats = Statistika
|
||||||
|
stats.wave = Läbitud Laineid
|
||||||
|
stats.unitsCreated = Üksusi Loodud
|
||||||
|
stats.enemiesDestroyed = Vastaseid Hävitatud
|
||||||
|
stats.built = Ehitisi Ehitatud
|
||||||
|
stats.destroyed = Ehitisi Hävitatud
|
||||||
|
stats.deconstructed = Ehitisi Lammutatud
|
||||||
|
stats.playtime = Mängitud Aeg
|
||||||
|
|
||||||
|
globalitems = [accent]Globaalsed Materjalid
|
||||||
map.delete = Kas oled kindel, et soovid kustutada\nmaailma "[accent]{0}[]"?
|
map.delete = Kas oled kindel, et soovid kustutada\nmaailma "[accent]{0}[]"?
|
||||||
level.highscore = Rekord: [accent]{0}
|
level.highscore = Rekord: [accent]{0}
|
||||||
level.select = Taseme valimine
|
level.select = Taseme valik
|
||||||
level.mode = Mänguviis:
|
level.mode = Mänguviis:
|
||||||
coreattack = < Tuumik on rünnaku all! >
|
coreattack = < Tuum on rünnaku all! >
|
||||||
nearpoint = [[ [scarlet]LAHKU VAENLASTE MAANDUMISE ALALT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
nearpoint = [[ [scarlet]LAHKU KOHESELT MAANDUMISPLATSILT[] ]\nVaenlaste maandumisel hävib siin kõik.
|
||||||
database = Andmebaas
|
database = Tuumandmebaas
|
||||||
database.button = Database
|
database.button = Andmebaas
|
||||||
savegame = Salvesta mäng
|
savegame = Salvesta Mäng
|
||||||
loadgame = Lae mäng
|
loadgame = Lae Mäng
|
||||||
joingame = Liitu mänguga
|
joingame = Liitu Mänguga
|
||||||
customgame = Kohandatud mäng
|
customgame = Kohandatud Mäng
|
||||||
newgame = Uus mäng
|
newgame = Uus mäng
|
||||||
none = <puudub>
|
none = <puudub>
|
||||||
none.found = [lightgray]<none found>
|
none.found = [lightgray]<mitte ühtegi leitud>
|
||||||
none.inmap = [lightgray]<none in map>
|
none.inmap = [lightgray]<mitte ühtegi maailmas>
|
||||||
minimap = Kaart
|
minimap = Kaart
|
||||||
position = Position
|
position = Positsioon
|
||||||
close = Sulge
|
close = Sulge
|
||||||
website = Veebileht
|
website = Veebileht
|
||||||
quit = Välju
|
quit = Välju
|
||||||
save.quit = Salvesta ja välju
|
save.quit = Salvesta ja Välju
|
||||||
maps = Maailmad
|
maps = Maailmad
|
||||||
maps.browse = Sirvi maailmu
|
maps.browse = Sirvi Maailmu
|
||||||
continue = Jätka
|
continue = Jätka
|
||||||
maps.none = [lightgray]Ühtegi maailma ei leitud!
|
maps.none = [lightgray]Ühtegi maailma ei leitud!
|
||||||
invalid = Kehtetu
|
invalid = Kehtetu
|
||||||
pickcolor = Pick Color
|
pickcolor = Vali Värv
|
||||||
preparingconfig = Konfiguratsiooni ettevalmistamine
|
preparingconfig = Konfiguratsiooni Ettevalmistamine
|
||||||
preparingcontent = Sisu ettevalmistamine
|
preparingcontent = Sisu Ettevalmistamine
|
||||||
uploadingcontent = Sisu üleslaadimine
|
uploadingcontent = Sisu Üleslaadimine
|
||||||
uploadingpreviewfile = Eelvaate faili üleslaadimine
|
uploadingpreviewfile = Eelvaate Faili Üleslaadimine
|
||||||
committingchanges = Muudatuste teostamine
|
committingchanges = Muudatuste Teostamine
|
||||||
done = Valmis
|
done = Valmis
|
||||||
feature.unsupported = Your device does not support this feature.
|
feature.unsupported = Seade ei toeta seda funktsiooni.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.none = [lightgray]No mods found!
|
mods.none = [lightgray]No mods found!
|
||||||
@@ -707,14 +710,18 @@ loadout = Loadout
|
|||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Banned Blocks
|
bannedblocks = Banned Blocks
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Add All
|
addall = Add All
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Arv peab olema 0 ja {0} vahel.
|
configure.invalid = Arv peab olema 0 ja {0} vahel.
|
||||||
add = Lisa...
|
add = Lisa...
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -753,7 +760,9 @@ sectors.stored = Stored:
|
|||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1013,6 +1022,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1060,6 +1070,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Nõuab paremat puuri
|
bar.drilltierreq = Nõuab paremat puuri
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1068,6 +1079,7 @@ bar.drillspeed = Puurimise kiirus: {0}/s
|
|||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Kasutegur: {0}%
|
bar.efficiency = Kasutegur: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Bilanss: {0}/s
|
bar.powerbalance = Bilanss: {0}/s
|
||||||
bar.powerstored = Puhver: {0}/{1}
|
bar.powerstored = Puhver: {0}/{1}
|
||||||
bar.poweramount = Laeng: {0}
|
bar.poweramount = Laeng: {0}
|
||||||
@@ -1078,6 +1090,7 @@ bar.capacity = Mahutavus: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Vedelik
|
bar.liquid = Vedelik
|
||||||
bar.heat = Kuumus
|
bar.heat = Kuumus
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1102,6 +1115,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
|
bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1128,6 +1142,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /s
|
unit.persecond = /s
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x kiirus
|
unit.timesspeed = x kiirus
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = ressursiühikut
|
unit.items = ressursiühikut
|
||||||
@@ -1204,11 +1219,13 @@ setting.mutemusic.name = Vaigista muusika
|
|||||||
setting.sfxvol.name = Heliefektide tugevus
|
setting.sfxvol.name = Heliefektide tugevus
|
||||||
setting.mutesound.name = Vaigista heli
|
setting.mutesound.name = Vaigista heli
|
||||||
setting.crashreport.name = Saada automaatseid veateateid
|
setting.crashreport.name = Saada automaatseid veateateid
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Loo automaatseid salvestisi
|
setting.savecreate.name = Loo automaatseid salvestisi
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Vestlusakna läbipaistmatus
|
setting.chatopacity.name = Vestlusakna läbipaistmatus
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Bridge Opacity
|
||||||
setting.playerchat.name = Näita mängusisest vestlusakent
|
setting.playerchat.name = Näita mängusisest vestlusakent
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1364,12 +1381,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Väeüksuste elude kordaja
|
rules.unithealthmultiplier = Väeüksuste elude kordaja
|
||||||
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Aeg lainete vahel:[lightgray] (sekund)
|
rules.wavespacing = Aeg lainete vahel:[lightgray] (sekund)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Ehitamise maksumuse kordaja
|
rules.buildcostmultiplier = Ehitamise maksumuse kordaja
|
||||||
@@ -1392,6 +1411,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1708,6 +1730,8 @@ block.meltdown.name = Valguskiir
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Hoidla
|
block.container.name = Hoidla
|
||||||
block.launch-pad.name = Stardiplatvorm
|
block.launch-pad.name = Stardiplatvorm
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -2146,7 +2170,9 @@ block.vault.description = Hoiustab suurt hulka igat tüüpi ressursse. Hoidlast
|
|||||||
block.container.description = Hoiustab väikest hulka igat tüüpi ressursse. Hoidlast ressursside kättesaamiseks kasutatakse mahalaadijat.
|
block.container.description = Hoiustab väikest hulka igat tüüpi ressursse. Hoidlast ressursside kättesaamiseks kasutatakse mahalaadijat.
|
||||||
block.unloader.description = Transpordib ressursse tuumikust ja hoidlatest konveieritele või külgnevatesse ehitistesse. Mahalaetava ressursi tüüpi saab valida mahalaadijale vajutades.
|
block.unloader.description = Transpordib ressursse tuumikust ja hoidlatest konveieritele või külgnevatesse ehitistesse. Mahalaetava ressursi tüüpi saab valida mahalaadijale vajutades.
|
||||||
block.launch-pad.description = Saadab ressursse tagasi emalaeva, ilma et oleks vaja tuumikuga lendu tõusta.
|
block.launch-pad.description = Saadab ressursse tagasi emalaeva, ilma et oleks vaja tuumikuga lendu tõusta.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Väike ja odav kahur, mis on kasulik maapealsete väeüksuste tõrjumiseks.
|
block.duo.description = Väike ja odav kahur, mis on kasulik maapealsete väeüksuste tõrjumiseks.
|
||||||
block.scatter.description = Õhutõrjekahur, mis tulistab pliid või vanametalli lendavate väeüksuste pihta.
|
block.scatter.description = Õhutõrjekahur, mis tulistab pliid või vanametalli lendavate väeüksuste pihta.
|
||||||
block.scorch.description = Heidab tuld maapealsetele väeüksustele. Eriti efektiivne lähedal asuvate väeüksuste tõrjumiseks.
|
block.scorch.description = Heidab tuld maapealsetele väeüksustele. Eriti efektiivne lähedal asuvate väeüksuste tõrjumiseks.
|
||||||
@@ -2341,6 +2367,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2560,3 +2587,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -709,14 +709,18 @@ loadout = Loadout
|
|||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Debekatutako blokeak
|
bannedblocks = Debekatutako blokeak
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Gehitu denak
|
addall = Gehitu denak
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Kopurua 0 eta {0} bitarteko zenbaki bat izan behar da.
|
configure.invalid = Kopurua 0 eta {0} bitarteko zenbaki bat izan behar da.
|
||||||
add = Gehitu
|
add = Gehitu
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -755,7 +759,9 @@ sectors.stored = Stored:
|
|||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1015,6 +1021,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1062,6 +1069,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Zulagailu hobea behar da
|
bar.drilltierreq = Zulagailu hobea behar da
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1070,6 +1078,7 @@ bar.drillspeed = Ustiatze-abiadura: {0}/s
|
|||||||
bar.pumpspeed = Ponpatze abiadura: {0}/s
|
bar.pumpspeed = Ponpatze abiadura: {0}/s
|
||||||
bar.efficiency = Eraginkortasuna: {0}%
|
bar.efficiency = Eraginkortasuna: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energia: {0}/s
|
bar.powerbalance = Energia: {0}/s
|
||||||
bar.powerstored = Bilduta: {0}/{1}
|
bar.powerstored = Bilduta: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
@@ -1080,6 +1089,7 @@ bar.capacity = Edukiera: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Likidoa
|
bar.liquid = Likidoa
|
||||||
bar.heat = Beroa
|
bar.heat = Beroa
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1104,6 +1114,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] kontusioa
|
bullet.knockback = [stat]{0}[lightgray] kontusioa
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1130,6 +1141,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /seg
|
unit.persecond = /seg
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x abiadura
|
unit.timesspeed = x abiadura
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = elementu
|
unit.items = elementu
|
||||||
@@ -1206,11 +1218,13 @@ setting.mutemusic.name = Isilarazi musika
|
|||||||
setting.sfxvol.name = Efektuen bolumena
|
setting.sfxvol.name = Efektuen bolumena
|
||||||
setting.mutesound.name = Isilarazi soinua
|
setting.mutesound.name = Isilarazi soinua
|
||||||
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
setting.crashreport.name = Bidali kraskatze txosten automatikoak
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Gorde automatikoki
|
setting.savecreate.name = Gorde automatikoki
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Txataren opakotasuna
|
setting.chatopacity.name = Txataren opakotasuna
|
||||||
setting.lasersopacity.name = Energia laserraren opakutasuna
|
setting.lasersopacity.name = Energia laserraren opakutasuna
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Bridge Opacity
|
||||||
setting.playerchat.name = Erakutsi jolas barneko txata
|
setting.playerchat.name = Erakutsi jolas barneko txata
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1366,12 +1380,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Unitateen osasun-biderkatzailea
|
rules.unithealthmultiplier = Unitateen osasun-biderkatzailea
|
||||||
rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Boladen tartea:[lightgray] (seg)
|
rules.wavespacing = Boladen tartea:[lightgray] (seg)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Eraikitze kostu-biderkatzailea
|
rules.buildcostmultiplier = Eraikitze kostu-biderkatzailea
|
||||||
@@ -1394,6 +1410,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1710,6 +1729,8 @@ block.meltdown.name = Nukleofusio
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Edukiontzia
|
block.container.name = Edukiontzia
|
||||||
block.launch-pad.name = Egozketa-plataforma
|
block.launch-pad.name = Egozketa-plataforma
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -2148,7 +2169,9 @@ block.vault.description = Mota bakoitzeko elementuen kopuru handiak biltegiratze
|
|||||||
block.container.description = Mota bakoitzeko elementuen kopuru txiki bat gordetzen du. Bloke deskargagailu bat erabili daiteke elementuak edukiontzitik ateratzeko.
|
block.container.description = Mota bakoitzeko elementuen kopuru txiki bat gordetzen du. Bloke deskargagailu bat erabili daiteke elementuak edukiontzitik ateratzeko.
|
||||||
block.unloader.description = Edukiontzi, kripta edo muin batetik elementuak deskargatzen ditu garraiagailu batera edo zuzenean ondoan dagoen bloke batera. Deskargatu beharreko elementu mota sakatuz aldatu daiteke.
|
block.unloader.description = Edukiontzi, kripta edo muin batetik elementuak deskargatzen ditu garraiagailu batera edo zuzenean ondoan dagoen bloke batera. Deskargatu beharreko elementu mota sakatuz aldatu daiteke.
|
||||||
block.launch-pad.description = Baliabide multzoak egotzi ditzake muina egotzi gabe.
|
block.launch-pad.description = Baliabide multzoak egotzi ditzake muina egotzi gabe.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Dorre txiki eta merke bat. Lurreko unitateen aurka erabilgarria.
|
block.duo.description = Dorre txiki eta merke bat. Lurreko unitateen aurka erabilgarria.
|
||||||
block.scatter.description = Aire defentsarako ezinbesteko dorrea. Berun edo txatarrezko koskorrekin ihinztatzen ditu unitate etsaiak.
|
block.scatter.description = Aire defentsarako ezinbesteko dorrea. Berun edo txatarrezko koskorrekin ihinztatzen ditu unitate etsaiak.
|
||||||
block.scorch.description = Inguruko lurreko etsaiak kiskaltzen ditu. Oso eraginkorra distantzia hurbilera.
|
block.scorch.description = Inguruko lurreko etsaiak kiskaltzen ditu. Oso eraginkorra distantzia hurbilera.
|
||||||
@@ -2343,6 +2366,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2562,3 +2586,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -227,9 +227,9 @@ server.kicked.serverRestarting = Tämä palvelin on uudelleenkäynnistymässä.
|
|||||||
server.versions = Versiosi:[accent] {0}[]\nPalvelimen versio:[accent] {1}[]
|
server.versions = Versiosi:[accent] {0}[]\nPalvelimen versio:[accent] {1}[]
|
||||||
host.info = [accent]Isännöi[] -nappi luo palvelimen portille [scarlet]6567[]. \nKenen tahansa samassa [lightgray]wifi-yhteydessä tai paikallisessa verkossa[] pitäisi voida nähdä palvelimesi heidän palvelinlistassaan.\n\nJos haluat muiden voivan yhdistää kaikkialta IP:n perusteella, [accent]port forwardingia[] vaaditaan.\n\n[lightgray]Huomio: Jos jollakulla on ongelmia LAN-palvelimeesi yhdistämisessä, varmista palomuurisi asetuksista, että olet sallinut Mindustrylle oikeuden paikalliseen verkkoosi. Huomaa, että julkiset verkot eivät joskus salli havaita itseään.
|
host.info = [accent]Isännöi[] -nappi luo palvelimen portille [scarlet]6567[]. \nKenen tahansa samassa [lightgray]wifi-yhteydessä tai paikallisessa verkossa[] pitäisi voida nähdä palvelimesi heidän palvelinlistassaan.\n\nJos haluat muiden voivan yhdistää kaikkialta IP:n perusteella, [accent]port forwardingia[] vaaditaan.\n\n[lightgray]Huomio: Jos jollakulla on ongelmia LAN-palvelimeesi yhdistämisessä, varmista palomuurisi asetuksista, että olet sallinut Mindustrylle oikeuden paikalliseen verkkoosi. Huomaa, että julkiset verkot eivät joskus salli havaita itseään.
|
||||||
join.info = Tässä voit syöttää [accent]palvelimen IP-osoitteen[] johon yhdistää, tai etsiä [accent]paikallisesta verkosta[] palvelimia, joille littyä.\nSekä LAN- että WAN-moninpeluuta tuetaan.\n\n[lightgray]Huomio: Automaattista globaalia palvelinlistaa ei ole; jos haluat yhdistää jonnekin IP-osoitteella, sinun on selvitettävä palvelimen IP-osoite.
|
join.info = Tässä voit syöttää [accent]palvelimen IP-osoitteen[] johon yhdistää, tai etsiä [accent]paikallisesta verkosta[] palvelimia, joille littyä.\nSekä LAN- että WAN-moninpeluuta tuetaan.\n\n[lightgray]Huomio: Automaattista globaalia palvelinlistaa ei ole; jos haluat yhdistää jonnekin IP-osoitteella, sinun on selvitettävä palvelimen IP-osoite.
|
||||||
hostserver = Pidä yllä monipelaaja peliä
|
hostserver = Isännöi moninpeli
|
||||||
invitefriends = Pyydä Ystäviä
|
invitefriends = Kutsu ystäviä
|
||||||
hostserver.mobile = Isäntä\nPeli
|
hostserver.mobile = Isännöi\npeli
|
||||||
host = Isäntä
|
host = Isäntä
|
||||||
hosting = [accent]Avataan palvelinta...
|
hosting = [accent]Avataan palvelinta...
|
||||||
hosts.refresh = Päivitä
|
hosts.refresh = Päivitä
|
||||||
@@ -362,7 +362,7 @@ openlink = Avaa linkki
|
|||||||
copylink = Kopioi linkki
|
copylink = Kopioi linkki
|
||||||
back = Takaisin
|
back = Takaisin
|
||||||
max = Max
|
max = Max
|
||||||
objective = Maailman tehtävä
|
objective = Alueen tehtävä
|
||||||
crash.export = Vie kaatumislokit
|
crash.export = Vie kaatumislokit
|
||||||
crash.none = Kaatumislokeja ei löytynyt.
|
crash.none = Kaatumislokeja ei löytynyt.
|
||||||
crash.exported = Kaatumislokit on viety.
|
crash.exported = Kaatumislokit on viety.
|
||||||
@@ -575,7 +575,7 @@ filters.empty = [lightgray]Ei filttereitä! Lisää yksi alla olevasta napista.
|
|||||||
filter.distort = Vääristää
|
filter.distort = Vääristää
|
||||||
filter.noise = Melu
|
filter.noise = Melu
|
||||||
filter.enemyspawn = Vihollissyntypisteen valinta
|
filter.enemyspawn = Vihollissyntypisteen valinta
|
||||||
filter.spawnpath = Polku syntypisteelle
|
filter.spawnpath = Reitti syntypisteelle
|
||||||
filter.corespawn = Valitse Ydin
|
filter.corespawn = Valitse Ydin
|
||||||
filter.median = Mediaani
|
filter.median = Mediaani
|
||||||
filter.oremedian = Malmin keskiarvo
|
filter.oremedian = Malmin keskiarvo
|
||||||
@@ -635,7 +635,7 @@ width = Leveys:
|
|||||||
height = Korkeus:
|
height = Korkeus:
|
||||||
menu = Valikko
|
menu = Valikko
|
||||||
play = Pelaa
|
play = Pelaa
|
||||||
campaign = Polku
|
campaign = Kampanja
|
||||||
load = Lataa
|
load = Lataa
|
||||||
save = Tallenna
|
save = Tallenna
|
||||||
fps = FPS: {0}
|
fps = FPS: {0}
|
||||||
@@ -707,14 +707,18 @@ loadout = Lasti
|
|||||||
resources = Resurssit
|
resources = Resurssit
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Kielletyt Palikat
|
bannedblocks = Kielletyt Palikat
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Tehtävät
|
objectives = Tehtävät
|
||||||
bannedunits = Kielletyt yksiköt
|
bannedunits = Kielletyt yksiköt
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Lisää kaikki
|
addall = Lisää kaikki
|
||||||
launch.from = Laukaistaan kohteesta: [accent]{0}
|
launch.from = Laukaistaan kohteesta: [accent]{0}
|
||||||
launch.capacity = Tavaratila laukaistaessa: [accent]{0}
|
launch.capacity = Tavaratila laukaistaessa: [accent]{0}
|
||||||
launch.destination = Määränpää: {0}
|
launch.destination = Määränpää: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Lukumäärän täytyy olla numero väliltä 0 ja {0}.
|
configure.invalid = Lukumäärän täytyy olla numero väliltä 0 ja {0}.
|
||||||
add = Lisää...
|
add = Lisää...
|
||||||
guardian = Vartija
|
guardian = Vartija
|
||||||
@@ -753,7 +757,9 @@ sectors.stored = Säilötty:
|
|||||||
sectors.resume = Jatka
|
sectors.resume = Jatka
|
||||||
sectors.launch = Laukaise
|
sectors.launch = Laukaise
|
||||||
sectors.select = Valitse
|
sectors.select = Valitse
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]ei mitään (sun)
|
sectors.nonelaunch = [lightgray]ei mitään (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Nimeä sektori
|
sectors.rename = Nimeä sektori
|
||||||
sectors.enemybase = [scarlet]Vihollistukikohta
|
sectors.enemybase = [scarlet]Vihollistukikohta
|
||||||
sectors.vulnerable = [scarlet]Haavoittuvainen
|
sectors.vulnerable = [scarlet]Haavoittuvainen
|
||||||
@@ -835,8 +841,8 @@ sector.windsweptIslands.description = Kauempana rantaviivan takana on tämä kau
|
|||||||
sector.extractionOutpost.description = Kaukainen vartioasema, jonka vihollinen rakensi laukaistakseen resursseja muihin sektoreihin.\n\nSektorien välinen kuljetusteknologia on olennaista myöhemmälle valloitukselle. Tuhoa tämä tukikohta. Tutki heidän laukaisualustansa.
|
sector.extractionOutpost.description = Kaukainen vartioasema, jonka vihollinen rakensi laukaistakseen resursseja muihin sektoreihin.\n\nSektorien välinen kuljetusteknologia on olennaista myöhemmälle valloitukselle. Tuhoa tämä tukikohta. Tutki heidän laukaisualustansa.
|
||||||
sector.impact0078.description = Täällä lepäävät tähtienvälisen aluksen, joka ensimmäisenä kulki tähän aurinkokuntaan, jäännökset.\n\nPelasta hylystä mahdollisimman paljon. Tutki kaikki säilynyt teknologia.
|
sector.impact0078.description = Täällä lepäävät tähtienvälisen aluksen, joka ensimmäisenä kulki tähän aurinkokuntaan, jäännökset.\n\nPelasta hylystä mahdollisimman paljon. Tutki kaikki säilynyt teknologia.
|
||||||
sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukikohta sisältää rakennuksen, joka pystyy laukaisemaan ytimiä paikallisille planeetoille. Se on vartioitu äärimmäisen hyvin.\n\nRakenna laivayksiköitä. Eliminoi vihollinen mahdollisimman pian. Tutki laukaisurakennus.
|
sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukikohta sisältää rakennuksen, joka pystyy laukaisemaan ytimiä paikallisille planeetoille. Se on vartioitu äärimmäisen hyvin.\n\nRakenna laivayksiköitä. Eliminoi vihollinen mahdollisimman pian. Tutki laukaisurakennus.
|
||||||
sector.coastline.description = Remnants of naval unit technology have been detected at this location. Repel the enemy attacks, capture this sector, and acquire the technology.
|
sector.coastline.description = Tällä alueella on havaittu jälkiä meriyksikköjen teknologiasta. Torju vihollisen hyökkäykset, valtaa tämä sektori ja hanki teknologia.
|
||||||
sector.navalFortress.description = The enemy has established a base on a remote, naturally-fortified island. Destroy this outpost. Acquire their advanced naval craft technology, and research it.
|
sector.navalFortress.description = Vihollinen on perustanut tukikohdan syrjäiselle, luonnostaan linnoitetulle saarelle. Tuhoa tämä etuvartioasema. Hanki heidän kehittynyt merialusteknologiansa ja tutki se.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
@@ -866,23 +872,25 @@ sector.siege.name = Siege
|
|||||||
sector.crossroads.name = Crossroads
|
sector.crossroads.name = Crossroads
|
||||||
sector.karst.name = Karst
|
sector.karst.name = Karst
|
||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
sector.onset.description = Tutoriaalisektori. Tätä tehtävää ei ole vielä luotu. Odota myöhempää tietoa.
|
|
||||||
sector.aegis.description = This sector contains deposits of tungsten.\nResearch the [accent]Impact Drill[] to mine this resource, and destroy the enemy base in the area.
|
sector.onset.description = Aloita Erekirin valloitus. Kerää resursseja, tuota yksiköitä ja aloita teknologian tutkiminen.
|
||||||
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
|
sector.aegis.description = Tässä sektorissa on volfram-esiintymiä.\nTutki [accent]iskupora[] louhiaksesi tätä resurssia ja tuhoa alueen vihollistukikohta.
|
||||||
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
|
sector.lake.description = Tämän sektorin kuona-järvi rajoittaa merkittävästi käyttökelpoisia yksiköitä. Ilma-alus on ainoa vaihtoehto.\nTutki [accent]Ilma-alusrakentaja[] ja valmista elude -yksikkö mahdollisimman pian.
|
||||||
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
|
sector.intersect.description = Skannaukset viittaavat siihen, että tämä sektori joutuu hyökkäyksen kohteeksi useilta suunnilta pian laskeutumisen jälkeen.\nPerusta puolustukset nopeasti ja laajenna mahdollisimman pian.\n[accent]Merui[] -yksiköitä tarvitaan alueen karuun maastoon.
|
||||||
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
sector.atlas.description = Tässä sektorissa on monimuotoinen maasto ja tehokkaaseen hyökkäyksen tarvitaan monipuolisia yksiköitä.\nPäivitetyt yksiköt voivat myös olla tarpeen, tiettyjen vihollistukikohtien läpäisemiseksi.\nTutki [accent]Elektrolysoija[] ja [accent]Tankkijälleenrakentaja[].
|
||||||
sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold.
|
sector.split.description = Vähäinen vihollisaktiivisuus tekee tästä sektorista täydellisen uusien kuljetusteknologioiden testaamiseen.
|
||||||
sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power.
|
sector.basin.description = Tässä sektorissa havaittiin suuri vihollisjoukko.\nRakenna yksiköitä nopeasti ja valtaa vihollisen ytimet saadaksesi jalansijan.
|
||||||
sector.peaks.description = The mountainous terrain in this sector make most units useless. Flying units will be required.\nBe aware of enemy anti-air installations. It may be possible to disable some of these installations by targeting their supporting buildings.
|
sector.marsh.description = Tässä sektorissa on runsaasti arkysiittiä, mutta rajoitetusti purkauksia.\nRakenna [accent]kemiallisia polttokammioita[] tuottaaksesi energiaa.
|
||||||
sector.ravine.description = No enemy cores detected in the sector, although it's an important transportation route for the enemy. Expect variety of enemy forces.\nProduce [accent]surge alloy[]. Construct [accent]Afflict[] turrets.
|
sector.peaks.description = Sektorin vuoristoinen maasto tekee suurimman osan yksiköistä hyödyttömiksi. Lentäviä ksiköitä tarvitaan.\nHuomioi vihollisen ilmatorjuntajärjestelmät. Joitain näistä järjestelmistä voi olla mahdollista lamauttaa kohdistamalla hyökkäys niiden tukirakennuksiin.
|
||||||
sector.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation.
|
sector.ravine.description = Sektorissa ei ole havaittu vihollisen ytimiä, vaikka se on vihollisen tärkeä kuljetusreitti. Odota kuitenkin monenlaisia vihollisjoukkoja.\nTuota [accent]jänniteseosta[]. Rakenna [accent]Aiheuttaja[]-tykkejä.
|
||||||
sector.stronghold.description = The large enemy encampment in this sector guards significant deposits of [accent]thorium[].\nUse it to develop higher tier units and turrets.
|
sector.caldera-erekir.description = Tämän sektorin resurssit ovat hajallaan useilla saarilla.\nTutki ja ota käyttöön drone-pohjainen kuljetus.
|
||||||
sector.crevice.description = The enemy will send fierce attack forces to take out your base in this sector.\nDeveloping [accent]carbide[] and the [accent]Pyrolysis Generator[] may be imperative for survival.
|
sector.stronghold.description = Suuri vihollisleiri tässä sektorissa puolustaa merkittäviä [accent]torium[]-esiintymiä.\nKäytä sitä kehittyneempien yksiköiden ja tykkien valmistamiseen.
|
||||||
sector.siege.description = This sector features two parallel canyons that will force a two-pronged attack.\nResearch [accent]cyanogen[] to gain the capability to create even stronger tank units.\nCaution: enemy long-range missiles have been detected. The missiles may be shot down before impact.
|
sector.crevice.description = Vihollinen lähettää rajuja hyökkäysjoukkoja tuhotakseen tukikohtasi tässä sektorissa. [accent]Karbidin[] ja [accent]Pyrolyysigeneraattorin[] kehittäminen voi olla elintärkeää selviytymisen kannalta.
|
||||||
sector.crossroads.description = The enemy bases in this sector have been established in varying terrain. Research different units to adapt.\nAdditionally, some bases are protected by shields. Figure out how they are powered.
|
sector.siege.description = Tässä sektorissa on kaksi rinnakkaista kanjonia, jotka pakottavat kaksisuuntaisen hyökkäyksen.\nTutki [accent]syanogeeni[] kehittääksesi vieläkin vahvempia tankkiyksiköitä.\nVaroitus: vihollisen pitkän kantaman ohjuksia havaittu. Ohjukset on kuitenkin mahdollista ampua alas ennen kuin ne osuvat kohteeseensa.
|
||||||
sector.karst.description = This sector is rich in resources, but will be attacked by the enemy once a new core lands.\nTake advantage of the resources and research [accent]phase fabric[].
|
sector.crossroads.description = Tämän sektorin vihollistukikohdat on perustettu vaihtelevaan maastoon. Tutki erilaisia yksiköitä mukautuaksesi.\nLisäksi joitakin tukikohtia suojaavat kilvet. Selvitä, mistä ne saavat voimansa.
|
||||||
sector.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores.
|
sector.karst.description = Tässä sektorissa on runsaasti resursseja, mutta vihollinen hyökkää heti, kun uusi ydin laskeutuu.\nHyödynnä resursseja ja tutki [accent]kiihtokuitu[].
|
||||||
|
sector.origin.description = Viimeinen sektori, jossa on merkittävä määrä vihollisia.\nVarteenotettavia tutkimusmahdollisuuksia ei ole jäljellä – keskity yksinomaan kaikkien vihollisytimien tuhoamiseen.
|
||||||
|
|
||||||
status.burning.name = Palaminen
|
status.burning.name = Palaminen
|
||||||
status.freezing.name = Jäätyminen
|
status.freezing.name = Jäätyminen
|
||||||
status.wet.name = Märkä
|
status.wet.name = Märkä
|
||||||
@@ -915,8 +923,8 @@ settings.clearsaves.confirm = Oletko varma, että haluat tyhjentää kaikki tall
|
|||||||
settings.clearsaves = Poista tallennukset
|
settings.clearsaves = Poista tallennukset
|
||||||
settings.clearresearch = Poista tutkimukset
|
settings.clearresearch = Poista tutkimukset
|
||||||
settings.clearresearch.confirm = Oletko varma, että haluat tyhjentää kaikki tutkimuksesi polussa?
|
settings.clearresearch.confirm = Oletko varma, että haluat tyhjentää kaikki tutkimuksesi polussa?
|
||||||
settings.clearcampaignsaves = Poista polkutallennukset
|
settings.clearcampaignsaves = Poista kampanjatallennukset
|
||||||
settings.clearcampaignsaves.confirm = Oletko varma, että haluat poistaa kaikki polkutallennuksesi?
|
settings.clearcampaignsaves.confirm = Oletko varma, että haluat poistaa kaikki kampanjatallennuksesi?
|
||||||
paused = [accent]< Pysäytetty >
|
paused = [accent]< Pysäytetty >
|
||||||
clear = Tyhjä
|
clear = Tyhjä
|
||||||
banned = [scarlet]Kielletty
|
banned = [scarlet]Kielletty
|
||||||
@@ -964,7 +972,7 @@ stat.productiontime = Tuotantoaika
|
|||||||
stat.repairtime = Kokonaisen palikan korjausaika
|
stat.repairtime = Kokonaisen palikan korjausaika
|
||||||
stat.repairspeed = Korjausnopeus
|
stat.repairspeed = Korjausnopeus
|
||||||
stat.weapons = Aseet
|
stat.weapons = Aseet
|
||||||
stat.bullet = Ammus
|
stat.bullet = Ammukset
|
||||||
stat.moduletier = Moduulin taso
|
stat.moduletier = Moduulin taso
|
||||||
stat.unittype = Unit Type
|
stat.unittype = Unit Type
|
||||||
stat.speedincrease = Nopeuden kasvu
|
stat.speedincrease = Nopeuden kasvu
|
||||||
@@ -1012,6 +1020,7 @@ stat.buildspeedmultiplier = Rakennusnopeuskerroin
|
|||||||
stat.reactive = Reagoi
|
stat.reactive = Reagoi
|
||||||
stat.immunities = Immuuni
|
stat.immunities = Immuuni
|
||||||
stat.healing = Parantuu
|
stat.healing = Parantuu
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Voimakenttä
|
ability.forcefield = Voimakenttä
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1059,6 +1068,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
bar.onlycoredeposit = Sijoittaminen sallittua vain ytimeen
|
||||||
|
|
||||||
bar.drilltierreq = Parempi pora vaadittu
|
bar.drilltierreq = Parempi pora vaadittu
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Resursseja Puuttuu
|
bar.noresources = Resursseja Puuttuu
|
||||||
bar.corereq = Pohjaydin vaadittu
|
bar.corereq = Pohjaydin vaadittu
|
||||||
bar.corefloor = 'Ydinpohja'-laatta vaadittu
|
bar.corefloor = 'Ydinpohja'-laatta vaadittu
|
||||||
@@ -1067,6 +1077,7 @@ bar.drillspeed = Poran nopeus: {0}/s
|
|||||||
bar.pumpspeed = Pumpun nopeus: {0}/s
|
bar.pumpspeed = Pumpun nopeus: {0}/s
|
||||||
bar.efficiency = Tehokkuus: {0}%
|
bar.efficiency = Tehokkuus: {0}%
|
||||||
bar.boost = Tehostus: +{0}%
|
bar.boost = Tehostus: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energia: {0}/s
|
bar.powerbalance = Energia: {0}/s
|
||||||
bar.powerstored = Säilöttynä: {0}/{1}
|
bar.powerstored = Säilöttynä: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
@@ -1077,6 +1088,7 @@ bar.capacity = Kapasiteetti: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Neste
|
bar.liquid = Neste
|
||||||
bar.heat = Lämpö
|
bar.heat = Lämpö
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Epävakaus
|
bar.instability = Epävakaus
|
||||||
bar.heatamount = Lämpö: {0}
|
bar.heatamount = Lämpö: {0}
|
||||||
bar.heatpercent = Lämpö: {0} ({1}%)
|
bar.heatpercent = Lämpö: {0} ({1}%)
|
||||||
@@ -1101,6 +1113,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
|
bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
|
bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
|
bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] tönäisy
|
bullet.knockback = [stat]{0}[lightgray] tönäisy
|
||||||
bullet.pierce = [stat]{0}[lightgray]x lävistys
|
bullet.pierce = [stat]{0}[lightgray]x lävistys
|
||||||
bullet.infinitepierce = [stat]lävistys
|
bullet.infinitepierce = [stat]lävistys
|
||||||
@@ -1127,6 +1140,7 @@ unit.minutes = minuuttia
|
|||||||
unit.persecond = /s
|
unit.persecond = /s
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x nopeus
|
unit.timesspeed = x nopeus
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = suojan elinpisteet
|
unit.shieldhealth = suojan elinpisteet
|
||||||
unit.items = esinettä
|
unit.items = esinettä
|
||||||
@@ -1203,11 +1217,13 @@ setting.mutemusic.name = Mykistä musiikki
|
|||||||
setting.sfxvol.name = SFX-voimakkuus
|
setting.sfxvol.name = SFX-voimakkuus
|
||||||
setting.mutesound.name = Mykistä äänet
|
setting.mutesound.name = Mykistä äänet
|
||||||
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
|
setting.crashreport.name = Lähetä anonyymejä kaatumisilmoituksia
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Luo tallenuksia automaattisesti
|
setting.savecreate.name = Luo tallenuksia automaattisesti
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Pelaajaraja
|
setting.playerlimit.name = Pelaajaraja
|
||||||
setting.chatopacity.name = Keskustelun läpinäkymättömyys
|
setting.chatopacity.name = Keskustelun läpinäkymättömyys
|
||||||
setting.lasersopacity.name = Energia laserin läpinäkymättömyys
|
setting.lasersopacity.name = Energia laserin läpinäkymättömyys
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Siltojen läpinäkyvyys
|
setting.bridgeopacity.name = Siltojen läpinäkyvyys
|
||||||
setting.playerchat.name = Näytä pelinsisäinen keskustelu
|
setting.playerchat.name = Näytä pelinsisäinen keskustelu
|
||||||
setting.showweather.name = Näytä säägrafiikat
|
setting.showweather.name = Näytä säägrafiikat
|
||||||
@@ -1363,12 +1379,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Yksikköjen elämäpistekerroin
|
rules.unithealthmultiplier = Yksikköjen elämäpistekerroin
|
||||||
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
rules.unitdamagemultiplier = Yksikköjen vahinkokerroin
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Aurinkovoimakerroin
|
rules.solarmultiplier = Aurinkovoimakerroin
|
||||||
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
rules.unitcapvariable = Ytimet vaikuttavat yksikkörajaan
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Perusyksikköraja
|
rules.unitcap = Perusyksikköraja
|
||||||
rules.limitarea = Rajoita kartan aluetta
|
rules.limitarea = Rajoita kartan aluetta
|
||||||
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
rules.enemycorebuildradius = Vihollisytimen rakennuksenestosäde:[lightgray] (laattoina)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Tasojen väliaika:[lightgray] (sec)
|
rules.wavespacing = Tasojen väliaika:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Ensimmäinen tason väliaika:[lightgray] (sec)
|
rules.initialwavespacing = Ensimmäinen tason väliaika:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Rakentamisen hintakerroin
|
rules.buildcostmultiplier = Rakentamisen hintakerroin
|
||||||
@@ -1391,6 +1409,9 @@ rules.title.planet = Planeetta
|
|||||||
rules.lighting = Salamointi
|
rules.lighting = Salamointi
|
||||||
rules.fog = Sodan sumu (Fog of War)
|
rules.fog = Sodan sumu (Fog of War)
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Tuli
|
rules.fire = Tuli
|
||||||
@@ -1709,6 +1730,8 @@ block.meltdown.name = Sulamispiste
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Säiliö
|
block.container.name = Säiliö
|
||||||
block.launch-pad.name = Laukaisualusta
|
block.launch-pad.name = Laukaisualusta
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segmentti
|
block.segment.name = Segmentti
|
||||||
block.ground-factory.name = Maatehdas
|
block.ground-factory.name = Maatehdas
|
||||||
block.air-factory.name = Ilmatehdas
|
block.air-factory.name = Ilmatehdas
|
||||||
@@ -1759,12 +1782,12 @@ block.dense-red-stone.name = Tiheä punakivi
|
|||||||
block.red-ice.name = Punajää
|
block.red-ice.name = Punajää
|
||||||
block.arkycite-floor.name = Arkysiittilattia
|
block.arkycite-floor.name = Arkysiittilattia
|
||||||
block.arkyic-stone.name = Arkyinen lattia
|
block.arkyic-stone.name = Arkyinen lattia
|
||||||
block.rhyolite-vent.name = Ryoliittihalkio
|
block.rhyolite-vent.name = Ryoliittipurkaus
|
||||||
block.carbon-vent.name = Hiilihalkio
|
block.carbon-vent.name = Hiilipurkaus
|
||||||
block.arkyic-vent.name = Arkyinen halkio
|
block.arkyic-vent.name = Arkyinen purkaus
|
||||||
block.yellow-stone-vent.name = Keltakivihalkio
|
block.yellow-stone-vent.name = Keltakivipurkaus
|
||||||
block.red-stone-vent.name = Punakivihalkio
|
block.red-stone-vent.name = Punakivipurkaus
|
||||||
block.crystalline-vent.name = Crystalline Vent
|
block.crystalline-vent.name = Kiteinen purkaus
|
||||||
block.redmat.name = Punamatto
|
block.redmat.name = Punamatto
|
||||||
block.bluemat.name = Sinimatto
|
block.bluemat.name = Sinimatto
|
||||||
block.core-zone.name = Ydinpohja
|
block.core-zone.name = Ydinpohja
|
||||||
@@ -1850,12 +1873,12 @@ block.beam-link.name = Sädelinkki
|
|||||||
block.turbine-condenser.name = Turbiinitiivistäjä
|
block.turbine-condenser.name = Turbiinitiivistäjä
|
||||||
block.chemical-combustion-chamber.name = Kemiallinen polttokammio
|
block.chemical-combustion-chamber.name = Kemiallinen polttokammio
|
||||||
block.pyrolysis-generator.name = Pyrolyysigeneraattori
|
block.pyrolysis-generator.name = Pyrolyysigeneraattori
|
||||||
block.vent-condenser.name = Halkiotiivistäjä
|
block.vent-condenser.name = Purkaustiivistäjä
|
||||||
block.cliff-crusher.name = Kallionmurskaaja
|
block.cliff-crusher.name = Kallionmurskaaja
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
||||||
block.plasma-bore.name = Plasmapora
|
block.plasma-bore.name = Plasmapora
|
||||||
block.large-plasma-bore.name = Suuri plasmapora
|
block.large-plasma-bore.name = Suuri plasmapora
|
||||||
block.impact-drill.name = Törmäyspora
|
block.impact-drill.name = Iskupora
|
||||||
block.eruption-drill.name = Purkauspora
|
block.eruption-drill.name = Purkauspora
|
||||||
block.core-bastion.name = Linnake-ydin
|
block.core-bastion.name = Linnake-ydin
|
||||||
block.core-citadel.name = Linnoitus-ydin
|
block.core-citadel.name = Linnoitus-ydin
|
||||||
@@ -2148,7 +2171,9 @@ block.vault.description = Varastoi suuren määrän jokaista tavaratyyppiä. Pur
|
|||||||
block.container.description = Varastoi pienen määrän jokaista tavaratyyppiä. Purkajapalikkaa voi tavaroiden palauttamiseen säiliöstä.
|
block.container.description = Varastoi pienen määrän jokaista tavaratyyppiä. Purkajapalikkaa voi tavaroiden palauttamiseen säiliöstä.
|
||||||
block.unloader.description = Purkaa tavaroita säiliöstä, holvista tai ytimestä liukuhihnalle tai suoraan viereiseen palikkaan. Purettavan tavaran tyyppi voidaan vaihtaa painamalla.
|
block.unloader.description = Purkaa tavaroita säiliöstä, holvista tai ytimestä liukuhihnalle tai suoraan viereiseen palikkaan. Purettavan tavaran tyyppi voidaan vaihtaa painamalla.
|
||||||
block.launch-pad.description = Laukaisee tavarajoukkoja ilman tarvetta ytimen laukaisulle.
|
block.launch-pad.description = Laukaisee tavarajoukkoja ilman tarvetta ytimen laukaisulle.
|
||||||
block.launch-pad.details = Kiertoradan alapuolinen järjestelmä resurssien pisteestä pisteeseen -kuljetukselle . Lastikapselit ovat herkästi särkyviä ja kykenemättömiä selviytymään uudelleensaapumista.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Pieni ja halpa tykki, hyvä maavihollisia vastaan.
|
block.duo.description = Pieni ja halpa tykki, hyvä maavihollisia vastaan.
|
||||||
|
|
||||||
block.scatter.description = Olennainen tykki ilma-aluksia vastaan. Ampuu lyijy- tai romusirpalerykelmiä vihollisjoukkoihin.
|
block.scatter.description = Olennainen tykki ilma-aluksia vastaan. Ampuu lyijy- tai romusirpalerykelmiä vihollisjoukkoihin.
|
||||||
@@ -2344,6 +2369,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Lue numero yhdistetystä muistisolusta.
|
lst.read = Lue numero yhdistetystä muistisolusta.
|
||||||
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
lst.write = Kirjoita numero yhdistettyyn muistisoluun.
|
||||||
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
lst.print = Lisää tekstiä tekstipuskuriin.\nEi näytä mitään, kunnes [accent]Painosyötettä[] käytetään.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
lst.draw = Lisää operaation piirtopuskuriin.\nEi näytä mitään, kunnes [accent]Piirtosyötettä[] käytetään.
|
||||||
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
lst.drawflush = Syöttää jonottavat [accent]Piirto[]-operaatiot näyttöön.
|
||||||
@@ -2540,9 +2566,9 @@ lenum.idle = Lopeta liikkuminen, mutta jatka rakentamista/kaivamista.\nOletustil
|
|||||||
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
|
lenum.stop = Lopeta liikkuminen/kaivaminen/rakentaminen.
|
||||||
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
|
lenum.unbind = Poista logiikkahallinta kokonaan.\nAnna hallinta tavalliselle AI:lle.
|
||||||
lenum.move = Liiku tarkkaan sijaintiin.
|
lenum.move = Liiku tarkkaan sijaintiin.
|
||||||
lenum.approach = Lähesty sijaintia tietylle säteelle.
|
lenum.approach = Lähesty sijaintia tietylle etäisyydelle.
|
||||||
lenum.pathfind = Etsi polku vihollisen syntypisteelle.
|
lenum.pathfind = Etsi reitti määritettyyn sijaintiin.
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = Reitittää automaattisesti lähimpään vihollisen ytimeen tai pudotuspisteeseen.\nTämä vastaa tavallista aaltojen vihollisten reititystä.
|
||||||
lenum.target = Ammu tiettyä sijaintia.
|
lenum.target = Ammu tiettyä sijaintia.
|
||||||
lenum.targetp = Ammu kohdetta nopeudenennustuksen ollessa päällä.
|
lenum.targetp = Ammu kohdetta nopeudenennustuksen ollessa päällä.
|
||||||
lenum.itemdrop = Pudota tavaroita.
|
lenum.itemdrop = Pudota tavaroita.
|
||||||
@@ -2563,3 +2589,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -727,14 +727,18 @@ loadout = Chargement
|
|||||||
resources = Ressources
|
resources = Ressources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Blocs bannis
|
bannedblocks = Blocs bannis
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectifs
|
objectives = Objectifs
|
||||||
bannedunits = Unités bannies
|
bannedunits = Unités bannies
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Unités bannies en tant que liste blanche
|
bannedunits.whitelist = Unités bannies en tant que liste blanche
|
||||||
bannedblocks.whitelist = Blocs bannis en tant que liste blanche
|
bannedblocks.whitelist = Blocs bannis en tant que liste blanche
|
||||||
addall = Ajouter TOUT
|
addall = Ajouter TOUT
|
||||||
launch.from = Décollage depuis : [accent]{0}
|
launch.from = Décollage depuis : [accent]{0}
|
||||||
launch.capacity = Capacité de Lancement d'Objets : [accent]{0}
|
launch.capacity = Capacité de Lancement d'Objets : [accent]{0}
|
||||||
launch.destination = Destination : {0}
|
launch.destination = Destination : {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = La quantité doit être un nombre compris entre 0 et {0}.
|
configure.invalid = La quantité doit être un nombre compris entre 0 et {0}.
|
||||||
add = Ajouter
|
add = Ajouter
|
||||||
guardian = Gardien
|
guardian = Gardien
|
||||||
@@ -774,7 +778,9 @@ sectors.stored = Stockage :
|
|||||||
sectors.resume = Reprendre
|
sectors.resume = Reprendre
|
||||||
sectors.launch = Décoller
|
sectors.launch = Décoller
|
||||||
sectors.select = Sélectionner
|
sectors.select = Sélectionner
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]Vide (soleil)
|
sectors.nonelaunch = [lightgray]Vide (soleil)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Renommer le secteur
|
sectors.rename = Renommer le secteur
|
||||||
sectors.enemybase = [scarlet]Base ennemie
|
sectors.enemybase = [scarlet]Base ennemie
|
||||||
sectors.vulnerable = [scarlet]Vulnérable
|
sectors.vulnerable = [scarlet]Vulnérable
|
||||||
@@ -1038,6 +1044,7 @@ stat.buildspeedmultiplier = Multiplicateur de vitesse de construction
|
|||||||
stat.reactive = Réactions
|
stat.reactive = Réactions
|
||||||
stat.immunities = Immunités
|
stat.immunities = Immunités
|
||||||
stat.healing = Guérison
|
stat.healing = Guérison
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Champ de Force
|
ability.forcefield = Champ de Force
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1084,6 +1091,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
|
|
||||||
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
bar.onlycoredeposit = Seul le dépôt de ressources dans le Noyau est autorisé
|
||||||
bar.drilltierreq = Meilleure Foreuse Requise
|
bar.drilltierreq = Meilleure Foreuse Requise
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Ressources manquantes
|
bar.noresources = Ressources manquantes
|
||||||
bar.corereq = Noyau de base requis
|
bar.corereq = Noyau de base requis
|
||||||
bar.corefloor = Tuiles de Zone de Noyau requis
|
bar.corefloor = Tuiles de Zone de Noyau requis
|
||||||
@@ -1092,6 +1100,7 @@ bar.drillspeed = Vitesse de Forage: {0}/s
|
|||||||
bar.pumpspeed = Vitesse de Pompage: {0}/s
|
bar.pumpspeed = Vitesse de Pompage: {0}/s
|
||||||
bar.efficiency = Efficacité: {0}%
|
bar.efficiency = Efficacité: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Énergie: {0}/s
|
bar.powerbalance = Énergie: {0}/s
|
||||||
bar.powerstored = Réserves d'Énergie: {0}/{1}
|
bar.powerstored = Réserves d'Énergie: {0}/{1}
|
||||||
bar.poweramount = Énergie: {0}
|
bar.poweramount = Énergie: {0}
|
||||||
@@ -1102,6 +1111,7 @@ bar.capacity = Capacité: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Liquides
|
bar.liquid = Liquides
|
||||||
bar.heat = Chaleur
|
bar.heat = Chaleur
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instabilité
|
bar.instability = Instabilité
|
||||||
bar.heatamount = Chaleur: {0}
|
bar.heatamount = Chaleur: {0}
|
||||||
bar.heatpercent = Chaleur: {0} ({1}%)
|
bar.heatpercent = Chaleur: {0} ({1}%)
|
||||||
@@ -1126,6 +1136,7 @@ bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
|
bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] recul
|
bullet.knockback = [stat]{0}[lightgray] recul
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perçant
|
bullet.pierce = [stat]{0}[lightgray]x perçant
|
||||||
bullet.infinitepierce = [stat]perçant
|
bullet.infinitepierce = [stat]perçant
|
||||||
@@ -1152,6 +1163,7 @@ unit.minutes = min
|
|||||||
unit.persecond = /sec
|
unit.persecond = /sec
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x vitesse
|
unit.timesspeed = x vitesse
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = santé du bouclier
|
unit.shieldhealth = santé du bouclier
|
||||||
unit.items = objets
|
unit.items = objets
|
||||||
@@ -1228,11 +1240,13 @@ setting.mutemusic.name = Couper la Musique
|
|||||||
setting.sfxvol.name = Volume des Sons et Effets
|
setting.sfxvol.name = Volume des Sons et Effets
|
||||||
setting.mutesound.name = Couper les Sons et Effets
|
setting.mutesound.name = Couper les Sons et Effets
|
||||||
setting.crashreport.name = Envoyer des Rapports de crash anonymes
|
setting.crashreport.name = Envoyer des Rapports de crash anonymes
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Sauvegardes Automatiques
|
setting.savecreate.name = Sauvegardes Automatiques
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite de Joueurs
|
setting.playerlimit.name = Limite de Joueurs
|
||||||
setting.chatopacity.name = Opacité du Chat
|
setting.chatopacity.name = Opacité du Chat
|
||||||
setting.lasersopacity.name = Opacité des Connexions laser
|
setting.lasersopacity.name = Opacité des Connexions laser
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Opacité des ponts
|
setting.bridgeopacity.name = Opacité des ponts
|
||||||
setting.playerchat.name = Montrer les bulles de discussion des joueurs
|
setting.playerchat.name = Montrer les bulles de discussion des joueurs
|
||||||
setting.showweather.name = Montrer les Effets météo
|
setting.showweather.name = Montrer les Effets météo
|
||||||
@@ -1390,12 +1404,14 @@ rules.unitcostmultiplier = Multiplicateur du coût de fabrication des Unités
|
|||||||
rules.unithealthmultiplier = Multiplicateur de Santé des Unités
|
rules.unithealthmultiplier = Multiplicateur de Santé des Unités
|
||||||
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
rules.unitdamagemultiplier = Multiplicateur de Dégât des Unités
|
||||||
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
rules.unitcrashdamagemultiplier = Multiplicateur de Dégât de chute des Unités
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
rules.solarmultiplier = Multiplicateur de l'Efficacité des Panneaux Solaires
|
||||||
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
rules.unitcapvariable = Les Noyaux contribuent à la limite d'Unités actives
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limite initiale d'Unités actives
|
rules.unitcap = Limite initiale d'Unités actives
|
||||||
rules.limitarea = Limite de la zone de jeu de la Carte
|
rules.limitarea = Limite de la zone de jeu de la Carte
|
||||||
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
rules.enemycorebuildradius = Périmètre Non-Constructible autour du Noyau ennemi :[lightgray] (blocs)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Temps entre les Vagues :[lightgray] (sec)
|
rules.wavespacing = Temps entre les Vagues :[lightgray] (sec)
|
||||||
rules.initialwavespacing = Temps de Vague Initial :[lightgray] (sec)
|
rules.initialwavespacing = Temps de Vague Initial :[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Multiplicateur du prix de construction
|
rules.buildcostmultiplier = Multiplicateur du prix de construction
|
||||||
@@ -1418,6 +1434,9 @@ rules.title.planet = Planète
|
|||||||
rules.lighting = Éclairage
|
rules.lighting = Éclairage
|
||||||
rules.fog = Brouillard de Guerre
|
rules.fog = Brouillard de Guerre
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Feu
|
rules.fire = Feu
|
||||||
@@ -1738,6 +1757,8 @@ block.meltdown.name = Fusion
|
|||||||
block.foreshadow.name = Présage
|
block.foreshadow.name = Présage
|
||||||
block.container.name = Conteneur
|
block.container.name = Conteneur
|
||||||
block.launch-pad.name = Rampe de lancement
|
block.launch-pad.name = Rampe de lancement
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Diviseur
|
block.segment.name = Diviseur
|
||||||
block.ground-factory.name = Usine d'Unités Terrestres
|
block.ground-factory.name = Usine d'Unités Terrestres
|
||||||
block.air-factory.name = Usine d'Unités Aériennes
|
block.air-factory.name = Usine d'Unités Aériennes
|
||||||
@@ -2187,7 +2208,9 @@ block.vault.description = Stocke un grand nombre d'objets de chaque type. Utilis
|
|||||||
block.container.description = Stocke un petit nombre d'objets de chaque type. Utilisez un déchargeur pour les récupérer.\nUtile pour réguler le flux d'objets quand la demande de matériaux est inconstante.
|
block.container.description = Stocke un petit nombre d'objets de chaque type. Utilisez un déchargeur pour les récupérer.\nUtile pour réguler le flux d'objets quand la demande de matériaux est inconstante.
|
||||||
block.unloader.description = Permet de décharger l'objet choisi, depuis les blocs adjacents.
|
block.unloader.description = Permet de décharger l'objet choisi, depuis les blocs adjacents.
|
||||||
block.launch-pad.description = Permet de transférer des ressources vers les secteurs sélectionnés.
|
block.launch-pad.description = Permet de transférer des ressources vers les secteurs sélectionnés.
|
||||||
block.launch-pad.details = Système suborbital pour le transport point à point de ressources. Les Charges utiles sont fragiles et incapables de survivre à la rentrée atmosphérique.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Une petite tourelle à faible coût. Fonctionne bien contre les ennemis terrestres.
|
block.duo.description = Une petite tourelle à faible coût. Fonctionne bien contre les ennemis terrestres.
|
||||||
block.scatter.description = Une tourelle anti-aérienne essentielle. Mitraille les ennemis de débris de plomb, de ferraille ou de verre trempé.
|
block.scatter.description = Une tourelle anti-aérienne essentielle. Mitraille les ennemis de débris de plomb, de ferraille ou de verre trempé.
|
||||||
block.scorch.description = Brûle les ennemis terrestres près de lui. Très efficace à courte portée.
|
block.scorch.description = Brûle les ennemis terrestres près de lui. Très efficace à courte portée.
|
||||||
@@ -2388,6 +2411,7 @@ unit.emanate.description = Construit des structures pour défendre le Noyau acro
|
|||||||
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
lst.read = Lit un nombre depuis un bloc de mémoire relié au processeur.
|
||||||
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
lst.write = Écrit un nombre dans un bloc de mémoire relié au processeur.
|
||||||
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
lst.print = Ajoute du texte dans la mémoire tampon de l'imprimante.\nNe montrera aucun texte tant que [accent]Print Flush[] ne sera pas utilisé.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
lst.draw = Ajoute une opération dans la mémoire tampon de dessin.\nNe montrera aucune image tant que [accent]Draw Flush[] ne sera pas utilisé.
|
||||||
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
lst.drawflush = Affiche les opérations [accent]Draw[] en file d'attente vers un écran.
|
||||||
@@ -2627,3 +2651,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -17,11 +17,11 @@ link.bug.description = Találtál egy szoftverhibát? Itt jelentheted
|
|||||||
linkopen = Ez a kiszolgáló egy hivatkozást küldött. Biztosan megnyitod?\nAkár kártékony is lehet!\n\n[sky]{0}
|
linkopen = Ez a kiszolgáló egy hivatkozást küldött. Biztosan megnyitod?\nAkár kártékony is lehet!\n\n[sky]{0}
|
||||||
linkfail = Nem sikerült megnyitni a hivatkozást!\nA webcím a vágólapra lett másolva.
|
linkfail = Nem sikerült megnyitni a hivatkozást!\nA webcím a vágólapra lett másolva.
|
||||||
screenshot = Képernyőkép mentve ide: {0}
|
screenshot = Képernyőkép mentve ide: {0}
|
||||||
screenshot.invalid = Túl nagy a pálya, nincs elég memória a képernyőképhez.
|
screenshot.invalid = A pálya túl nagy és nem áll rendelkezésre elegendő memória a képernyőkép elkészítéséhez.
|
||||||
gameover = A játéknak vége
|
gameover = A játéknak vége
|
||||||
gameover.disconnect = A kapcsolat megszakadt
|
gameover.disconnect = A kapcsolat megszakadt
|
||||||
gameover.pvp = A(z)[accent] {0}[] csapat nyert!
|
gameover.pvp = A(z)[accent] {0}[] csapat nyert!
|
||||||
gameover.waiting = [accent]Várakozás a következő pályára...
|
gameover.waiting = [accent]Várakozás a következő pályára…
|
||||||
highscore = [accent]Új rekord!
|
highscore = [accent]Új rekord!
|
||||||
copied = Másolva.
|
copied = Másolva.
|
||||||
indev.notready = A játéknak ez a része még nincs kész
|
indev.notready = A játéknak ez a része még nincs kész
|
||||||
@@ -36,7 +36,7 @@ load.scripts = Parancsfájlok
|
|||||||
|
|
||||||
be.update = Új Bleeding Edge verzió áll rendelkezésre:
|
be.update = Új Bleeding Edge verzió áll rendelkezésre:
|
||||||
be.update.confirm = Letöltöd és frissíted a játékot?\n\nAmint kész a frissítés, a játék automatikusan újraindul.
|
be.update.confirm = Letöltöd és frissíted a játékot?\n\nAmint kész a frissítés, a játék automatikusan újraindul.
|
||||||
be.updating = Frissítés...
|
be.updating = Frissítés…
|
||||||
be.ignore = Most nem
|
be.ignore = Most nem
|
||||||
be.noupdates = Nem található frissítés.
|
be.noupdates = Nem található frissítés.
|
||||||
be.check = Frissítések keresése
|
be.check = Frissítések keresése
|
||||||
@@ -55,12 +55,12 @@ mods.browser.sortdate = Rendezés dátum szerint
|
|||||||
mods.browser.sortstars = Rendezés értékelés szerint
|
mods.browser.sortstars = Rendezés értékelés szerint
|
||||||
|
|
||||||
schematic = Vázlat
|
schematic = Vázlat
|
||||||
schematic.add = Vázlat mentése...
|
schematic.add = Vázlat mentése…
|
||||||
schematics = Vázlatok
|
schematics = Vázlatok
|
||||||
schematic.search = Vázlat keresése...
|
schematic.search = Vázlat keresése…
|
||||||
schematic.replace = Már van ilyen nevű vázlat. Lecseréled?
|
schematic.replace = Már van ilyen nevű vázlat. Lecseréled?
|
||||||
schematic.exists = Már van ilyen nevű vázlat.
|
schematic.exists = Már van ilyen nevű vázlat.
|
||||||
schematic.import = Vázlat importálása...
|
schematic.import = Vázlat importálása…
|
||||||
schematic.exportfile = Exportálás fájlba
|
schematic.exportfile = Exportálás fájlba
|
||||||
schematic.importfile = Importálás fájlból
|
schematic.importfile = Importálás fájlból
|
||||||
schematic.browseworkshop = Steam Műhely megtekintése
|
schematic.browseworkshop = Steam Műhely megtekintése
|
||||||
@@ -144,7 +144,7 @@ mod.enabled = [lightgray]Aktív
|
|||||||
mod.disabled = [red]Inaktív
|
mod.disabled = [red]Inaktív
|
||||||
mod.multiplayer.compatible = [gray]Többjátékos kompatibilis
|
mod.multiplayer.compatible = [gray]Többjátékos kompatibilis
|
||||||
mod.disable = Letiltás
|
mod.disable = Letiltás
|
||||||
mod.version = Version:
|
mod.version = Verzió:
|
||||||
mod.content = Tartalom:
|
mod.content = Tartalom:
|
||||||
mod.delete.error = Nem lehet törölni a modot. Lehet, hogy egy másik folyamat használja.
|
mod.delete.error = Nem lehet törölni a modot. Lehet, hogy egy másik folyamat használja.
|
||||||
|
|
||||||
@@ -200,8 +200,8 @@ campaign.erekir = Újabb, csiszoltabb tartalom. Többnyire lineáris játékmene
|
|||||||
campaign.serpulo = Régebbi tartalom. A klasszikus élmény. Nyíltabb végű, több tartalommal.\n\nPotenciálisan kiegyensúlyozatlan pályák és hadjárat. Kevésbé csiszolt.
|
campaign.serpulo = Régebbi tartalom. A klasszikus élmény. Nyíltabb végű, több tartalommal.\n\nPotenciálisan kiegyensúlyozatlan pályák és hadjárat. Kevésbé csiszolt.
|
||||||
campaign.difficulty = Nehézségi szint
|
campaign.difficulty = Nehézségi szint
|
||||||
completed = [accent]Kifejlesztve
|
completed = [accent]Kifejlesztve
|
||||||
techtree = Technológia fa
|
techtree = Technológiafa
|
||||||
techtree.select = Technológia fa kiválasztása
|
techtree.select = Technológiafa kiválasztása
|
||||||
techtree.serpulo = Serpulo
|
techtree.serpulo = Serpulo
|
||||||
techtree.erekir = Erekir
|
techtree.erekir = Erekir
|
||||||
research.load = Betöltés
|
research.load = Betöltés
|
||||||
@@ -214,7 +214,7 @@ players = {0} játékos
|
|||||||
players.single = {0} játékos
|
players.single = {0} játékos
|
||||||
players.search = Keresés
|
players.search = Keresés
|
||||||
players.notfound = [gray]Nem található játékos
|
players.notfound = [gray]Nem található játékos
|
||||||
server.closing = [accent]Kiszolgáló bezárása...
|
server.closing = [accent]Kiszolgáló bezárása…
|
||||||
server.kicked.kick = Ki lettél rúgva a kiszolgálóról!
|
server.kicked.kick = Ki lettél rúgva a kiszolgálóról!
|
||||||
server.kicked.whitelist = Nem vagy az engedélyezési listán.
|
server.kicked.whitelist = Nem vagy az engedélyezési listán.
|
||||||
server.kicked.serverClose = A kiszolgáló be lett zárva.
|
server.kicked.serverClose = A kiszolgáló be lett zárva.
|
||||||
@@ -238,7 +238,7 @@ hostserver = Többjátékos játék
|
|||||||
invitefriends = Barátok meghívása
|
invitefriends = Barátok meghívása
|
||||||
hostserver.mobile = Többjátékos játék
|
hostserver.mobile = Többjátékos játék
|
||||||
host = Kiszolgáló nyitása
|
host = Kiszolgáló nyitása
|
||||||
hosting = [accent]Kiszolgáló megnyitása...
|
hosting = [accent]Kiszolgáló megnyitása…
|
||||||
hosts.refresh = Frissítés
|
hosts.refresh = Frissítés
|
||||||
hosts.discovering = LAN játékok felderítése
|
hosts.discovering = LAN játékok felderítése
|
||||||
hosts.discovering.any = Játékok felderítése
|
hosts.discovering.any = Játékok felderítése
|
||||||
@@ -301,11 +301,11 @@ disconnect.error = Kapcsolódási hiba.
|
|||||||
disconnect.closed = Kapcsolat lezárva.
|
disconnect.closed = Kapcsolat lezárva.
|
||||||
disconnect.timeout = Időtúllépés.
|
disconnect.timeout = Időtúllépés.
|
||||||
disconnect.data = Nem sikerült betölteni a világ adatait!
|
disconnect.data = Nem sikerült betölteni a világ adatait!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Időtúllépés történt az UDP-pillanatképek fogadása közben.\nEzt instabil hálózat vagy -kapcsolat okozhatja.
|
||||||
cantconnect = Nem sikerült kapcsolódni a(z) ([accent]{0}[]) játékhoz.
|
cantconnect = Nem sikerült kapcsolódni a(z) ([accent]{0}[]) játékhoz.
|
||||||
connecting = [accent]Kapcsolódás...
|
connecting = [accent]Kapcsolódás…
|
||||||
reconnecting = [accent]Újrakapcsolódás...
|
reconnecting = [accent]Újrakapcsolódás…
|
||||||
connecting.data = [accent]Világadatok betöltése...
|
connecting.data = [accent]Világadatok betöltése…
|
||||||
server.port = Port:
|
server.port = Port:
|
||||||
server.invalidport = Érvénytelen port!
|
server.invalidport = Érvénytelen port!
|
||||||
server.error.addressinuse = [scarlet]Nem sikerült megnyitni a kiszolgálót a 6567-es porton.[]\n\nGyőződj meg arról, hogy nem fut más Mindustry-kiszolgáló az eszközön vagy a hálózaton!
|
server.error.addressinuse = [scarlet]Nem sikerült megnyitni a kiszolgálót a 6567-es porton.[]\n\nGyőződj meg arról, hogy nem fut más Mindustry-kiszolgáló az eszközön vagy a hálózaton!
|
||||||
@@ -333,7 +333,7 @@ save.corrupted = A mentési fájl sérült vagy érvénytelen!
|
|||||||
empty = <üres>
|
empty = <üres>
|
||||||
on = Be
|
on = Be
|
||||||
off = Ki
|
off = Ki
|
||||||
save.search = Keresés a mentett játékok között...
|
save.search = Keresés a mentett játékok között…
|
||||||
save.autosave = Automatikus mentés: {0}
|
save.autosave = Automatikus mentés: {0}
|
||||||
save.map = Pálya: {0}
|
save.map = Pálya: {0}
|
||||||
save.wave = Hullám: {0}
|
save.wave = Hullám: {0}
|
||||||
@@ -383,9 +383,9 @@ data.exported = Adatok exportálva.
|
|||||||
data.invalid = Ezek érvénytelen játékadatok.
|
data.invalid = Ezek érvénytelen játékadatok.
|
||||||
data.import.confirm = A külső adatok importálása felülírja[scarlet] minden[] jelenlegi játékadatodat.\n[accent]Ezt a műveletet nem lehet visszavonni![]\n\nAmint kész az importálás, a játék automatikusan kilép.
|
data.import.confirm = A külső adatok importálása felülírja[scarlet] minden[] jelenlegi játékadatodat.\n[accent]Ezt a műveletet nem lehet visszavonni![]\n\nAmint kész az importálás, a játék automatikusan kilép.
|
||||||
quit.confirm = Biztosan kilépsz?
|
quit.confirm = Biztosan kilépsz?
|
||||||
loading = [accent]Betöltés...
|
loading = [accent]Betöltés…
|
||||||
downloading = [accent]Letöltés...
|
downloading = [accent]Letöltés…
|
||||||
saving = [accent]Mentés...
|
saving = [accent]Mentés…
|
||||||
respawn = [accent][[{0}][] az újraéledéshez
|
respawn = [accent][[{0}][] az újraéledéshez
|
||||||
cancelbuilding = [accent][[{0}][] a tervrajz törléséhez
|
cancelbuilding = [accent][[{0}][] a tervrajz törléséhez
|
||||||
selectschematic = [accent][[{0}][] a kijelöléshez és másoláshoz
|
selectschematic = [accent][[{0}][] a kijelöléshez és másoláshoz
|
||||||
@@ -399,8 +399,8 @@ wave = [accent]{0}. hullám
|
|||||||
wave.cap = [accent]{0}./{1} hullám
|
wave.cap = [accent]{0}./{1} hullám
|
||||||
wave.waiting = [lightgray]A következő hullám elkezdődik: {0} mp múlva
|
wave.waiting = [lightgray]A következő hullám elkezdődik: {0} mp múlva
|
||||||
wave.waveInProgress = [lightgray]Hullám folyamatban
|
wave.waveInProgress = [lightgray]Hullám folyamatban
|
||||||
waiting = [lightgray]Várakozás...
|
waiting = [lightgray]Várakozás…
|
||||||
waiting.players = Várakozás a játékosokra...
|
waiting.players = Várakozás a játékosokra…
|
||||||
wave.enemies = [lightgray]{0} ellenség maradt
|
wave.enemies = [lightgray]{0} ellenség maradt
|
||||||
wave.enemycores = [accent]{0}[lightgray] ellenséges támaszpont
|
wave.enemycores = [accent]{0}[lightgray] ellenséges támaszpont
|
||||||
wave.enemycore = [accent]{0}[lightgray] ellenséges támaszpont
|
wave.enemycore = [accent]{0}[lightgray] ellenséges támaszpont
|
||||||
@@ -427,7 +427,7 @@ changelog = Változáslista (nem kötelező):
|
|||||||
updatedesc = Cím és leírás felülírása
|
updatedesc = Cím és leírás felülírása
|
||||||
eula = Steam EULA
|
eula = Steam EULA
|
||||||
missing = Ezt az elemet törölték vagy áthelyezték.\n[lightgray]A Steam Műhely adatai automatikusan le lettek választva.
|
missing = Ezt az elemet törölték vagy áthelyezték.\n[lightgray]A Steam Műhely adatai automatikusan le lettek választva.
|
||||||
publishing = [accent]Közzététel...
|
publishing = [accent]Közzététel…
|
||||||
publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj meg arról, hogy elfogadtad a Steam Műhely EULA-t, különben az elemeid nem jelennek meg!
|
publish.confirm = Biztosan közzéteszed ezt az elemet?\n\n[lightgray]Győződj meg arról, hogy elfogadtad a Steam Műhely EULA-t, különben az elemeid nem jelennek meg!
|
||||||
publish.error = Hiba az elem közzétételekor: {0}
|
publish.error = Hiba az elem közzétételekor: {0}
|
||||||
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
steam.error = Nem sikerült előkészíteni a Steam szolgáltatásokat.\nHiba: {0}
|
||||||
@@ -459,7 +459,7 @@ editor.playtest = Teszt a játékban
|
|||||||
editor.publish.workshop = Közzététel a Steam Műhelyben
|
editor.publish.workshop = Közzététel a Steam Műhelyben
|
||||||
editor.newmap = Új pálya
|
editor.newmap = Új pálya
|
||||||
editor.center = Ugrás középre
|
editor.center = Ugrás középre
|
||||||
editor.search = Pályák keresése...
|
editor.search = Pályák keresése…
|
||||||
editor.filters = Pályák szűrése
|
editor.filters = Pályák szűrése
|
||||||
editor.filters.mode = Játékmódok:
|
editor.filters.mode = Játékmódok:
|
||||||
editor.filters.type = Pályatípus:
|
editor.filters.type = Pályatípus:
|
||||||
@@ -484,7 +484,7 @@ waves.spawn.none = [scarlet]nem találhatók kezdőpontok a pályán
|
|||||||
waves.max = egységkorlát
|
waves.max = egységkorlát
|
||||||
waves.guardian = Őrző
|
waves.guardian = Őrző
|
||||||
waves.preview = Előnézet
|
waves.preview = Előnézet
|
||||||
waves.edit = Szerkesztés...
|
waves.edit = Szerkesztés…
|
||||||
waves.random = Véletlenszerű
|
waves.random = Véletlenszerű
|
||||||
waves.copy = Másolás a vágólapra
|
waves.copy = Másolás a vágólapra
|
||||||
waves.load = Betöltés a vágólapról
|
waves.load = Betöltés a vágólapról
|
||||||
@@ -496,7 +496,7 @@ waves.sort.reverse = Rendezés visszafelé
|
|||||||
waves.sort.begin = Kezdés
|
waves.sort.begin = Kezdés
|
||||||
waves.sort.health = Élet
|
waves.sort.health = Élet
|
||||||
waves.sort.type = Típus
|
waves.sort.type = Típus
|
||||||
waves.search = Hullám keresése...
|
waves.search = Hullám keresése…
|
||||||
waves.filter = Egységszűrő
|
waves.filter = Egységszűrő
|
||||||
waves.units.hide = Összes elrejtése
|
waves.units.hide = Összes elrejtése
|
||||||
waves.units.show = Összes megjelenítése
|
waves.units.show = Összes megjelenítése
|
||||||
@@ -507,8 +507,8 @@ wavemode.totals = összesítés
|
|||||||
wavemode.health = életpontok
|
wavemode.health = életpontok
|
||||||
|
|
||||||
all = Összes
|
all = Összes
|
||||||
editor.default = [lightgray]<Alapbeállítás>
|
editor.default = [lightgray]<Alapértelmezett>
|
||||||
details = Részletek...
|
details = Részletek…
|
||||||
edit = Szerkesztés
|
edit = Szerkesztés
|
||||||
variables = Változók
|
variables = Változók
|
||||||
logic.clear.confirm = Biztosan törölni akarod az összes kódot ebből a processzorból?
|
logic.clear.confirm = Biztosan törölni akarod az összes kódot ebből a processzorból?
|
||||||
@@ -542,14 +542,14 @@ editor.saved = Mentve!
|
|||||||
editor.save.noname = A pályádnak nincs neve! Állíts be egyet a „pályainformációk” menüben.
|
editor.save.noname = A pályádnak nincs neve! Állíts be egyet a „pályainformációk” menüben.
|
||||||
editor.save.overwrite = A pályád felülír egy beépített pályát! Válassz egy másik nevet a „pályainformációk” menüben.
|
editor.save.overwrite = A pályád felülír egy beépített pályát! Válassz egy másik nevet a „pályainformációk” menüben.
|
||||||
editor.import.exists = [scarlet]Nem lehet importálni:[] Már létezik a(z) „{0}” nevű beépített pálya!
|
editor.import.exists = [scarlet]Nem lehet importálni:[] Már létezik a(z) „{0}” nevű beépített pálya!
|
||||||
editor.import = Importálás...
|
editor.import = Importálás…
|
||||||
editor.importmap = Pálya importálása
|
editor.importmap = Pálya importálása
|
||||||
editor.importmap.description = Létező pálya importálása
|
editor.importmap.description = Létező pálya importálása
|
||||||
editor.importfile = Fájl importálása
|
editor.importfile = Fájl importálása
|
||||||
editor.importfile.description = Egy külső pályafájl importálása
|
editor.importfile.description = Egy külső pályafájl importálása
|
||||||
editor.importimage = Képfájl importálása
|
editor.importimage = Képfájl importálása
|
||||||
editor.importimage.description = Egy külső pályaképfájl importálása
|
editor.importimage.description = Egy külső pályaképfájl importálása
|
||||||
editor.export = Exportálás...
|
editor.export = Exportálás…
|
||||||
editor.exportfile = Fájl exportálása
|
editor.exportfile = Fájl exportálása
|
||||||
editor.exportfile.description = Exportálás egy pályafájlba
|
editor.exportfile.description = Exportálás egy pályafájlba
|
||||||
editor.exportimage = Domborzati kép exportálása
|
editor.exportimage = Domborzati kép exportálása
|
||||||
@@ -635,9 +635,9 @@ locales.applytoall = Változások alkalmazása az összes nyelvi csomagra
|
|||||||
locales.addtoother = Hozzáadás más nyelvi csomagokhoz
|
locales.addtoother = Hozzáadás más nyelvi csomagokhoz
|
||||||
locales.rollback = Visszaállítás az utoljára elfogadottra
|
locales.rollback = Visszaállítás az utoljára elfogadottra
|
||||||
locales.filter = Tulajdonságszűrő
|
locales.filter = Tulajdonságszűrő
|
||||||
locales.searchname = Név keresése...
|
locales.searchname = Név keresése…
|
||||||
locales.searchvalue = Érték keresése...
|
locales.searchvalue = Érték keresése…
|
||||||
locales.searchlocale = Nyelvi csomag keresése...
|
locales.searchlocale = Nyelvi csomag keresése…
|
||||||
locales.byname = Név szerint
|
locales.byname = Név szerint
|
||||||
locales.byvalue = Érték szerint
|
locales.byvalue = Érték szerint
|
||||||
locales.showcorrect = Azon tulajdonságok megjelenítése, amelyek mindenhol egyedi értékekkel rendelkeznek és jelen vannak minden nyelvi csomagban.
|
locales.showcorrect = Azon tulajdonságok megjelenítése, amelyek mindenhol egyedi értékekkel rendelkeznek és jelen vannak minden nyelvi csomagban.
|
||||||
@@ -729,16 +729,20 @@ loadout = Rakomány
|
|||||||
resources = Nyersanyagok
|
resources = Nyersanyagok
|
||||||
resources.max = Maximum
|
resources.max = Maximum
|
||||||
bannedblocks = Tiltott épületek
|
bannedblocks = Tiltott épületek
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Feladatok
|
objectives = Feladatok
|
||||||
bannedunits = Tiltott egységek
|
bannedunits = Tiltott egységek
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Tiltott egységek engedélyezése
|
bannedunits.whitelist = Tiltott egységek engedélyezése
|
||||||
bannedblocks.whitelist = Tiltott épületek engedélyezése
|
bannedblocks.whitelist = Tiltott épületek engedélyezése
|
||||||
addall = Összes hozzáadása
|
addall = Összes hozzáadása
|
||||||
launch.from = Kilövés a(z) [accent]{0} szektorból
|
launch.from = Kilövés a(z) [accent]{0} szektorból
|
||||||
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
launch.capacity = Nyersanyag-kapacitás a kilövéskor: [accent]{0}
|
||||||
launch.destination = Úti cél: {0}
|
launch.destination = Úti cél: {0}
|
||||||
|
landing.sources = Forrásszektorok: [accent]{0}[]
|
||||||
|
landing.import = Maximális összmennyiség: {0}[accent]{1}[lightgray]/perc
|
||||||
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
configure.invalid = A mennyiségnek 0 és {0} között kell lennie.
|
||||||
add = Hozzáadás...
|
add = Hozzáadás…
|
||||||
guardian = Őrző
|
guardian = Őrző
|
||||||
|
|
||||||
connectfail = [scarlet]Kapcsolódási hiba:\n\n[accent]{0}
|
connectfail = [scarlet]Kapcsolódási hiba:\n\n[accent]{0}
|
||||||
@@ -751,7 +755,7 @@ error.mapnotfound = A pályafájl nem található!
|
|||||||
error.io = Internet I/O hiba.
|
error.io = Internet I/O hiba.
|
||||||
error.any = Ismeretlen hálózati hiba.
|
error.any = Ismeretlen hálózati hiba.
|
||||||
error.bloom = A bloom hatás előkészítése nem sikerült.\nElőfordulhat, hogy az eszköz nem támogatja.
|
error.bloom = A bloom hatás előkészítése nem sikerült.\nElőfordulhat, hogy az eszköz nem támogatja.
|
||||||
error.moddex = A Mindustry nem tudja betölteni ezt a modot.\nAz eszközöd blokkolja a Java modok importálását az Android legújabb változásai miatt.\nNincs ismert megoldás erre a problémára.
|
error.moddex = A Mindustry nem tudja betölteni ezt a modot.\nAz eszközöd blokkolja a Java modok importálását az Android legújabb változásai miatt.\nEz a hiba nem lesz javítva, mert nincs ismert megoldás erre a problémára.
|
||||||
|
|
||||||
weather.rain.name = Eső
|
weather.rain.name = Eső
|
||||||
weather.snowing.name = Hóesés
|
weather.snowing.name = Hóesés
|
||||||
@@ -776,7 +780,9 @@ sectors.stored = Tárolt nyersanyagok:
|
|||||||
sectors.resume = Folytatás
|
sectors.resume = Folytatás
|
||||||
sectors.launch = Kilövés
|
sectors.launch = Kilövés
|
||||||
sectors.select = Kiválasztás
|
sectors.select = Kiválasztás
|
||||||
|
sectors.launchselect = Célállomás kiválasztása
|
||||||
sectors.nonelaunch = [lightgray]semmi (nap)
|
sectors.nonelaunch = [lightgray]semmi (nap)
|
||||||
|
sectors.redirect = Kilövőállások átirányítása
|
||||||
sectors.rename = Szektor átnevezése
|
sectors.rename = Szektor átnevezése
|
||||||
sectors.enemybase = [scarlet]Ellenséges bázis
|
sectors.enemybase = [scarlet]Ellenséges bázis
|
||||||
sectors.vulnerable = [scarlet]Sebezhető
|
sectors.vulnerable = [scarlet]Sebezhető
|
||||||
@@ -828,7 +834,7 @@ sector.overgrowth.name = Túlburjánzás
|
|||||||
sector.tarFields.name = Kátránymezők
|
sector.tarFields.name = Kátránymezők
|
||||||
sector.saltFlats.name = Sós síkságok
|
sector.saltFlats.name = Sós síkságok
|
||||||
sector.fungalPass.name = Gombahágó
|
sector.fungalPass.name = Gombahágó
|
||||||
sector.biomassFacility.name = Biomassza szintetizáló létesítmény
|
sector.biomassFacility.name = Biomassza-szintetizáló-létesítmény
|
||||||
sector.windsweptIslands.name = Szélfútta szigetek
|
sector.windsweptIslands.name = Szélfútta szigetek
|
||||||
sector.extractionOutpost.name = Kivonási helyőrség
|
sector.extractionOutpost.name = Kivonási helyőrség
|
||||||
sector.facility32m.name = 32M-es létesítmény
|
sector.facility32m.name = 32M-es létesítmény
|
||||||
@@ -845,22 +851,22 @@ sector.weatheredChannels.name = Viharvert csatornák
|
|||||||
sector.mycelialBastion.name = Micéliumbástya
|
sector.mycelialBastion.name = Micéliumbástya
|
||||||
sector.frontier.name = Frontvidék
|
sector.frontier.name = Frontvidék
|
||||||
|
|
||||||
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nHaladj tovább.
|
sector.groundZero.description = Az ideális helyszín, hogy ismét belekezdjünk. Alacsony ellenséges fenyegetés. Kevés nyersanyag.\nGyűjts annyi rezet és ólmot, amennyit csak tudsz.\nFolytasd a küldetést!
|
||||||
sector.frozenForest.description = Még itt, a hegyekhez közel is elterjedtek a spórák. A fagypont alatti hőmérséklet nem tudja örökké fogva tartani őket.\n\nFedezd fel az elektromosság erejét! Építs égetőerőműveket! Tanuld meg a foltozók használatát!
|
sector.frozenForest.description = Még itt, a hegyekhez közel is elterjedtek a spórák. A fagypont alatti hőmérséklet nem tudja örökké fogva tartani őket.\n\nFedezd fel az elektromosság erejét! Építs égetőerőműveket! Tanuld meg, hogyan használd a foltozókat!
|
||||||
sector.saltFlats.description = A sivatag peremén terülnek el a Sós síkságok. Kevés nyersanyag található errefelé.\n\nAz ellenség egy raktárkomplexumot létesített itt. Pusztítsd el a támaszpontjukat! Kő kövön ne maradjon!
|
sector.saltFlats.description = A sivatag peremén terülnek el a Sós síkságok. Kevés nyersanyag található errefelé.\n\nAz ellenség egy raktárkomplexumot létesített itt. Pusztítsd el a támaszpontjukat! Kő kövön ne maradjon!
|
||||||
sector.craters.description = Víz gyűlt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot! Olvassz üveget! Szivattyúzz vizet, hogy lehűtsd a fúróidat és lövegtornyaidat.
|
sector.craters.description = Víz gyűlt össze ebben a kráterben, amely régi háborúk emlékét őrzi. Szerezd vissza a területet. Gyűjts homokot! Olvassz üveget, és szivattyúzz vizet a fúróid és lövegtornyaid hűtéséhez!
|
||||||
sector.ruinousShores.description = A pusztaság mögött a partvonal húzódik. Valaha ezen a helyen egy partvédelmi rendszer állt. Nem sok minden maradt belőle. Csak a legalapvetőbb védelmi szerkezetek maradtak érintetlenül, minden más csak törmelék lett.\nFolytasd a terjeszkedést! Fedezd fel újra a technológiát!
|
sector.ruinousShores.description = A pusztaság mögött a partvonal húzódik. Valaha ezen a helyen egy partvédelmi rendszer állt. Nem sok minden maradt belőle. Csak a legalapvetőbb védelmi szerkezetek maradtak érintetlenül, minden más csak törmelék lett.\nFolytasd a terjeszkedést! Fedezd fel újra a technológiát!
|
||||||
sector.stainedMountains.description = Mélyebben a szárazföldön fekszenek a hegyek, a spóráktól még érintetlenül.\nTermeld ki a bőséges titán készleteket a körzetben. Tanuld meg felhasználni!.\n\nAz ellenség itt nagyobb létszámban van jelen. Ne hagyj nekik időt, hogy a legerősebb egységeiket hadba állíthassák!
|
sector.stainedMountains.description = Mélyebben a szárazföldön fekszenek a hegyek, a spóráktól még érintetlenül.\nTermeld ki a bőséges titán készleteket a körzetben. Tanuld meg felhasználni!\n\nAz ellenség itt nagyobb létszámban van jelen. Ne hagyj nekik időt, hogy a legerősebb egységeiket hadba állíthassák!
|
||||||
sector.overgrowth.description = Ez a terület közelebb esik a spórák forrásához, a spórák már kinőtték.\nAz ellenség egy helyőrséget létesített itt. Építs Mace egységeket! Pusztítsd el a bázist!
|
sector.overgrowth.description = Ez a terület közelebb esik a spórák forrásához, a spórák már kinőtték.\nAz ellenség egy helyőrséget létesített itt. Építs Mace egységeket! Pusztítsd el a bázist!
|
||||||
sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag között. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatók.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket!\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod!
|
sector.tarFields.description = Egy olajtermelő övezet peremvidéke a hegyek és a sivatag határán. Egy azon kevés szektorok közül, ahol még hasznosítható kátránykészletek találhatók.\nBár a terület elhagyatott, veszélyes ellenséges erők fészkelnek a közelben. Ne becsüld alá őket!\n\n[lightgray]Fedezd fel az olajfeldolgozási lehetőségeket, ha tudod!
|
||||||
sector.desolateRift.description = Egy extrém veszélyes zóna. Nyersanyagokban gazdag, de szűkös a hely. Magas a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
|
sector.desolateRift.description = Ez egy rendkívül veszélyes zóna. Bár nyersanyagokban gazdag, kevés hely áll rendelkezésre. Magas a kockázat. Építs szárazföldi és légvédelmet, amint csak tudsz. Ne tévesszen meg a hosszú szünet az ellenség támadásai között.
|
||||||
sector.nuclearComplex.description = Egy néhai tóriumkitermelő és feldolgozó létesítmény, romokban.\n[lightgray]Fedezd fel a tóriumot és a sokrétű felhasználását!\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket.
|
sector.nuclearComplex.description = Egy néhai tóriumkitermelő és feldolgozó létesítmény, romokban.\n[lightgray]Fedezd fel a tóriumot és a sokrétű felhasználását!\n\nAz ellenség nagy létszámban van jelen, és folyamatosan megfigyelés alatt tartják a környéket.
|
||||||
sector.fungalPass.description = Átmeneti terület a magas hegyek és a mélyebben fekvő, spórák uralta lapály között. Egy kisebb ellenséges megfigyelő állomás található itt.\nSemmisítsd meg!\nHasználj Dagger és Crawler egységeket! Pusztítsd el a két támaszpontot!
|
sector.fungalPass.description = Átmeneti terület a magas hegyek és a mélyebben fekvő, spórák uralta lapály között. Egy kisebb ellenséges megfigyelő állomás található itt.\nSemmisítsd meg!\nHasználj Dagger és Crawler egységeket! Pusztítsd el a két támaszpontot!
|
||||||
sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat üzemanyag és műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával.
|
sector.biomassFacility.description = A spórák származási helye. Ebben a létesítményben fejlesztették ki őket, és eredetileg itt is gyártották őket.\nFedezd fel az itt található technológiákat. Tenyészd ki a spórákat, és használd őket üzemanyagok vagy műanyagok gyártásához.\n\n[lightgray]A létesítmény pusztulása nyomán a spórák elszabadultak és szétszóródtak a légkörben. A helyi ökoszisztémában semmi sem tudta felvenni a versenyt egy ennyire invazív életformával.
|
||||||
sector.windsweptIslands.description = Távolabb, a partvonalon túl fekszik ez az elszigetelt szigetcsoport. A feljegyzések szerint egykor [accent]műanyagot[] gyártottak itt.\n\nVerd vissza az ellenség vízi egységeit! Állíts fel egy bázist a szigeteken! Fedezd fel az itt talált gyárakat!
|
sector.windsweptIslands.description = Távolabb, a partvonalon túl fekszik ez az elszigetelt szigetcsoport. A feljegyzések szerint egykor [accent]műanyagot[] gyártottak itt.\n\nVerd vissza az ellenség vízi egységeit! Állíts fel egy bázist a szigeteken! Fedezd fel az itt talált gyárakat!
|
||||||
sector.extractionOutpost.description = Egy távoli ellenséges támaszpont, amelyet az ellenség azért épített, hogy nyersanyagokat juttasson el más szektorokba.\n\nA szektorok közötti szállítási technológia elengedhetetlen a további hódításhoz. Pusztítsd el a bázist. Fejleszd ki a kilövőállást.
|
sector.extractionOutpost.description = Egy távoli ellenséges támaszpont, amelyet az ellenség azért épített, hogy nyersanyagokat juttasson el más szektorokba.\n\nA szektorok közötti szállítási technológia elengedhetetlen a további hódításhoz. Pusztítsd el a bázist. Fejleszd ki a kilövőállást.
|
||||||
sector.impact0078.description = Itt nyugszanak az ebbe a csillagrendszerbe érkező első csillagközi űrhajó maradványai.\n\nMents ki a romok alól mindent amit csak tudsz. Fedezd fel az épen maradt technológiákat.
|
sector.impact0078.description = Itt nyugszanak az ebbe a csillagrendszerbe érkező első csillagközi űrhajó maradványai.\n\nMents ki mindent a romok alól, amit csak lehet. Fedezd fel az épségben maradt technológiákat.
|
||||||
sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison egy olyan építmény található, amely képes támaszpontokat kilőni a közeli bolygókra. Rendkívül jól őrzik.\n\nGyárts vízi egységeket! Ártalmatlanítsd az ellenséget, amilyen gyorsan csak tudod! Találd meg a kilövőszerkezetet!
|
sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison egy olyan építmény található, amely képes támaszpontokat kilőni a közeli bolygókra. Rendkívül jól őrzik.\n\nGyárts vízi egységeket, és semmisítsd meg az ellenséget a lehető leggyorsabban! Találd meg a kilövőszerkezetet!
|
||||||
sector.coastline.description = Ezen a helyen egy haditengerészeti egység technológiájának maradványait azonosították. Verd vissza az ellenséges támadásokat, foglald el ezt a szektort, és szerezd meg a technológiát.
|
sector.coastline.description = Ezen a helyen egy haditengerészeti egység technológiájának maradványait azonosították. Verd vissza az ellenséges támadásokat, foglald el ezt a szektort, és szerezd meg a technológiát.
|
||||||
sector.navalFortress.description = Az ellenség bázist létesített egy távoli, természetes erődítményes szigeten. Pusztítsd el ezt az előőrsöt. Szerezd meg a fejlett hadihajó-technológiájukat, és fejleszd ki te is.
|
sector.navalFortress.description = Az ellenség bázist létesített egy távoli, természetes erődítményes szigeten. Pusztítsd el ezt az előőrsöt. Szerezd meg a fejlett hadihajó-technológiájukat, és fejleszd ki te is.
|
||||||
sector.cruxscape.name = Zord vidék
|
sector.cruxscape.name = Zord vidék
|
||||||
@@ -939,7 +945,7 @@ settings.controls = Irányítás
|
|||||||
settings.game = Játék
|
settings.game = Játék
|
||||||
settings.sound = Hangok
|
settings.sound = Hangok
|
||||||
settings.graphics = Grafika
|
settings.graphics = Grafika
|
||||||
settings.cleardata = Játékadatok törlése...
|
settings.cleardata = Játékadatok törlése…
|
||||||
settings.clear.confirm = Biztosan törlöd ezeket az adatokat?\nEzt a műveletet nem lehet visszavonni!
|
settings.clear.confirm = Biztosan törlöd ezeket az adatokat?\nEzt a műveletet nem lehet visszavonni!
|
||||||
settings.clearall.confirm = [scarlet]FIGYELEM![]\nEz törli az összes adatot, beleértve a mentéseket, pályákat, felfedezéseket és a billentyűbeállításokat.\nAz „OK” gomb megnyomásával a játék minden adatot töröl, és automatikusan kilép.
|
settings.clearall.confirm = [scarlet]FIGYELEM![]\nEz törli az összes adatot, beleértve a mentéseket, pályákat, felfedezéseket és a billentyűbeállításokat.\nAz „OK” gomb megnyomásával a játék minden adatot töröl, és automatikusan kilép.
|
||||||
settings.clearsaves.confirm = Biztosan törlöd az összes mentést?
|
settings.clearsaves.confirm = Biztosan törlöd az összes mentést?
|
||||||
@@ -1043,6 +1049,7 @@ stat.buildspeedmultiplier = Építési sebességszorzó
|
|||||||
stat.reactive = Reakciók
|
stat.reactive = Reakciók
|
||||||
stat.immunities = Immunitások
|
stat.immunities = Immunitások
|
||||||
stat.healing = Gyógyulás
|
stat.healing = Gyógyulás
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Erőpajzs
|
ability.forcefield = Erőpajzs
|
||||||
ability.forcefield.description = Olyan erőpajzsot vetít ki, amely elnyeli a lövedékeket
|
ability.forcefield.description = Olyan erőpajzsot vetít ki, amely elnyeli a lövedékeket
|
||||||
@@ -1090,6 +1097,7 @@ ability.stat.buildtime = [stat]{0} mp[lightgray] építési idő
|
|||||||
|
|
||||||
bar.onlycoredeposit = Nyersanyagtárolás csak a támaszpontban.
|
bar.onlycoredeposit = Nyersanyagtárolás csak a támaszpontban.
|
||||||
bar.drilltierreq = Erősebb fúró szükséges
|
bar.drilltierreq = Erősebb fúró szükséges
|
||||||
|
bar.nobatterypower = Alacsony akkumulátor-töltöttség
|
||||||
bar.noresources = Hiányzó nyersanyagok
|
bar.noresources = Hiányzó nyersanyagok
|
||||||
bar.corereq = Támaszpont szükséges
|
bar.corereq = Támaszpont szükséges
|
||||||
bar.corefloor = Támaszpont-zónamező szükséges
|
bar.corefloor = Támaszpont-zónamező szükséges
|
||||||
@@ -1098,6 +1106,7 @@ bar.drillspeed = Termelés: {0}/mp
|
|||||||
bar.pumpspeed = Termelés: {0}/mp
|
bar.pumpspeed = Termelés: {0}/mp
|
||||||
bar.efficiency = Hatásfok: {0}%
|
bar.efficiency = Hatásfok: {0}%
|
||||||
bar.boost = Erősítés: +{0}%
|
bar.boost = Erősítés: +{0}%
|
||||||
|
bar.powerbuffer = Akkumulátorok: {0}/{1}
|
||||||
bar.powerbalance = Áram: {0}/mp
|
bar.powerbalance = Áram: {0}/mp
|
||||||
bar.powerstored = Eltárolva: {0}/{1}
|
bar.powerstored = Eltárolva: {0}/{1}
|
||||||
bar.poweramount = Kapacitás: {0}
|
bar.poweramount = Kapacitás: {0}
|
||||||
@@ -1108,6 +1117,7 @@ bar.capacity = Tárhely: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Folyadék
|
bar.liquid = Folyadék
|
||||||
bar.heat = Hő
|
bar.heat = Hő
|
||||||
|
bar.cooldown = Lehűlés
|
||||||
bar.instability = Instabilitás
|
bar.instability = Instabilitás
|
||||||
bar.heatamount = Hő: {0}
|
bar.heatamount = Hő: {0}
|
||||||
bar.heatpercent = Hő: {0} ({1}%)
|
bar.heatpercent = Hő: {0} ({1}%)
|
||||||
@@ -1132,6 +1142,7 @@ bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek:
|
|||||||
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
|
bullet.frags = [stat]{0}[lightgray]db repeszlövedék:
|
||||||
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
|
bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
bullet.knockback = [stat]{0}[lightgray] hátralökés
|
||||||
bullet.pierce = [stat]{0}[lightgray]x átütő erő
|
bullet.pierce = [stat]{0}[lightgray]x átütő erő
|
||||||
bullet.infinitepierce = [stat]átütő erő
|
bullet.infinitepierce = [stat]átütő erő
|
||||||
@@ -1140,8 +1151,8 @@ bullet.healamount = [stat]{0}[lightgray] közvetlen javítás
|
|||||||
bullet.multiplier = [stat]{0}[lightgray] lőszer/nyersanyag
|
bullet.multiplier = [stat]{0}[lightgray] lőszer/nyersanyag
|
||||||
bullet.reload = [stat]{0}%[lightgray] tüzelési sebesség
|
bullet.reload = [stat]{0}%[lightgray] tüzelési sebesség
|
||||||
bullet.range = [stat]{0}[lightgray] mezős hatótávolság
|
bullet.range = [stat]{0}[lightgray] mezős hatótávolság
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] Nem veszi célba a rakétákat
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] Nem veszi célba az épületeket
|
||||||
|
|
||||||
unit.blocks = blokk
|
unit.blocks = blokk
|
||||||
unit.blockssquared = blokk²
|
unit.blockssquared = blokk²
|
||||||
@@ -1158,6 +1169,7 @@ unit.minutes = perc
|
|||||||
unit.persecond = /mp
|
unit.persecond = /mp
|
||||||
unit.perminute = /perc
|
unit.perminute = /perc
|
||||||
unit.timesspeed = x sebesség
|
unit.timesspeed = x sebesség
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = erőpajzs életereje
|
unit.shieldhealth = erőpajzs életereje
|
||||||
unit.items = nyersanyag
|
unit.items = nyersanyag
|
||||||
@@ -1234,11 +1246,13 @@ setting.mutemusic.name = Zene némítása
|
|||||||
setting.sfxvol.name = Hanghatások hangereje
|
setting.sfxvol.name = Hanghatások hangereje
|
||||||
setting.mutesound.name = Hang némítása
|
setting.mutesound.name = Hang némítása
|
||||||
setting.crashreport.name = Névtelen összeomlási jelentések
|
setting.crashreport.name = Névtelen összeomlási jelentések
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automatikus mentés
|
setting.savecreate.name = Automatikus mentés
|
||||||
setting.steampublichost.name = Nyilvános játék láthatósága
|
setting.steampublichost.name = Nyilvános játék láthatósága
|
||||||
setting.playerlimit.name = Játékoskorlát
|
setting.playerlimit.name = Játékoskorlát
|
||||||
setting.chatopacity.name = Csevegő átlátszatlansága
|
setting.chatopacity.name = Csevegő átlátszatlansága
|
||||||
setting.lasersopacity.name = Villanyvezeték átlátszatlansága
|
setting.lasersopacity.name = Villanyvezeték átlátszatlansága
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Híd átlátszatlansága
|
setting.bridgeopacity.name = Híd átlátszatlansága
|
||||||
setting.playerchat.name = Játékosok csevegőbuborékainak megjelenítése
|
setting.playerchat.name = Játékosok csevegőbuborékainak megjelenítése
|
||||||
setting.showweather.name = Időjárás-grafika megjelenítése
|
setting.showweather.name = Időjárás-grafika megjelenítése
|
||||||
@@ -1248,7 +1262,7 @@ setting.macnotch.description = A változtatások érvénybe lépéséhez újrain
|
|||||||
steam.friendsonly = Csak barátok
|
steam.friendsonly = Csak barátok
|
||||||
steam.friendsonly.tooltip = Csak a Steam-barátok tudnak kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
|
steam.friendsonly.tooltip = Csak a Steam-barátok tudnak kapcsolódni a játékodhoz.\nHa nem jelölöd be ezt a négyzetet, a játékod nyilvános lesz – bárki kapcsolódhat hozzá.
|
||||||
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
|
public.beta = Ne feledd, hogy a játék béta verziójában nem tudsz nyilvános szobát nyitni.
|
||||||
uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva...
|
uiscale.reset = A felület mérete megváltozott.\nAz „OK” gombbal megerősítheted ezt a méretet.\n[scarlet]Automatikus visszavonás és kilépés [accent] {0}[] másodperc múlva…
|
||||||
uiscale.cancel = Mégse és kilépés
|
uiscale.cancel = Mégse és kilépés
|
||||||
setting.bloom.name = Bloom
|
setting.bloom.name = Bloom
|
||||||
keybind.title = Billentyűk átállítása
|
keybind.title = Billentyűk átállítása
|
||||||
@@ -1262,8 +1276,8 @@ placement.blockselectkeys = \n[lightgray]Kulcs: [{0},
|
|||||||
keybind.respawn.name = Újraéledés
|
keybind.respawn.name = Újraéledés
|
||||||
keybind.control.name = Egység irányítása
|
keybind.control.name = Egység irányítása
|
||||||
keybind.clear_building.name = Épület törlése
|
keybind.clear_building.name = Épület törlése
|
||||||
keybind.press = Nyomj meg egy gombot...
|
keybind.press = Nyomj meg egy gombot…
|
||||||
keybind.press.axis = Nyomj meg egy kart vagy gombot...
|
keybind.press.axis = Nyomj meg egy kart vagy gombot…
|
||||||
keybind.screenshot.name = Pálya képernyőképe
|
keybind.screenshot.name = Pálya képernyőképe
|
||||||
keybind.toggle_power_lines.name = Villanyvezetékek be/ki
|
keybind.toggle_power_lines.name = Villanyvezetékek be/ki
|
||||||
keybind.toggle_block_status.name = Blokkállapotok be/ki
|
keybind.toggle_block_status.name = Blokkállapotok be/ki
|
||||||
@@ -1397,12 +1411,14 @@ rules.unitcostmultiplier = Egység költségszorzója
|
|||||||
rules.unithealthmultiplier = Egység életpontszorzója
|
rules.unithealthmultiplier = Egység életpontszorzója
|
||||||
rules.unitdamagemultiplier = Egység sebzésszorzója
|
rules.unitdamagemultiplier = Egység sebzésszorzója
|
||||||
rules.unitcrashdamagemultiplier = Egység ütközési sebzésszorzója
|
rules.unitcrashdamagemultiplier = Egység ütközési sebzésszorzója
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Napenergia szorzója
|
rules.solarmultiplier = Napenergia szorzója
|
||||||
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
|
rules.unitcapvariable = A támaszpontok befolyásolják a gyártható egységek darabszámát
|
||||||
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
rules.unitpayloadsexplode = A szállított rakományok az egységgel együtt felrobbannak
|
||||||
rules.unitcap = Alap egységdarabszám
|
rules.unitcap = Alap egységdarabszám
|
||||||
rules.limitarea = Játékterület korlátozása
|
rules.limitarea = Játékterület korlátozása
|
||||||
rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott zóna sugara:[lightgray] (mező)
|
rules.enemycorebuildradius = Ellenséges támaszpont körüli tiltott zóna sugara:[lightgray] (mező)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
rules.wavespacing = A hullámok közötti szünetek ideje:[lightgray] (mp)
|
||||||
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
rules.initialwavespacing = Az első hullám előtti szünet ideje:[lightgray] (mp)
|
||||||
rules.buildcostmultiplier = Építési költség szorzója
|
rules.buildcostmultiplier = Építési költség szorzója
|
||||||
@@ -1425,6 +1441,9 @@ rules.title.planet = Bolygó
|
|||||||
rules.lighting = Világítás
|
rules.lighting = Világítás
|
||||||
rules.fog = A háború köde
|
rules.fog = A háború köde
|
||||||
rules.invasions = Ellenséges szektorokból érkező inváziók
|
rules.invasions = Ellenséges szektorokból érkező inváziók
|
||||||
|
rules.legacylaunchpads = Hagyományos kilövőállás-mechanizmus
|
||||||
|
rules.legacylaunchpads.info = Lehetővé teszi a kilövőállások használatát landolóállások nélkül, mint a v7.0-ban.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Letiltva[lightgray] (Hagyományos kilövőállás engedélyezve)
|
||||||
rules.showspawns = Ellenséges kezdőpontok megjelenítése a minitérképen
|
rules.showspawns = Ellenséges kezdőpontok megjelenítése a minitérképen
|
||||||
rules.randomwaveai = Kiszámíthatatlan ellenséges támadások (MI)
|
rules.randomwaveai = Kiszámíthatatlan ellenséges támadások (MI)
|
||||||
rules.fire = Tűz
|
rules.fire = Tűz
|
||||||
@@ -1745,7 +1764,10 @@ block.spectre.name = Spectre
|
|||||||
block.meltdown.name = Meltdown
|
block.meltdown.name = Meltdown
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Konténer
|
block.container.name = Konténer
|
||||||
block.launch-pad.name = Kilövőállás
|
block.launch-pad.name = Kilövőállás [lightgray](Hagyományos)
|
||||||
|
block.advanced-launch-pad.name = Kilövőállás
|
||||||
|
block.landing-pad.name = Landolóállás
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Földiegységgyár
|
block.ground-factory.name = Földiegységgyár
|
||||||
block.air-factory.name = Repülőgépgyár
|
block.air-factory.name = Repülőgépgyár
|
||||||
@@ -1842,7 +1864,7 @@ block.electric-heater.name = Elektromos fűtőtest
|
|||||||
block.slag-heater.name = Salakos fűtőtest
|
block.slag-heater.name = Salakos fűtőtest
|
||||||
block.phase-heater.name = Tóritkvarcos fűtőtest
|
block.phase-heater.name = Tóritkvarcos fűtőtest
|
||||||
block.heat-redirector.name = Hőelvezető
|
block.heat-redirector.name = Hőelvezető
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Kis hőelvezető
|
||||||
block.heat-router.name = Hőelosztó
|
block.heat-router.name = Hőelosztó
|
||||||
block.slag-incinerator.name = Salakos égetőkamra
|
block.slag-incinerator.name = Salakos égetőkamra
|
||||||
block.carbide-crucible.name = Karbidolvasztó
|
block.carbide-crucible.name = Karbidolvasztó
|
||||||
@@ -1890,9 +1912,9 @@ block.chemical-combustion-chamber.name = Kémiai égetőkamra
|
|||||||
block.pyrolysis-generator.name = Pirolízis-erőmű
|
block.pyrolysis-generator.name = Pirolízis-erőmű
|
||||||
block.vent-condenser.name = Vízleválasztó
|
block.vent-condenser.name = Vízleválasztó
|
||||||
block.cliff-crusher.name = Sziklazúzó
|
block.cliff-crusher.name = Sziklazúzó
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Fejlett sziklazúzó
|
||||||
block.plasma-bore.name = Plazmafúró
|
block.plasma-bore.name = Plazmafúró
|
||||||
block.large-plasma-bore.name = Nagy plazmafúró
|
block.large-plasma-bore.name = Fejlett plazmafúró
|
||||||
block.impact-drill.name = Ütvefúró
|
block.impact-drill.name = Ütvefúró
|
||||||
block.eruption-drill.name = Kitöréses fúró
|
block.eruption-drill.name = Kitöréses fúró
|
||||||
block.core-bastion.name = Bástya
|
block.core-bastion.name = Bástya
|
||||||
@@ -1960,8 +1982,8 @@ hint.breaking = [accent]Jobb egérgombbal[] és húzással lebonthatod a blokkok
|
|||||||
hint.breaking.mobile = Használd a jobb alsó sarokban lévő \ue817 [accent]kalapács[] gombot a blokkok törléséhez.\n\nTartsd lenyomva az ujjad és húzd, hogy nagyobb területet tudj kijelölni.
|
hint.breaking.mobile = Használd a jobb alsó sarokban lévő \ue817 [accent]kalapács[] gombot a blokkok törléséhez.\n\nTartsd lenyomva az ujjad és húzd, hogy nagyobb területet tudj kijelölni.
|
||||||
hint.blockInfo = Egy blokk információinak megtekintéséhez válaszd ki az épületet az [accent]építési menüben[], majd válaszd a [accent][[?][] gomb jobb oldalt.
|
hint.blockInfo = Egy blokk információinak megtekintéséhez válaszd ki az épületet az [accent]építési menüben[], majd válaszd a [accent][[?][] gomb jobb oldalt.
|
||||||
hint.derelict = Az [accent]elhagyatott[] szerkezetek régi bázisok maradványai, amelyek már nem működnek.\n\nEzeket az épületeket le lehet [accent]bontani[] nyersanyagokért, vagy meg is lehet javítani őket.
|
hint.derelict = Az [accent]elhagyatott[] szerkezetek régi bázisok maradványai, amelyek már nem működnek.\n\nEzeket az épületeket le lehet [accent]bontani[] nyersanyagokért, vagy meg is lehet javítani őket.
|
||||||
hint.research = Használd a \ue875 [accent]technológia fa[] gombot, hogy új technológiákat fedezz fel.
|
hint.research = Használd a \ue875 [accent]technológiafa[] gombot, hogy új technológiákat fedezz fel.
|
||||||
hint.research.mobile = Használd a \ue875 [accent]technológia fa[] gombot a \ue88c [accent]menüben[], hogy új technológiákat fedezz fel.
|
hint.research.mobile = Használd a \ue875 [accent]technológiafa[] gombot a \ue88c [accent]menüben[], hogy új technológiákat fedezz fel.
|
||||||
hint.unitControl = Nyomd le a [accent][[bal Ctrl][] gombot, és kattints [accent]jobb egérgombbal[] a baráti egység vagy lövegtorony irányításához.
|
hint.unitControl = Nyomd le a [accent][[bal Ctrl][] gombot, és kattints [accent]jobb egérgombbal[] a baráti egység vagy lövegtorony irányításához.
|
||||||
hint.unitControl.mobile = [accent][[Dupla koppintással][] a szövetséges egységek vagy lövegtornyok kézileg irányíthatók.
|
hint.unitControl.mobile = [accent][[Dupla koppintással][] a szövetséges egységek vagy lövegtornyok kézileg irányíthatók.
|
||||||
hint.unitSelectControl = Az egységek irányításához lépj be [accent]parancs módba[] a [accent]bal shift[] lenyomva tartásával.\nParancs módban az egységek kijelöléséhez kattints, és húzd az egeret. A [accent]jobb egérgombbal[] küldd az egységeket a helyszínre vagy a célponthoz.
|
hint.unitSelectControl = Az egységek irányításához lépj be [accent]parancs módba[] a [accent]bal shift[] lenyomva tartásával.\nParancs módban az egységek kijelöléséhez kattints, és húzd az egeret. A [accent]jobb egérgombbal[] küldd az egységeket a helyszínre vagy a célponthoz.
|
||||||
@@ -1981,7 +2003,7 @@ hint.payloadDrop.mobile = [accent]Koppints és tartsd lenyomva az ujjad[] egy ü
|
|||||||
hint.waveFire = A vizet lőszerként használó [accent]Wave[] lövegtornyok automatikusan eloltják a közeli tüzeket.
|
hint.waveFire = A vizet lőszerként használó [accent]Wave[] lövegtornyok automatikusan eloltják a közeli tüzeket.
|
||||||
hint.generator = Az \uf879 [accent]égetőerőmű[] szenet éget, és áramot ad át a vele érintkező épületeknek.\n\nAz áramszállítás távolsága további \uf87f [accent]villanyoszlopokkal[] növelhető.
|
hint.generator = Az \uf879 [accent]égetőerőmű[] szenet éget, és áramot ad át a vele érintkező épületeknek.\n\nAz áramszállítás távolsága további \uf87f [accent]villanyoszlopokkal[] növelhető.
|
||||||
hint.guardian = Az [accent]őrzők[] páncélozottak. A gyenge lövedékek, mint a [accent]réz[] vagy az [accent]ólom[] [scarlet]nem hatásosak[] az Őrző páncéljával szemben.\n\nHasználj magasabb szintű lövegtornyokat, vagy juttass \uf835 [accent]grafitot[] a \uf861 Duo / \uf859 Salvo lövegtornyokba, hogy leszedd az őrzőket.
|
hint.guardian = Az [accent]őrzők[] páncélozottak. A gyenge lövedékek, mint a [accent]réz[] vagy az [accent]ólom[] [scarlet]nem hatásosak[] az Őrző páncéljával szemben.\n\nHasználj magasabb szintű lövegtornyokat, vagy juttass \uf835 [accent]grafitot[] a \uf861 Duo / \uf859 Salvo lövegtornyokba, hogy leszedd az őrzőket.
|
||||||
hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szintű támaszpontot teszel rá[].\n\nHelyezz egy \uf868 [accent]Alapítvány[] támaszpontot a \uf869 [accent]Szilánk[] támaszpontra. Figyelj rá, hogy ne legyenek az új támaszpont területén épületek.
|
hint.coreUpgrade = A támaszpont úgy fejleszthető, hogy [accent]magasabb szintű támaszpontot teszel rá[].\n\nHelyezz egy \uf868 [accent]alapítvány[] támaszpontot a \uf869 [accent]szilánk[] támaszpontra. Figyelj rá, hogy ne legyenek az új támaszpont területén épületek.
|
||||||
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
hint.presetLaunch = A szürke [accent]landolási zónát tartalmazó szektorokba[], amilyen például a [accent]Fagyott erdő[], bárhonnan kilőhetsz. Nem szükséges hozzá szomszédos területet elfoglalnod.\n\nA [accent]számozott szektorokat[], mint ez is, a játékmenet szempontjából [accent]nem fontos[] elfoglalni.
|
||||||
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
hint.presetDifficulty = Ebben a szektorban [scarlet]magas az ellenséges fenyegetettségi szint[].\nAz ilyen szektorokba való indulás [accent]nem ajánlott[] megfelelő technológia és felkészülés nélkül.
|
||||||
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a maximumot, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
hint.coreIncinerate = Ha a támaszpont egy nyersanyagból elérte a maximumot, a beérkező további nyersanyagok azonnal [accent]megsemmisítésre kerülnek[].
|
||||||
@@ -1996,7 +2018,7 @@ gz.conveyors = Fejleszd ki, és építs \uf896 [accent]szállítsszalagokat[], h
|
|||||||
gz.conveyors.mobile = Fejleszd ki, és építs \uf896 [accent]Szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
|
gz.conveyors.mobile = Fejleszd ki, és építs \uf896 [accent]Szállítószalagokat[], hogy a kitermelt\nnyersanyagokat eljuttasd a fúróktól a támaszpontba.\n\nTartsd lenyomva az ujjad és húzd el, hogy több szállítószalagot helyezz el.
|
||||||
gz.drills = Bővítsd a bányászati kapacitást.\nÉpíts több mechanikus fúrót.\nBányássz 100 rezet.
|
gz.drills = Bővítsd a bányászati kapacitást.\nÉpíts több mechanikus fúrót.\nBányássz 100 rezet.
|
||||||
gz.lead = Az \uf837 [accent]ólom[] egy másik gyakran használt nyersanyag.\nÉpíts fúrókat az ólom kitermelésére.
|
gz.lead = Az \uf837 [accent]ólom[] egy másik gyakran használt nyersanyag.\nÉpíts fúrókat az ólom kitermelésére.
|
||||||
gz.moveup = \ue804 Menj tovább a további utasításokért.
|
gz.moveup = \ue804 Fedezd fel a szektort, hogy megtaláld a küldetés további utasításait!
|
||||||
gz.turrets = Fejleszd ki, és építs két \uf861 [accent]Duo[] lövegtornyot, hogy megvédd a támaszpontot.\nA Duo lövegtornyoknak \uf838 [accent]lőszerre[] van szükségük, amelyet szállítószalaggal juttathatsz el hozzájuk.
|
gz.turrets = Fejleszd ki, és építs két \uf861 [accent]Duo[] lövegtornyot, hogy megvédd a támaszpontot.\nA Duo lövegtornyoknak \uf838 [accent]lőszerre[] van szükségük, amelyet szállítószalaggal juttathatsz el hozzájuk.
|
||||||
gz.duoammo = Szállítószalagok segítségével lásd el [accent]rézzel[] a Duo lövegtornyokat.
|
gz.duoammo = Szállítószalagok segítségével lásd el [accent]rézzel[] a Duo lövegtornyokat.
|
||||||
gz.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf8ae [accent]Rézfalakat[] a lövegtornyok köré.
|
gz.walls = A [accent]falak[] megakadályozhatják, hogy az épületekben károk keletkezzenek.\nÉpíts \uf8ae [accent]Rézfalakat[] a lövegtornyok köré.
|
||||||
@@ -2146,7 +2168,7 @@ block.sorter.description = Csak a kiválasztott nyersanyagot engedi tovább egye
|
|||||||
block.inverted-sorter.description = Hasonló a szokásos válogatóhoz, de a kiválasztott nyersanyagot oldalra adja ki.
|
block.inverted-sorter.description = Hasonló a szokásos válogatóhoz, de a kiválasztott nyersanyagot oldalra adja ki.
|
||||||
block.router.description = Egyenletesen háromfelé osztja szét a beérkező nyersanyagokat.
|
block.router.description = Egyenletesen háromfelé osztja szét a beérkező nyersanyagokat.
|
||||||
block.router.details = Egy szükséges rossz. Nem ajánlott termelőegységek mellett használni, mert a kimenet eltömíti.
|
block.router.details = Egy szükséges rossz. Nem ajánlott termelőegységek mellett használni, mert a kimenet eltömíti.
|
||||||
block.distributor.description = Egyenletesen hétfelé osztja szét a beérkező nyersanyagokat.
|
block.distributor.description = Egyenletesen, hétfelé osztja szét a beérkező nyersanyagokat.
|
||||||
block.overflow-gate.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
|
block.overflow-gate.description = Csak akkor ad ki nyersanyagot oldalra, ha előrefelé már nem tud.
|
||||||
block.underflow-gate.description = A túlcsorduló kapu ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
|
block.underflow-gate.description = A túlcsorduló kapu ellentettje. Csak akkor ad ki nyersanyagot előrefelé, ha oldalra már nem tud.
|
||||||
block.mass-driver.description = Nagy hatótávolságú nyersanyagszállító eszköz. Rakományokat gyűjt össze, és átlövi egy másik, hozzákapcsolt tömegmozgatónak.
|
block.mass-driver.description = Nagy hatótávolságú nyersanyagszállító eszköz. Rakományokat gyűjt össze, és átlövi egy másik, hozzákapcsolt tömegmozgatónak.
|
||||||
@@ -2187,15 +2209,17 @@ block.cultivator.details = Visszaszerzett technológia. Hatalmas tömegű biomas
|
|||||||
block.oil-extractor.description = Nagy mennyiségű áramot fogyaszt, továbbá homokot és vizet igényel az olajfúráshoz.
|
block.oil-extractor.description = Nagy mennyiségű áramot fogyaszt, továbbá homokot és vizet igényel az olajfúráshoz.
|
||||||
block.core-shard.description = Támaszpont. Ha elpusztul, a szektor elveszett.
|
block.core-shard.description = Támaszpont. Ha elpusztul, a szektor elveszett.
|
||||||
block.core-shard.details = Az első modell. Kompakt. Önsokszorosító. Egyszer használatos gyorsítórakétákkal van felszerelve, nem bolygóközi utazásra tervezték.
|
block.core-shard.details = Az első modell. Kompakt. Önsokszorosító. Egyszer használatos gyorsítórakétákkal van felszerelve, nem bolygóközi utazásra tervezték.
|
||||||
block.core-foundation.description = Támaszpont. Jól páncélozott. Több nyersanyagot tárol, mint a Szilánk.
|
block.core-foundation.description = Támaszpont. Jól páncélozott. Több nyersanyagot tárol, mint a szilánk.
|
||||||
block.core-foundation.details = A második modell.
|
block.core-foundation.details = A második modell.
|
||||||
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes.
|
block.core-nucleus.description = Támaszpont. Rendkívül jól páncélozott. Hatalmas mennyiségű nyersanyag tárolására képes.
|
||||||
block.core-nucleus.details = A harmadik, végső modell.
|
block.core-nucleus.details = A harmadik, végső modell.
|
||||||
block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
|
block.vault.description = Nagy mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
|
||||||
block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
|
block.container.description = Kis mennyiséget tárol minden nyersanyagtípusból. Növeli a támaszpont tárolókapacitását, ha egy támaszpont mellé van helyezve. A tartalma kirakodó segítségével nyerhető ki.
|
||||||
block.unloader.description = Kirakodja a szomszédos épületekből a kiválasztott nyersanyagot.
|
block.unloader.description = Kirakodja a szomszédos épületekből a kiválasztott nyersanyagot.
|
||||||
block.launch-pad.description = Nyersanyagokat juttat el más szektorokba.
|
block.launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba.
|
||||||
block.launch-pad.details = Szuborbitális rendszer a nyersanyagok szektorok között történő szállítására. A teherkapszulák törékenyek, ezért nem képesek túlélni a légkörbe való visszatérést.
|
block.advanced-launch-pad.description = Nyersanyagokat juttat el a kiválasztott szektorokba. Egyszerre csak egy nyersanyagtípust fogad el.
|
||||||
|
block.advanced-launch-pad.details = Szuborbitális rendszer a nyersanyagok szektorok között történő szállítására.
|
||||||
|
block.landing-pad.description = Fogadja a más szektorok kilövőállásaiból érkező nyersanyagokat. Nagy mennyiségű vízet igényel a landolások okozta hatásokkal szembeni védekezéshez.
|
||||||
block.duo.description = Változatos lövedékekkel lő az ellenségre.
|
block.duo.description = Változatos lövedékekkel lő az ellenségre.
|
||||||
block.scatter.description = Ólom-, törmelék- vagy ólomüvegdarabokat lő az ellenséges légi egységekre.
|
block.scatter.description = Ólom-, törmelék- vagy ólomüvegdarabokat lő az ellenséges légi egységekre.
|
||||||
block.scorch.description = Megégeti az ellenség közeli földi egységeit. Kis távolságra nagyon hatékony.
|
block.scorch.description = Megégeti az ellenség közeli földi egységeit. Kis távolságra nagyon hatékony.
|
||||||
@@ -2240,9 +2264,9 @@ block.repair-turret.description = Folyamatosan javítja a hatósugarában lévő
|
|||||||
|
|
||||||
#Erekir
|
#Erekir
|
||||||
block.core-bastion.description = Támaszpont. Páncélozott. Ha elpusztul, a szektor elveszett.
|
block.core-bastion.description = Támaszpont. Páncélozott. Ha elpusztul, a szektor elveszett.
|
||||||
block.core-citadel.description = Támaszpont. Nagyon jól páncélozott. Több nyersanyagot tárol, mint a Bástya.
|
block.core-citadel.description = Támaszpont. Nagyon jól páncélozott. Több nyersanyagot tárol, mint a bástya.
|
||||||
block.core-acropolis.description = Támaszpont. Kivételesen jól páncélozott. Több nyersanyagot tárol, mint a Citadella.
|
block.core-acropolis.description = Támaszpont. Kivételesen jól páncélozott. Több nyersanyagot tárol, mint a citadella.
|
||||||
block.breach.description = Átütő erejű berillium- vagy volfrámlövedéket lő az ellenséges célpontokra.
|
block.breach.description = Átütő erejű berillium-, volfrám- vagy karbidlövedéket lő az ellenséges célpontokra.
|
||||||
block.diffuse.description = Széles kúpban lő ki lövedékeket. Visszalöki az ellenséges célpontokat.
|
block.diffuse.description = Széles kúpban lő ki lövedékeket. Visszalöki az ellenséges célpontokat.
|
||||||
block.sublimate.description = Folyamatos lángcsóvát lő az ellenséges célpontokra. Átüti a páncélt.
|
block.sublimate.description = Folyamatos lángcsóvát lő az ellenséges célpontokra. Átüti a páncélt.
|
||||||
block.titan.description = Hatalmas robbanóanyagú tüzérségi lövedéket lő földi célpontokra. Hidrogént igényel.
|
block.titan.description = Hatalmas robbanóanyagú tüzérségi lövedéket lő földi célpontokra. Hidrogént igényel.
|
||||||
@@ -2257,9 +2281,9 @@ block.oxidation-chamber.description = A berilliumot és az ózont oxiddá alakí
|
|||||||
block.electric-heater.description = Fűti a vele szemben álló épületeket. Nagy mennyiségű áramot fogyaszt.
|
block.electric-heater.description = Fűti a vele szemben álló épületeket. Nagy mennyiségű áramot fogyaszt.
|
||||||
block.slag-heater.description = Fűti a vele szemben álló épületeket. Salakot igényel.
|
block.slag-heater.description = Fűti a vele szemben álló épületeket. Salakot igényel.
|
||||||
block.phase-heater.description = Fűti a vele szemben álló épületeket. Tóritkvarcot igényel.
|
block.phase-heater.description = Fűti a vele szemben álló épületeket. Tóritkvarcot igényel.
|
||||||
block.heat-redirector.description = Más blokkokba irányítja a felgyülemlett hőt.
|
block.heat-redirector.description = Más blokkokba irányítja át a felgyülemlett hőt.
|
||||||
block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.small-heat-redirector.description = Más blokkokba irányítja át a felgyülemlett hőt.
|
||||||
block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja.
|
block.heat-router.description = A felgyülemlett hőt három kimeneti irányba osztja szét.
|
||||||
block.electrolyzer.description = A vizet hidrogénné és ózonná alakítja. A keletkező gázokat két ellentétes irányba adja ki, amelyek a megfelelő színnel vannak jelölve.
|
block.electrolyzer.description = A vizet hidrogénné és ózonná alakítja. A keletkező gázokat két ellentétes irányba adja ki, amelyek a megfelelő színnel vannak jelölve.
|
||||||
block.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
|
block.atmospheric-concentrator.description = Koncentrálja a légkörben lévő nitrogént. Hőt igényel.
|
||||||
block.surge-crucible.description = Salakból és szilíciumból elektrometált olvaszt. Hőt igényel.
|
block.surge-crucible.description = Salakból és szilíciumból elektrometált olvaszt. Hőt igényel.
|
||||||
@@ -2271,7 +2295,7 @@ block.vent-condenser.description = A kürtőkből kiáramló gázokat vízzé ko
|
|||||||
block.plasma-bore.description = Ércfallal szemben elhelyezve, korlátlanul termel nyersanyagokat. Kis mennyiségű áramot fogyaszt.\nHidrogén felhasználásával növelhető a hatékonysága.
|
block.plasma-bore.description = Ércfallal szemben elhelyezve, korlátlanul termel nyersanyagokat. Kis mennyiségű áramot fogyaszt.\nHidrogén felhasználásával növelhető a hatékonysága.
|
||||||
block.large-plasma-bore.description = Egy nagyobb plazmafúró. Képes a volfrám és a tórium bányászatára. Hidrogént igényel és áramot fogyaszt.\nNitrogén felhasználásával növelhető a hatékonysága.
|
block.large-plasma-bore.description = Egy nagyobb plazmafúró. Képes a volfrám és a tórium bányászatára. Hidrogént igényel és áramot fogyaszt.\nNitrogén felhasználásával növelhető a hatékonysága.
|
||||||
block.cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt. A hatékonysága a fal típusától függően változik.
|
block.cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt. A hatékonysága a fal típusától függően változik.
|
||||||
block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
|
block.large-cliff-crusher.description = Felőrli a falakat, és korlátlan mennyiségű homokot termel. Áramot fogyaszt, és ózont igényel. A hatékonysága a fal típusától függően változik, de volfrámmal növelhető.
|
||||||
block.impact-drill.description = Ha ércre helyezik, korlátlan ideig, sorozatokban termeli ki a nyersanyagokat. Áramot fogyaszt és vizet igényel.
|
block.impact-drill.description = Ha ércre helyezik, korlátlan ideig, sorozatokban termeli ki a nyersanyagokat. Áramot fogyaszt és vizet igényel.
|
||||||
block.eruption-drill.description = Továbbfejlesztett ütvefúró. Képes tóriumot bányászni. Hidrogént igényel.
|
block.eruption-drill.description = Továbbfejlesztett ütvefúró. Képes tóriumot bányászni. Hidrogént igényel.
|
||||||
block.reinforced-conduit.description = Előre szállítja a folyadékokat. Nem fogad nem csővezetékes bemeneteket oldalról.
|
block.reinforced-conduit.description = Előre szállítja a folyadékokat. Nem fogad nem csővezetékes bemeneteket oldalról.
|
||||||
@@ -2300,7 +2324,7 @@ block.underflow-duct.description = A túlcsorduló kapu ellentettje. Csak akkor
|
|||||||
block.reinforced-liquid-junction.description = Csomópontként működik két egymást keresztező csővezeték között.
|
block.reinforced-liquid-junction.description = Csomópontként működik két egymást keresztező csővezeték között.
|
||||||
block.surge-conveyor.description = A nyersanyagokat rakományokban mozgatja. Árammal felgyorsítható. Vezeti az áramot.
|
block.surge-conveyor.description = A nyersanyagokat rakományokban mozgatja. Árammal felgyorsítható. Vezeti az áramot.
|
||||||
block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál-szállítószalagról. Árammal felgyorsítható. Vezeti az áramot.
|
block.surge-router.description = Egyenletesen osztja el a nyersanyagokat három irányba az elektrometál-szállítószalagról. Árammal felgyorsítható. Vezeti az áramot.
|
||||||
block.unit-cargo-loader.description = Teherszállító drónokat épít. A drónok automatikusan szétosztják a nyersanyagokat a megfelelő szűrővel rendelkező kirakodási pontokra.
|
block.unit-cargo-loader.description = Teherszállító drónokat épít. A drónok automatikusan eljuttatják a nyersanyagokat a megfelelő szűrővel rendelkező kirakodási pontokra.
|
||||||
block.unit-cargo-unload-point.description = A teherszállító drónok kirakodási pontjaként működik. Csak a kiválasztott szűrőnek megfelelő nyersanyagokat fogadja be.
|
block.unit-cargo-unload-point.description = A teherszállító drónok kirakodási pontjaként működik. Csak a kiválasztott szűrőnek megfelelő nyersanyagokat fogadja be.
|
||||||
block.beam-node.description = Merőlegesen áramot vezet a többi blokkhoz. Kis mennyiségű áramot tárol.
|
block.beam-node.description = Merőlegesen áramot vezet a többi blokkhoz. Kis mennyiségű áramot tárol.
|
||||||
block.beam-tower.description = Merőlegesen áramot vezet a többi blokkhoz. Nagy mennyiségű áramot tárol. Nagy hatótávolságú.
|
block.beam-tower.description = Merőlegesen áramot vezet a többi blokkhoz. Nagy mennyiségű áramot tárol. Nagy hatótávolságú.
|
||||||
@@ -2310,7 +2334,7 @@ block.pyrolysis-generator.description = Nagy mennyiségű áramot termel arkicit
|
|||||||
block.flux-reactor.description = Fűtés hatására nagy mennyiségű áramot termel. Stabilizátorként diciánt igényel. Az áramtermelés és a diciánigény arányos a hőbevitellel.\nFelrobban, ha nem áll rendelkezésre elegendő dicián.
|
block.flux-reactor.description = Fűtés hatására nagy mennyiségű áramot termel. Stabilizátorként diciánt igényel. Az áramtermelés és a diciánigény arányos a hőbevitellel.\nFelrobban, ha nem áll rendelkezésre elegendő dicián.
|
||||||
block.neoplasia-reactor.description = Arkicit, víz és tóritkvarc felhasználásával nagy mennyiségű áramot termel. Melléktermékként hőt és veszélyes neoplazmát termel.\nFelrobban, ha a neoplazmát nem távolítják el a reaktorból csővezetékeken keresztül.
|
block.neoplasia-reactor.description = Arkicit, víz és tóritkvarc felhasználásával nagy mennyiségű áramot termel. Melléktermékként hőt és veszélyes neoplazmát termel.\nFelrobban, ha a neoplazmát nem távolítják el a reaktorból csővezetékeken keresztül.
|
||||||
block.build-tower.description = Automatikusan újjáépíti a hatósugarában lévő építményeket, és segíti a többi egységet az építkezésben.
|
block.build-tower.description = Automatikusan újjáépíti a hatósugarában lévő építményeket, és segíti a többi egységet az építkezésben.
|
||||||
block.regen-projector.description = Lassan javítja a szövetséges építményeket egy négyzet alakú területen. Hidrogént igényel.\nTóritkvarc felhasználásával növelhető a hatékonysága.
|
block.regen-projector.description = Lassan javítja a szövetséges építményeket egy négyzet alakú területen. Hidrogént igényel.\nTóritkvarccal növelhető a hatékonysága.
|
||||||
block.reinforced-container.description = Kis mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
|
block.reinforced-container.description = Kis mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
|
||||||
block.reinforced-vault.description = Nagy mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
|
block.reinforced-vault.description = Nagy mennyiségű nyersanyagot tud tárolni. A tartalma kirakodók segítségével nyerhető ki. Nem növeli a támaszpont tárolókapacitását.
|
||||||
block.tank-fabricator.description = Stell egységeket épít. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
block.tank-fabricator.description = Stell egységeket épít. Az elkészült egységek azonnal hadra foghatók, vagy újratervezőkben továbbfejleszthetők.
|
||||||
@@ -2326,9 +2350,9 @@ block.prime-refabricator.description = Hármas szintre fejleszti a beérkező ta
|
|||||||
block.basic-assembler-module.description = Növeli az összeszerelő szintjét, ha annak az építési határvonala mellé helyezik. Áramot fogyaszt. Használható nyersanyagrakomány-bemenetként.
|
block.basic-assembler-module.description = Növeli az összeszerelő szintjét, ha annak az építési határvonala mellé helyezik. Áramot fogyaszt. Használható nyersanyagrakomány-bemenetként.
|
||||||
block.small-deconstructor.description = Lebontja a beadott építményeket és egységeket. Visszaadja az építési költség 100%-át.
|
block.small-deconstructor.description = Lebontja a beadott építményeket és egységeket. Visszaadja az építési költség 100%-át.
|
||||||
block.reinforced-payload-conveyor.description = Előre mozgatja a rakományokat.
|
block.reinforced-payload-conveyor.description = Előre mozgatja a rakományokat.
|
||||||
block.reinforced-payload-router.description = A rakományokat szomszédos a blokkokba osztja szét. Szűrő beállítása esetén válogatóként működik.
|
block.reinforced-payload-router.description = A rakományokat a szomszédos blokkokba osztja szét. A megfelelő szűrő beállítása esetén rakomány-válogatóként is beállítható.
|
||||||
block.payload-mass-driver.description = Nagy hatótávolságú rakományszállító épület. A kapott rakományokat egy másik, hozzákapcsolt rakomány-tömegmozgatónak lövi át.
|
block.payload-mass-driver.description = Nagy hatótávolságú rakományszállító eszköz. A kapott rakományokat egy másik, hozzákapcsolt rakomány-tömegmozgatónak lövi át.
|
||||||
block.large-payload-mass-driver.description = Nagy hatótávolságú rakományszállító épület. A kapott rakományokat egy másik, hozzákapcsolt rakomány-tömegmozgatónak lövi át.
|
block.large-payload-mass-driver.description = Nagyobb hatótávolságú rakományszállító eszköz, mint rakomány-tömegmozgató. A kapott rakományokat egy másik, hozzákapcsolt nagy rakomány-tömegmozgatónak lövi át.
|
||||||
block.unit-repair-tower.description = Javítja a közelében lévő összes egységet. Ózont igényel.
|
block.unit-repair-tower.description = Javítja a közelében lévő összes egységet. Ózont igényel.
|
||||||
block.radar.description = Fokozatosan feltárja a terepet és az ellenséges egységeket egy nagy sugarú körben. Áramot fogyaszt.
|
block.radar.description = Fokozatosan feltárja a terepet és az ellenséges egységeket egy nagy sugarú körben. Áramot fogyaszt.
|
||||||
block.shockwave-tower.description = Sérülést okoz és megsemmisíti az ellenséges lövedékeket egy körön belül. Diciánt igényel.
|
block.shockwave-tower.description = Sérülést okoz és megsemmisíti az ellenséges lövedékeket egy körön belül. Diciánt igényel.
|
||||||
@@ -2364,9 +2388,9 @@ unit.minke.description = Tüzérségi és szokásos lövedékeket lő közeli f
|
|||||||
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre.
|
unit.bryde.description = Nagy távolságú tüzérségi lövedékeket és rakétákat lő az ellenségre.
|
||||||
unit.sei.description = Rakéták és páncéltörő lövedékek záporát zúdítja az ellenségre.
|
unit.sei.description = Rakéták és páncéltörő lövedékek záporát zúdítja az ellenségre.
|
||||||
unit.omura.description = Nagy hatótávolságú átütő erejű lövedékeket lő az ellenségre. Flare egységeket gyárt.
|
unit.omura.description = Nagy hatótávolságú átütő erejű lövedékeket lő az ellenségre. Flare egységeket gyárt.
|
||||||
unit.alpha.description = Megvédi a Szilánk támaszpontot az ellenségtől. Épületeket épít.
|
unit.alpha.description = Megvédi a szilánk támaszpontot az ellenségtől. Épületeket épít.
|
||||||
unit.beta.description = Megvédi az Alapítvány támaszpontot az ellenségtől. Épületeket épít.
|
unit.beta.description = Megvédi az alapítvány támaszpontot az ellenségtől. Épületeket épít.
|
||||||
unit.gamma.description = Megvédi az Atommag támaszpontot az ellenségtől. Épületeket épít.
|
unit.gamma.description = Megvédi az atommag támaszpontot az ellenségtől. Épületeket épít.
|
||||||
unit.retusa.description = Célkövető torpedókat lő ki minden közeli ellenségre. Javítja a szövetséges egységeket.
|
unit.retusa.description = Célkövető torpedókat lő ki minden közeli ellenségre. Javítja a szövetséges egységeket.
|
||||||
unit.oxynoe.description = Épületjavító lángcsóvát lő az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket egy pontvédelmi toronnyal.
|
unit.oxynoe.description = Épületjavító lángcsóvát lő az ellenséges célpontokra. Célba veszi az ellenséges lövedékeket egy pontvédelmi toronnyal.
|
||||||
unit.cyerce.description = Célkereső kazettás rakétákat lő ki az ellenségre. Javítja a szövetséges egységeket.
|
unit.cyerce.description = Célkereső kazettás rakétákat lő ki az ellenségre. Javítja a szövetséges egységeket.
|
||||||
@@ -2389,13 +2413,14 @@ unit.avert.description = Forgó lövedékpárokat lő ki az ellenséges célpont
|
|||||||
unit.obviate.description = Forgó, páros villámgömböket lő ki az ellenséges célpontokra.
|
unit.obviate.description = Forgó, páros villámgömböket lő ki az ellenséges célpontokra.
|
||||||
unit.quell.description = Nagy hatótávolságú célkövető rakétát lő ki az ellenséges célpontokra. Elnyomja az ellenséges szerkezetjavító épületeket. Csak földi célpontokat támad.
|
unit.quell.description = Nagy hatótávolságú célkövető rakétát lő ki az ellenséges célpontokra. Elnyomja az ellenséges szerkezetjavító épületeket. Csak földi célpontokat támad.
|
||||||
unit.disrupt.description = Nagy hatótávolságú célkövető elnyomó rakétát lő ki az ellenséges célpontokra. Elnyomja az ellenséges szerkezetjavító épületeket. Csak földi célpontokat támad.
|
unit.disrupt.description = Nagy hatótávolságú célkövető elnyomó rakétát lő ki az ellenséges célpontokra. Elnyomja az ellenséges szerkezetjavító épületeket. Csak földi célpontokat támad.
|
||||||
unit.evoke.description = A Bástya védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
|
unit.evoke.description = A bástya védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
|
||||||
unit.incite.description = A Citadella védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
|
unit.incite.description = A citadella védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
|
||||||
unit.emanate.description = Az Akropolisz védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
|
unit.emanate.description = Az akropolisz védelmére szolgáló építményeket épít. Sugárral javítja az építményeket. 2×2-es épületek szállítására is alkalmas.
|
||||||
|
|
||||||
lst.read = Szám kiolvasása egy összekapcsolt memóriacellából.
|
lst.read = Szám kiolvasása egy összekapcsolt memóriacellából.
|
||||||
lst.write = Szám beírása egy összekapcsolt memóriacellába.
|
lst.write = Szám beírása egy összekapcsolt memóriacellába.
|
||||||
lst.print = Szöveg hozzáadása a kiírási pufferhez.\nA [accent]Print Flush[] használatáig nem jelenít meg semmit.
|
lst.print = Szöveg hozzáadása a kiírási pufferhez.\nA [accent]Print Flush[] használatáig nem jelenít meg semmit.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = A szövegpufferben lévő következő helyőrző cseréje egy értékre.\nNem csinál semmit, ha a helyőrzőminta érvénytelen.\nHelyőrzőminta: „{[accent]number 0-9[]}”\nPélda:\n[accent]print „test {0}”\nformat „example”
|
lst.format = A szövegpufferben lévő következő helyőrző cseréje egy értékre.\nNem csinál semmit, ha a helyőrzőminta érvénytelen.\nHelyőrzőminta: „{[accent]number 0-9[]}”\nPélda:\n[accent]print „test {0}”\nformat „example”
|
||||||
lst.draw = Művelet hozzáadása a rajzpufferhez.\nA [accent]Draw Flush[] használatáig nem jelenít meg semmit.
|
lst.draw = Művelet hozzáadása a rajzpufferhez.\nA [accent]Draw Flush[] használatáig nem jelenít meg semmit.
|
||||||
lst.drawflush = Sorba állított [accent]Draw[] műveletek megjelenítése a kijelzőn.
|
lst.drawflush = Sorba állított [accent]Draw[] műveletek megjelenítése a kijelzőn.
|
||||||
@@ -2442,8 +2467,8 @@ lst.localeprint = Hozzáadja a pálya nyelvi csomagjainak tulajdonságértékét
|
|||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
lglobal.null = null
|
lglobal.null = null
|
||||||
lglobal.@pi = A pi matematikai állandó (3.141...)
|
lglobal.@pi = A pi matematikai állandó (3.141…)
|
||||||
lglobal.@e = Az e matematikai állandó (2.718...)
|
lglobal.@e = Az e matematikai állandó (2.718…)
|
||||||
lglobal.@degToRad = Ezzel a számmal szoroz a fok radiánra való átalakításához
|
lglobal.@degToRad = Ezzel a számmal szoroz a fok radiánra való átalakításához
|
||||||
lglobal.@radToDeg = Ezzel a számmal szoroz a radián fokra való átalakításához
|
lglobal.@radToDeg = Ezzel a számmal szoroz a radián fokra való átalakításához
|
||||||
|
|
||||||
@@ -2644,3 +2669,29 @@ lenum.autoscale = Skálázva legyen-e a jelölő a játékos nagyítási szintj
|
|||||||
lenum.posi = Indexelt pozíció, vonal- és négyszögjelzőkhöz használatos, ahol a nulla az első pozíció.
|
lenum.posi = Indexelt pozíció, vonal- és négyszögjelzőkhöz használatos, ahol a nulla az első pozíció.
|
||||||
lenum.uvi = A textúra pozíciója nullától egyig, négyzetjelölőkhöz használatos.
|
lenum.uvi = A textúra pozíciója nullától egyig, négyzetjelölőkhöz használatos.
|
||||||
lenum.colori = Indexelt szín, vonal- és négyzetjelölőkhöz használatos, ahol a nulla az első szín.
|
lenum.colori = Indexelt szín, vonal- és négyzetjelölőkhöz használatos, ahol a nulla az első szín.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -144,7 +144,7 @@ mod.enabled = [lightgray]Aktif
|
|||||||
mod.disabled = [red]Nonaktif
|
mod.disabled = [red]Nonaktif
|
||||||
mod.multiplayer.compatible = [gray]Kompatibel dalam Multipemain
|
mod.multiplayer.compatible = [gray]Kompatibel dalam Multipemain
|
||||||
mod.disable = Nonaktifkan
|
mod.disable = Nonaktifkan
|
||||||
mod.version = Version:
|
mod.version = Versi:
|
||||||
mod.content = Konten:
|
mod.content = Konten:
|
||||||
mod.delete.error = Tidak dapat menghapus mod. File mungkin sedang digunakan.
|
mod.delete.error = Tidak dapat menghapus mod. File mungkin sedang digunakan.
|
||||||
|
|
||||||
@@ -198,7 +198,7 @@ campaign.select = Pilih untuk Memulai Kampanye
|
|||||||
campaign.none = [lightgray]Pilih planet untuk memulai.\nPilihan ini dapat diubah setiap saat.
|
campaign.none = [lightgray]Pilih planet untuk memulai.\nPilihan ini dapat diubah setiap saat.
|
||||||
campaign.erekir = Konten baru yang disempurnakan. Kemajuan kampanye lebih linier.\n\nKualitas peta yang tinggi dan pengalaman lebih mantap.
|
campaign.erekir = Konten baru yang disempurnakan. Kemajuan kampanye lebih linier.\n\nKualitas peta yang tinggi dan pengalaman lebih mantap.
|
||||||
campaign.serpulo = Konten lawas; pengalaman klasik. Lebih terbuka dan banyak konten.\n\nPeta dan mekanisme kampanye yang berpotensi tidak seimbang. Kurang halus
|
campaign.serpulo = Konten lawas; pengalaman klasik. Lebih terbuka dan banyak konten.\n\nPeta dan mekanisme kampanye yang berpotensi tidak seimbang. Kurang halus
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Kesulitan
|
||||||
completed = [accent]Terselesaikan
|
completed = [accent]Terselesaikan
|
||||||
techtree = Pohon Teknologi
|
techtree = Pohon Teknologi
|
||||||
techtree.select = Pemilihan Pohon Teknologi
|
techtree.select = Pemilihan Pohon Teknologi
|
||||||
@@ -299,16 +299,16 @@ joingame.ip = Alamat:
|
|||||||
disconnect = Terputus.
|
disconnect = Terputus.
|
||||||
disconnect.error = Sambungan bermasalah.
|
disconnect.error = Sambungan bermasalah.
|
||||||
disconnect.closed = Sambungan ditutup.
|
disconnect.closed = Sambungan ditutup.
|
||||||
disconnect.timeout = Waktu koneksi habis.
|
disconnect.timeout = Waktu koneksi telah habis.
|
||||||
disconnect.data = Gagal memuat data dunia!
|
disconnect.data = Gagal memuat data dunia!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Waktu koneksi habis selama menerima snapshot UDP.\nIni mungkin disebabkan oleh jaringan atau koneksi yang tidak stabil.
|
||||||
cantconnect = Gagal tersambung ke permainan ([accent]{0}[]).
|
cantconnect = Gagal tersambung ke permainan ([accent]{0}[]).
|
||||||
connecting = [accent]Menghubungkan...
|
connecting = [accent]Menghubungkan...
|
||||||
reconnecting = [accent]Menghubungkan kembali...
|
reconnecting = [accent]Menghubungkan kembali...
|
||||||
connecting.data = [accent]Memuat data dunia...
|
connecting.data = [accent]Memuat data dunia...
|
||||||
server.port = Port:
|
server.port = Port:
|
||||||
server.invalidport = Nomor port tidak valid!
|
server.invalidport = Nomor port tidak valid!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Gagal membuka server di port 6567.[]\n\nPastikan tidak ada server Mindustry lain yang berjalan di perangkat atau jaringan Anda!
|
||||||
server.error = [scarlet]Terjadi kesalahan saat menghosting server: [accent]{0}
|
server.error = [scarlet]Terjadi kesalahan saat menghosting server: [accent]{0}
|
||||||
save.new = Simpanan Baru
|
save.new = Simpanan Baru
|
||||||
save.overwrite = Anda yakin ingin menimpa \nsimpanan ini?
|
save.overwrite = Anda yakin ingin menimpa \nsimpanan ini?
|
||||||
@@ -361,7 +361,7 @@ command.enterPayload = Masukkan Muatan Blok
|
|||||||
command.loadUnits = Muat Unit
|
command.loadUnits = Muat Unit
|
||||||
command.loadBlocks = Muat Blok
|
command.loadBlocks = Muat Blok
|
||||||
command.unloadPayload = Turunkan Muatan
|
command.unloadPayload = Turunkan Muatan
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Perulangan Transfer Unit
|
||||||
stance.stop = Batalkan Perintah
|
stance.stop = Batalkan Perintah
|
||||||
stance.shoot = Posisi Unit: Menembak
|
stance.shoot = Posisi Unit: Menembak
|
||||||
stance.holdfire = Posisi Unit: Gencatan Senjata
|
stance.holdfire = Posisi Unit: Gencatan Senjata
|
||||||
@@ -477,7 +477,7 @@ waves.health = darah: {0}%
|
|||||||
waves.perspawn = per muncul
|
waves.perspawn = per muncul
|
||||||
waves.shields = perisai/gelombang
|
waves.shields = perisai/gelombang
|
||||||
waves.to = sampai
|
waves.to = sampai
|
||||||
waves.spawn = muncul:
|
waves.spawn = Titik Pendaratan:
|
||||||
waves.spawn.all = <semua>
|
waves.spawn.all = <semua>
|
||||||
waves.spawn.select = Pilih Tempat Pendaratan Musuh
|
waves.spawn.select = Pilih Tempat Pendaratan Musuh
|
||||||
waves.spawn.none = [scarlet]tidak ada tempat pendaratan musuh di peta
|
waves.spawn.none = [scarlet]tidak ada tempat pendaratan musuh di peta
|
||||||
@@ -505,12 +505,12 @@ waves.units.show = Perlihatkan Semua
|
|||||||
wavemode.counts = jumlah
|
wavemode.counts = jumlah
|
||||||
wavemode.totals = total
|
wavemode.totals = total
|
||||||
wavemode.health = darah
|
wavemode.health = darah
|
||||||
all = All
|
|
||||||
|
|
||||||
|
all = Semua
|
||||||
editor.default = [lightgray]<Standar>
|
editor.default = [lightgray]<Standar>
|
||||||
details = Detail...
|
details = Detail...
|
||||||
edit = Sunting
|
edit = Sunting
|
||||||
variables = Vars
|
variables = Variabel
|
||||||
logic.clear.confirm = Apakah Anda yakin ingin menghapus semua kode dari prosesor ini?
|
logic.clear.confirm = Apakah Anda yakin ingin menghapus semua kode dari prosesor ini?
|
||||||
logic.globals = Variabel Bawaan
|
logic.globals = Variabel Bawaan
|
||||||
|
|
||||||
@@ -588,8 +588,8 @@ filters.empty = [lightgray]Tidak ada penyaring! Tambahkan dengan tombol di bawah
|
|||||||
|
|
||||||
filter.distort = Kerusakkan
|
filter.distort = Kerusakkan
|
||||||
filter.noise = Kebisingan
|
filter.noise = Kebisingan
|
||||||
filter.enemyspawn = Pilih Munculnya Musuh
|
filter.enemyspawn = Pilih Titik Pendaratan Musuh
|
||||||
filter.spawnpath = Jalur ke Titik Muncul
|
filter.spawnpath = Jalur ke Titik Pendaratan Musuh
|
||||||
filter.corespawn = Pilih Inti
|
filter.corespawn = Pilih Inti
|
||||||
filter.median = Median
|
filter.median = Median
|
||||||
filter.oremedian = Median Bijih
|
filter.oremedian = Median Bijih
|
||||||
@@ -729,14 +729,18 @@ loadout = Muatan
|
|||||||
resources = Sumber Daya
|
resources = Sumber Daya
|
||||||
resources.max = Maks
|
resources.max = Maks
|
||||||
bannedblocks = Blok yang Dilarang
|
bannedblocks = Blok yang Dilarang
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Tujuan
|
objectives = Tujuan
|
||||||
bannedunits = Unit yang Dilarang
|
bannedunits = Unit yang Dilarang
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Unit yang Dilarang Sebagai Whitelist
|
bannedunits.whitelist = Unit yang Dilarang Sebagai Whitelist
|
||||||
bannedblocks.whitelist = Blok yang Dilarang Sebagai Whitelist
|
bannedblocks.whitelist = Blok yang Dilarang Sebagai Whitelist
|
||||||
addall = Tambah Semua
|
addall = Tambah Semua
|
||||||
launch.from = Meluncurkan Dari: [accent]{0}
|
launch.from = Meluncurkan Dari: [accent]{0}
|
||||||
launch.capacity = Kapasitas Barang yang Diluncurkan: [accent]{0}
|
launch.capacity = Kapasitas Barang yang Diluncurkan: [accent]{0}
|
||||||
launch.destination = Destinasi: {0}
|
launch.destination = Destinasi: {0}
|
||||||
|
landing.sources = Sumber Sektor: [accent]{0}[]
|
||||||
|
landing.import = Total Impor Maksimum: {0}[accent]{1}[lightgray]/mnt
|
||||||
configure.invalid = Jumlah harus berupa angka di antara 0 dan {0}.
|
configure.invalid = Jumlah harus berupa angka di antara 0 dan {0}.
|
||||||
add = Tambahkan...
|
add = Tambahkan...
|
||||||
guardian = Penjaga
|
guardian = Penjaga
|
||||||
@@ -751,7 +755,7 @@ error.mapnotfound = File peta tidak ditemaukan!
|
|||||||
error.io = Terjadi kesalahan jaringan I/O.
|
error.io = Terjadi kesalahan jaringan I/O.
|
||||||
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
error.any = Terjadi kesalahan Jaringan tidak diketahui.
|
||||||
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
error.bloom = Gagal untuk menjalankan efek bloom.\nPerangkat Anda mungkin tidak mendukung fitur ini.
|
||||||
error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
|
error.moddex = Mindustry tidak dapat memuat mod ini.\nPerangkat Anda memblokir impor mod Java karena perubahan terbaru dari Android akhir akhir ini.\nIni tidak akan diperbaiki. Tidak ada solusi yang diketahui untuk masalah ini.
|
||||||
|
|
||||||
weather.rain.name = Hujan
|
weather.rain.name = Hujan
|
||||||
weather.snowing.name = Salju
|
weather.snowing.name = Salju
|
||||||
@@ -776,7 +780,9 @@ sectors.stored = Terisi:
|
|||||||
sectors.resume = Lanjutkan
|
sectors.resume = Lanjutkan
|
||||||
sectors.launch = Luncurkan
|
sectors.launch = Luncurkan
|
||||||
sectors.select = Pilih
|
sectors.select = Pilih
|
||||||
sectors.nonelaunch = [lightgray]nihil (matahari)
|
sectors.launchselect = Pilih Destinasi Peluncuran
|
||||||
|
sectors.nonelaunch = [lightgray]tidak ada (matahari)
|
||||||
|
sectors.redirect = Arahkan Ulang Alas Peluncur
|
||||||
sectors.rename = Ganti Nama Sektor
|
sectors.rename = Ganti Nama Sektor
|
||||||
sectors.enemybase = [scarlet]Markas Musuh
|
sectors.enemybase = [scarlet]Markas Musuh
|
||||||
sectors.vulnerable = [scarlet]Rawan diserang
|
sectors.vulnerable = [scarlet]Rawan diserang
|
||||||
@@ -803,11 +809,12 @@ threat.medium = Sedang
|
|||||||
threat.high = Tinggi
|
threat.high = Tinggi
|
||||||
threat.extreme = Berbahaya
|
threat.extreme = Berbahaya
|
||||||
threat.eradication = Pemusnahan
|
threat.eradication = Pemusnahan
|
||||||
difficulty.casual = Casual
|
|
||||||
difficulty.easy = Easy
|
difficulty.casual = Kasual
|
||||||
|
difficulty.easy = Mudah
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Susah
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Pemusnahan
|
||||||
|
|
||||||
planets = Planet
|
planets = Planet
|
||||||
|
|
||||||
@@ -829,7 +836,7 @@ sector.saltFlats.name = Dataran Garam
|
|||||||
sector.fungalPass.name = Lintasan Spora
|
sector.fungalPass.name = Lintasan Spora
|
||||||
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
sector.biomassFacility.name = Pabrik Sintesis Biomassa
|
||||||
sector.windsweptIslands.name = Pulau Bersemilir
|
sector.windsweptIslands.name = Pulau Bersemilir
|
||||||
sector.extractionOutpost.name = Pos Ekstraksi Terdepan
|
sector.extractionOutpost.name = Pos Ekstraksi
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = Facility 32 M
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = Tainted Woods
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = Infested Canyons
|
||||||
@@ -857,13 +864,15 @@ sector.nuclearComplex.description = Sebuah fasilitas untuk memproduksi dan mempr
|
|||||||
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dengan yang lebih rendah, juga daerah yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\nHancurkan itu.\nGunakan unit Dagger dan Crawler. Hancurkan dua inti mereka.
|
sector.fungalPass.description = Area ini terdapat di antara pegunungan yang lebih tinggi dengan yang lebih rendah, juga daerah yang dipenuhi spora. Musuh membangun markas pengintaian kecil di sini.\nHancurkan itu.\nGunakan unit Dagger dan Crawler. Hancurkan dua inti mereka.
|
||||||
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nPelajari teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
|
sector.biomassFacility.description = Asal dari semua spora di planet ini. Tempat ini adalah fasilitas dimana spora dipelajari dan diproduksi.\nPelajari teknologi yang terkait dengannya. Budi dayakan spora untuk memproduksi bahan bakar dan plastik.\n\n[lightgray]Setelah fasilitas ini hancur, spora menyebar. Tidak ada di ekosistem lokal yang dapat bersaing dengan organisme invasif seperti itu.
|
||||||
sector.windsweptIslands.description = Jauh dari pantai terdapat sekumpulan pulau. Catatan yang ada mengatakan bahwa mereka memiliki struktur untuk memproduksi [accent]Plastanium[].\n\nKalahkan unit laut musuh. Bangun markas di kepulauan ini. Pelajari pabriknya.
|
sector.windsweptIslands.description = Jauh dari pantai terdapat sekumpulan pulau. Catatan yang ada mengatakan bahwa mereka memiliki struktur untuk memproduksi [accent]Plastanium[].\n\nKalahkan unit laut musuh. Bangun markas di kepulauan ini. Pelajari pabriknya.
|
||||||
sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menaklukan lebih banyak sektor. Hancurkan markasnya . Pelajari Alas Peluncur mereka.
|
sector.extractionOutpost.description = Sebuah pos jarak jauh, dibangun musuh untuk meluncurkan sumber daya ke sektor yang lain.\n\nTeknologi transportasi antar sektor dapat memudahkan untuk menaklukan lebih banyak sektor. Hancurkan markasnya. Pelajari Alas Peluncur mereka.
|
||||||
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Pelajari teknologi apa pun yang utuh.
|
sector.impact0078.description = Di sini terletak sisa-sisa pesawat antarbintang yang pertama kali memasuki sistem ini.\n\nSelamatkan apapun yang ada dari sisa-sisa pesawat. Pelajari teknologi apa pun yang utuh.
|
||||||
sector.planetaryTerminal.description = Target terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat bagus.\n\nProduksi unit laut. Hancurkan musuh secepat mungkin. Pelajari struktur peluncuran mereka.
|
sector.planetaryTerminal.description = Target terakhir.\n\nMarkas pesisir pantai ini memiliki struktur yang dapat meluncurkan inti ke planet di sekitarnya. Memiliki pertahanan yang sangat bagus.\n\nProduksi unit laut. Hancurkan musuh secepat mungkin. Pelajari struktur peluncuran mereka.
|
||||||
sector.coastline.description = Sisa-sisa teknologi Unit Laut telah terdeteksi di lokasi ini. Tolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
|
sector.coastline.description = Sisa-sisa teknologi Unit Laut telah terdeteksi di lokasi ini. Tolak serangan musuh, rebut sektor ini, dan dapatkan teknologinya.
|
||||||
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan pangkalan ini. Dapatkan teknologi Unit Laut mereka yang canggih, dan telitilah
|
sector.navalFortress.description = Musuh telah mendirikan markas di sebuah pulau terpencil, dibentengi secara alami. Hancurkan pangkalan ini. Dapatkan teknologi Unit Laut mereka yang canggih, dan telitilah
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Cruxscape
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Geothermal Stronghold
|
||||||
|
|
||||||
|
#do not translate
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -894,21 +903,21 @@ sector.karst.name = Kars
|
|||||||
sector.origin.name = Origin
|
sector.origin.name = Origin
|
||||||
|
|
||||||
sector.onset.description = Permulaan Penaklukan Erekir. Kumpulkan sumber daya, produksi unit, dan mulailah meneliti teknologi.
|
sector.onset.description = Permulaan Penaklukan Erekir. Kumpulkan sumber daya, produksi unit, dan mulailah meneliti teknologi.
|
||||||
sector.aegis.description = Sektor ini mengandung deposit Tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
|
sector.aegis.description = Sektor ini mengandung deposit tungsten.\nRiset [accent]Bor Tumbukan[] untuk menambang sumber daya ini, dan hancurkan markas musuh di area tersebut.
|
||||||
sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]fabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
|
sector.lake.description = Danau lava di sektor ini sangat membatasi pilihan unit yang kita gunakan. Unit Kapal adalah satu-satunya pilihan.\nRiset [accent]pabrikator kapal[] dan produksi unit [accent]elude[] secepat mungkin.
|
||||||
sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]mech[] akan dibutuhkan untuk dataran yang sulit dilalui.
|
sector.intersect.description = Pemindai menunjukkan bahwa sektor ini akan diserang dari berbagai arah setelah kita mendarat.\nSegera siapkan pertahanan dan perluas wilayah secepat mungkin.\nUnit [accent]Mech[] akan dibutuhkan untuk dataran yang sulit dilalui.
|
||||||
sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan membutuhkan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin dibutuhkan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Refabrikator Tank[].
|
sector.atlas.description = Sektor ini memiliki dataran yang unik dan akan membutuhkan beraneka ragam unit untuk menyerang secara efektif.\nUnit yang ditingkatkan mungkin dibutuhkan untuk melewati beberapa markas musuh yang kuat di sekitar sini.\nRiset [accent]Elektroliser[] dan [accent]Pabrikator Ulang Tank[].
|
||||||
sector.split.description = Keberadaan musuh yang minim di sektor ini sangat bagus untuk menguji coba teknologi transportasi baru.
|
sector.split.description = Keberadaan musuh yang minim di sektor ini sangat bagus untuk menguji coba teknologi transportasi baru.
|
||||||
sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan Kuasai inti musuh untuk mendapatkan pijakan
|
sector.basin.description = Kehadiran musuh dalam jumlah besar terdeteksi di sektor ini.\nBangun unit dengan cepat dan kuasai inti musuh untuk mendapatkan pijakan
|
||||||
sector.marsh.description = Sektor ini memiliki kelimpahan arkisit, namun memiliki ventilasi yang terbatas.\nBangun [accent]Ruang Pembakaran Kimia[] untuk menghasilkan tenaga.
|
sector.marsh.description = Sektor ini memiliki kelimpahan arkisit, namun memiliki ventilasi yang terbatas.\nBangun [accent]Ruang Pembakaran Kimia[] untuk menghasilkan tenaga.
|
||||||
sector.peaks.description = Medan pegunungan di sektor ini membuat sebagian besar unit tidak berguna. Unit terbang akan dibutuhkan.\nWaspadai instalasi anti-udara yang dimiliki musuh. Beberapa instalasi ini mungkin dapat dinonaktifkan dengan menargetkan bangunan pendukungnya.
|
sector.peaks.description = Medan pegunungan di sektor ini membuat sebagian besar unit tidak berguna. Unit terbang akan dibutuhkan.\nWaspadai instalasi anti-udara yang dimiliki musuh. Beberapa instalasi ini mungkin dapat dinonaktifkan dengan menargetkan bangunan pendukungnya.
|
||||||
sector.ravine.description = Jalur transportasi penting bagi musuh. Tidak ada inti musuh yang ditemukan di sini, namun hati-hati terhadap berbagai jenis musuh.\nProduksi [accent]Paduan Logam[]. Bangun menara [accent]Afflict[].
|
sector.ravine.description = Jalur transportasi penting bagi musuh. Tidak ada inti musuh yang ditemukan di sini, namun hati-hati terhadap berbagai jenis musuh.\nProduksi [accent]paduan logam[]. Bangun menara [accent]Afflict[].
|
||||||
sector.caldera-erekir.description = Sumber daya yang terdeteksi di sektor ini tersebar di beberapa pulau.\nRiset dan sebarkan transportasi berbasis drone.
|
sector.caldera-erekir.description = Sumber daya yang terdeteksi di sektor ini tersebar di beberapa pulau.\nRiset dan sebarkan transportasi berbasis drone.
|
||||||
sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga simpanan [accent]torium[] dalam jumlah besar .\nGunakan itu untuk mengembangkan unit dan menara ke tingkat yang lebih tinggi.
|
sector.stronghold.description = Markas musuh yang besar di sektor ini menjaga simpanan [accent]torium[] dalam jumlah besar .\nGunakan itu untuk mengembangkan unit dan menara ke tingkat yang lebih tinggi.
|
||||||
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbit[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
sector.crevice.description = Musuh akan mengirimkan pasukan serangan yang hebat untuk menghancurkan markasmu di sektor ini.\nKembangkan [accent]karbit[] dan [accent]Generator Pirolisis[] mungkin imperatif untuk bertahan hidup.
|
||||||
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
sector.siege.description = Sektor ini memiliki dua ngarai paralel yang akan memaksa serangan dari dua arah.\nRiset [accent]sianogen[] untuk mendapatkan kemampuan untuk membuat unit tank yang lebih kuat.\nPeringatan: Rudal jarak jauh milik musuh telah terdeteksi. Rudal tersebut mungkin ditembak jatuh sebelum terjadi benturan.
|
||||||
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
sector.crossroads.description = Pangkalan musuh di sektor ini telah didirikan di berbagai medan. Riset unit yang berbeda untuk beradaptasi.\nSelain itu, beberapa markas telah dilindungi oleh perisai. Cari tahu bagaimana mereka diberi daya.
|
||||||
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]Phase Fabric[].
|
sector.karst.description = Sektor ini kaya akan sumber daya, namun akan diserang oleh musuh begitu inti baru mendarat.\nManfaatkan sumber daya dan riset [accent]phase fabric[].
|
||||||
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
sector.origin.description = Sektor terakhir dengan kehadiran musuh yang signifikan.\nTidak ada peluang penelitian yang tersisa - fokuslah pada menghancurkan semua inti musuh.
|
||||||
|
|
||||||
status.burning.name = Terbakar
|
status.burning.name = Terbakar
|
||||||
@@ -985,7 +994,7 @@ stat.instructions = Instruksi
|
|||||||
stat.powerconnections = Batas Sambungan
|
stat.powerconnections = Batas Sambungan
|
||||||
stat.poweruse = Penggunaan Tenaga
|
stat.poweruse = Penggunaan Tenaga
|
||||||
stat.powerdamage = Tenaga/Tembakan
|
stat.powerdamage = Tenaga/Tembakan
|
||||||
stat.itemcapacity = Kapasitas Bahan
|
stat.itemcapacity = Kapasitas Item
|
||||||
stat.memorycapacity = Kapasitas Memori
|
stat.memorycapacity = Kapasitas Memori
|
||||||
stat.basepowergeneration = Dasar Generasi Tenaga
|
stat.basepowergeneration = Dasar Generasi Tenaga
|
||||||
stat.productiontime = Waktu Produksi
|
stat.productiontime = Waktu Produksi
|
||||||
@@ -1006,7 +1015,7 @@ stat.armor = Pelindung
|
|||||||
stat.buildtime = Waktu Pembuatan
|
stat.buildtime = Waktu Pembuatan
|
||||||
stat.maxconsecutive = Batas Konsekutif
|
stat.maxconsecutive = Batas Konsekutif
|
||||||
stat.buildcost = Biaya Bangunan
|
stat.buildcost = Biaya Bangunan
|
||||||
stat.inaccuracy = Jarak Melenceng
|
stat.inaccuracy = Melenceng
|
||||||
stat.shots = Tembakan
|
stat.shots = Tembakan
|
||||||
stat.reload = Kecepatan Penembakan
|
stat.reload = Kecepatan Penembakan
|
||||||
stat.ammo = Amunisi
|
stat.ammo = Amunisi
|
||||||
@@ -1040,6 +1049,7 @@ stat.buildspeedmultiplier = Penggandaan Kecepatan Membangun
|
|||||||
stat.reactive = Reaksi
|
stat.reactive = Reaksi
|
||||||
stat.immunities = Kekebalan
|
stat.immunities = Kekebalan
|
||||||
stat.healing = Menyembuhkan
|
stat.healing = Menyembuhkan
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Bidang Kekuatan
|
ability.forcefield = Bidang Kekuatan
|
||||||
ability.forcefield.description = Memproyeksikan perisai kekuatan yang menyerap peluru
|
ability.forcefield.description = Memproyeksikan perisai kekuatan yang menyerap peluru
|
||||||
@@ -1073,7 +1083,7 @@ ability.liquidexplode.description = Menumpahkan cairan saat mati
|
|||||||
|
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] laju penembakan
|
ability.stat.firingrate = [stat]{0}/sec[lightgray] laju penembakan
|
||||||
ability.stat.regen = [stat]{0}[lightgray] darah/detik
|
ability.stat.regen = [stat]{0}[lightgray] darah/detik
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] darah/denyut
|
||||||
ability.stat.shield = [stat]{0}[lightgray] perisai
|
ability.stat.shield = [stat]{0}[lightgray] perisai
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] kecepatan perbaikan
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] kecepatan perbaikan
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] darah/unit cair
|
ability.stat.slurpheal = [stat]{0}[lightgray] darah/unit cair
|
||||||
@@ -1087,6 +1097,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] waktu membangun
|
|||||||
|
|
||||||
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
bar.onlycoredeposit = Hanya Penyetoran Inti yang Diizinkan
|
||||||
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
bar.drilltierreq = Membutuhkan Bor yang Lebih Baik
|
||||||
|
bar.nobatterypower = Daya Baterai Tidak Mencukupi
|
||||||
bar.noresources = Sumber Daya Tidak Cukup
|
bar.noresources = Sumber Daya Tidak Cukup
|
||||||
bar.corereq = Membutuhkan Inti Markas
|
bar.corereq = Membutuhkan Inti Markas
|
||||||
bar.corefloor = Ubin Zona Inti Dibutuhkan
|
bar.corefloor = Ubin Zona Inti Dibutuhkan
|
||||||
@@ -1095,23 +1106,25 @@ bar.drillspeed = Kecepatan Bor: {0}/s
|
|||||||
bar.pumpspeed = Kecepatan Pompa: {0}/s
|
bar.pumpspeed = Kecepatan Pompa: {0}/s
|
||||||
bar.efficiency = Efisiensi: {0}%
|
bar.efficiency = Efisiensi: {0}%
|
||||||
bar.boost = Pendorongan: +{0}%
|
bar.boost = Pendorongan: +{0}%
|
||||||
|
bar.powerbuffer = Tenaga Baterai: {0}/{1}
|
||||||
bar.powerbalance = Tenaga: {0}/s
|
bar.powerbalance = Tenaga: {0}/s
|
||||||
bar.powerstored = Disimpan: {0}/{1}
|
bar.powerstored = Disimpan: {0}/{1}
|
||||||
bar.poweramount = Tenaga: {0}
|
bar.poweramount = Tenaga: {0}
|
||||||
bar.poweroutput = Pengeluaran Tenaga: {0}
|
bar.poweroutput = Pengeluaran Tenaga: {0}
|
||||||
bar.powerlines = Sambungan: {0}/{1}
|
bar.powerlines = Sambungan: {0}/{1}
|
||||||
bar.items = Bahan: {0}
|
bar.items = Item: {0}
|
||||||
bar.capacity = Kapasitas: {0}
|
bar.capacity = Kapasitas: {0}
|
||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Zat Cair
|
bar.liquid = Zat Cair
|
||||||
bar.heat = Panas
|
bar.heat = Panas
|
||||||
|
bar.cooldown = Pendinginan
|
||||||
bar.instability = Instabilitas
|
bar.instability = Instabilitas
|
||||||
bar.heatamount = Panas: {0}
|
bar.heatamount = Panas: {0}
|
||||||
bar.heatpercent = Panas: {0} ({1}%)
|
bar.heatpercent = Panas: {0} ({1}%)
|
||||||
bar.power = Tenaga
|
bar.power = Tenaga
|
||||||
bar.progress = Proses Pembangunan
|
bar.progress = Proses Pembangunan
|
||||||
bar.loadprogress = Proses Muatan
|
bar.loadprogress = Proses Muatan
|
||||||
bar.launchcooldown = Waktu Jeda Peluncuran
|
bar.launchcooldown = Jeda Peluncuran
|
||||||
bar.input = Masukan
|
bar.input = Masukan
|
||||||
bar.output = Keluaran
|
bar.output = Keluaran
|
||||||
bar.strength = [stat]{0}[lightgray]x penguatan
|
bar.strength = [stat]{0}[lightgray]x penguatan
|
||||||
@@ -1129,6 +1142,7 @@ bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
bullet.frags = [stat]{0}[lightgray]x pecahan:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
|
bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] terdorong
|
bullet.knockback = [stat]{0}[lightgray] terdorong
|
||||||
bullet.pierce = [stat]{0}[lightgray]x tembus
|
bullet.pierce = [stat]{0}[lightgray]x tembus
|
||||||
bullet.infinitepierce = [stat]tembus
|
bullet.infinitepierce = [stat]tembus
|
||||||
@@ -1137,31 +1151,32 @@ bullet.healamount = [stat]{0}[lightgray] perbaikan langsung
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x penggandaan amunisi
|
bullet.multiplier = [stat]{0}[lightgray]x penggandaan amunisi
|
||||||
bullet.reload = [stat]{0}[lightgray]x laju tembakan
|
bullet.reload = [stat]{0}[lightgray]x laju tembakan
|
||||||
bullet.range = [stat]{0}[lightgray] jarak ubin
|
bullet.range = [stat]{0}[lightgray] jarak ubin
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] mengabaikan misil
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] mengabaikan bangunan
|
||||||
|
|
||||||
unit.blocks = blok
|
unit.blocks = blok
|
||||||
unit.blockssquared = blok²
|
unit.blockssquared = blok²
|
||||||
unit.powersecond = unit tenaga/detik
|
unit.powersecond = unit tenaga/detik
|
||||||
unit.tilessecond = ubin/detik
|
unit.tilessecond = ubin/detik
|
||||||
unit.liquidsecond = unit zat cair/detik
|
unit.liquidsecond = unit zat cair/detik
|
||||||
unit.itemssecond = bahan/detik
|
unit.itemssecond = item/detik
|
||||||
unit.liquidunits = unit zat cair
|
unit.liquidunits = unit zat cair
|
||||||
unit.powerunits = unit tenaga
|
unit.powerunits = unit tenaga
|
||||||
unit.heatunits = unit panas
|
unit.heatunits = unit panas
|
||||||
unit.degrees = derajat
|
unit.degrees = derajat
|
||||||
unit.seconds = detik
|
unit.seconds = detik
|
||||||
unit.minutes = menit
|
unit.minutes = menit
|
||||||
unit.persecond = /detik
|
unit.persecond = /dtk
|
||||||
unit.perminute = /menit
|
unit.perminute = /mnt
|
||||||
unit.timesspeed = x kecepatan
|
unit.timesspeed = x kecepatan
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = darah perisai
|
unit.shieldhealth = darah perisai
|
||||||
unit.items = bahan
|
unit.items = item
|
||||||
unit.thousands = rb
|
unit.thousands = rb
|
||||||
unit.millions = jt
|
unit.millions = jt
|
||||||
unit.billions = m
|
unit.billions = m
|
||||||
unit.shots = shots
|
unit.shots = tembakan
|
||||||
unit.pershot = /tembakan
|
unit.pershot = /tembakan
|
||||||
category.purpose = Kegunaan
|
category.purpose = Kegunaan
|
||||||
category.general = Umum
|
category.general = Umum
|
||||||
@@ -1170,7 +1185,7 @@ category.liquids = Zat Cair
|
|||||||
category.items = Barang
|
category.items = Barang
|
||||||
category.crafting = Pemasukan/Pengeluaran
|
category.crafting = Pemasukan/Pengeluaran
|
||||||
category.function = Fungsi
|
category.function = Fungsi
|
||||||
category.optional = Peningkatan Opsional
|
category.optional = Pilihan Peningkatan
|
||||||
setting.alwaysmusic.name = Selalu Putar Musik
|
setting.alwaysmusic.name = Selalu Putar Musik
|
||||||
setting.alwaysmusic.description = Saat diaktifkan, musik akan selalu diputar berulang-ulang di dalam game. Saat dinonaktifkan, musik hanya diputar secara acak.
|
setting.alwaysmusic.description = Saat diaktifkan, musik akan selalu diputar berulang-ulang di dalam game. Saat dinonaktifkan, musik hanya diputar secara acak.
|
||||||
setting.skipcoreanimation.name = Lewati Animasi Peluncuran atau Pendaratan Inti
|
setting.skipcoreanimation.name = Lewati Animasi Peluncuran atau Pendaratan Inti
|
||||||
@@ -1231,11 +1246,13 @@ setting.mutemusic.name = Bisukan Musik
|
|||||||
setting.sfxvol.name = Volume Suara Efek
|
setting.sfxvol.name = Volume Suara Efek
|
||||||
setting.mutesound.name = Bisukan Suara
|
setting.mutesound.name = Bisukan Suara
|
||||||
setting.crashreport.name = Laporkan Masalah Secara Anonim
|
setting.crashreport.name = Laporkan Masalah Secara Anonim
|
||||||
|
setting.communityservers.name = Ambil Daftar Server Komunitas
|
||||||
setting.savecreate.name = Otomatis Menyimpan
|
setting.savecreate.name = Otomatis Menyimpan
|
||||||
setting.steampublichost.name = Visibilitas Game Publik
|
setting.steampublichost.name = Visibilitas Game Publik
|
||||||
setting.playerlimit.name = Batas pemain
|
setting.playerlimit.name = Batas pemain
|
||||||
setting.chatopacity.name = Jelas-Beningnya Pesan
|
setting.chatopacity.name = Jelas-Beningnya Pesan
|
||||||
setting.lasersopacity.name = Jelas-Beningnya Laser Tenaga
|
setting.lasersopacity.name = Jelas-Beningnya Laser Tenaga
|
||||||
|
setting.unitlaseropacity.name = Jelas-Beningnya Laser Unit Menambang
|
||||||
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
setting.bridgeopacity.name = Jelas-Beningnya Jembatan
|
||||||
setting.playerchat.name = Tunjukkan Pesan Pemain
|
setting.playerchat.name = Tunjukkan Pesan Pemain
|
||||||
setting.showweather.name = Perlihatkan Cuaca
|
setting.showweather.name = Perlihatkan Cuaca
|
||||||
@@ -1279,17 +1296,18 @@ keybind.unit_stance_hold_fire.name = Posisi Unit: Tahan Tembakan
|
|||||||
keybind.unit_stance_pursue_target.name = Posisi Unit: Mengejar Target
|
keybind.unit_stance_pursue_target.name = Posisi Unit: Mengejar Target
|
||||||
keybind.unit_stance_patrol.name = Posisi Unit: Patroli
|
keybind.unit_stance_patrol.name = Posisi Unit: Patroli
|
||||||
keybind.unit_stance_ram.name = Posisi Unit: Tabrak
|
keybind.unit_stance_ram.name = Posisi Unit: Tabrak
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_move.name = Perintah Unit: Bergerak
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_repair.name = Perintah Unit: Perbaiki
|
||||||
keybind.unit_command_assist.name = Unit Command: Assist
|
keybind.unit_command_rebuild.name = Perintah Unit: Bangun kembali
|
||||||
keybind.unit_command_mine.name = Unit Command: Mine
|
keybind.unit_command_assist.name = Perintah Unit: Ikuti Player
|
||||||
keybind.unit_command_boost.name = Unit Command: Boost
|
keybind.unit_command_mine.name = Perintah Unit: Menambang
|
||||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
keybind.unit_command_boost.name = Perintah Unit: Mendorong
|
||||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
keybind.unit_command_load_units.name = Perintah Unit: Muat Unit
|
||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_load_blocks.name = Perintah Unit: Muat Blok
|
||||||
|
keybind.unit_command_unload_payload.name = Perintah Unit: Bongkar Muatan
|
||||||
keybind.unit_command_enter_payload.name = Perintah Unit: Masuk ke Muatan
|
keybind.unit_command_enter_payload.name = Perintah Unit: Masuk ke Muatan
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Perintah Unit: Perulangan Transfer Unit
|
||||||
|
|
||||||
keybind.rebuild_select.name = Membangun Wilayah Kembali
|
keybind.rebuild_select.name = Membangun Wilayah Kembali
|
||||||
keybind.schematic_select.name = Pilih Daerah
|
keybind.schematic_select.name = Pilih Daerah
|
||||||
@@ -1368,16 +1386,16 @@ rules.wavetimer = Pengaturan Waktu Gelombang
|
|||||||
rules.wavesending = Pengiriman Gelombang
|
rules.wavesending = Pengiriman Gelombang
|
||||||
rules.allowedit = Izinkan Aturan Pengeditan
|
rules.allowedit = Izinkan Aturan Pengeditan
|
||||||
rules.allowedit.info = Ketika diaktifkan, pemain dapat mengedit aturan dalam game melalui tombol di sudut kiri bawah pada menu Jeda.
|
rules.allowedit.info = Ketika diaktifkan, pemain dapat mengedit aturan dalam game melalui tombol di sudut kiri bawah pada menu Jeda.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Izinkan Pengeditan Prosesor Dunia
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = Ketika diaktifkan, blok logika dunia dapat ditempatkan dan diedit bahkan di luar penyunting.
|
||||||
rules.waves = Gelombang
|
rules.waves = Gelombang
|
||||||
rules.airUseSpawns = Unit udara menggunakan titik muncul
|
rules.airUseSpawns = Unit udara menggunakan titik pendaratan
|
||||||
rules.attack = Mode Penyerangan
|
rules.attack = Mode Penyerangan
|
||||||
rules.buildai = A.I. Pembangun Markas
|
rules.buildai = A.I. Pembangun Markas
|
||||||
rules.buildaitier = Tingkat A.I. Pembangun
|
rules.buildaitier = Tingkat A.I. Pembangun
|
||||||
rules.rtsai = A.I. RTS [red](WIP)
|
rules.rtsai = A.I. RTS [red](WIP)
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = A.I. Serangan RTS
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = Dalam peta serangan, membuat unit berkelompok dan menyerang markas pemain dengan cara yang lebih cerdas.
|
||||||
rules.rtsminsquadsize = Ukuran Regu Minimum
|
rules.rtsminsquadsize = Ukuran Regu Minimum
|
||||||
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
rules.rtsmaxsquadsize = Ukuran Regu Maksimum
|
||||||
rules.rtsminattackweight = Berat Serangan Minimum
|
rules.rtsminattackweight = Berat Serangan Minimum
|
||||||
@@ -1388,17 +1406,19 @@ rules.placerangecheck = Pemeriksaan Jarak Penempatan
|
|||||||
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
rules.enemyCheat = Sumber Daya Musuh Tak Terbatas
|
||||||
rules.blockhealthmultiplier = Penggandaan Darah Blok
|
rules.blockhealthmultiplier = Penggandaan Darah Blok
|
||||||
rules.blockdamagemultiplier = Penggandaan Kekuatan Blok
|
rules.blockdamagemultiplier = Penggandaan Kekuatan Blok
|
||||||
rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Munculnya Unit
|
rules.unitbuildspeedmultiplier = Penggandaan Kecepatan Pembuatan Unit
|
||||||
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
rules.unitcostmultiplier = Penggandaan Bahan Pembuatan Unit
|
||||||
rules.unithealthmultiplier = Penggandaan Darah Unit
|
rules.unithealthmultiplier = Penggandaan Darah Unit
|
||||||
rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
|
rules.unitdamagemultiplier = Penggandaan Kekuatan Unit
|
||||||
rules.unitcrashdamagemultiplier = Penggandaan Kerusakan Jatuhnya Unit
|
rules.unitcrashdamagemultiplier = Penggandaan Kerusakan Jatuhnya Unit
|
||||||
|
rules.unitminespeedmultiplier = Penggandaan Kecepatan Unit Menambang
|
||||||
rules.solarmultiplier = Penggandaan Tenaga Surya
|
rules.solarmultiplier = Penggandaan Tenaga Surya
|
||||||
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
rules.unitcapvariable = Inti Memengaruhi Batas Unit
|
||||||
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
|
rules.unitpayloadsexplode = Muatan yang Dibawa Meledak Bersama Unit
|
||||||
rules.unitcap = Batas Unit Dasar
|
rules.unitcap = Batas Unit Dasar
|
||||||
rules.limitarea = Batas Area Peta
|
rules.limitarea = Batas Area Peta
|
||||||
rules.enemycorebuildradius = Dilarang Membangun di Radius Inti Musuh :[lightgray] (ubin)
|
rules.enemycorebuildradius = Dilarang Membangun di Radius Inti Musuh :[lightgray] (ubin)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Jarak Gelombang:[lightgray] (detik)
|
rules.wavespacing = Jarak Gelombang:[lightgray] (detik)
|
||||||
rules.initialwavespacing = Jarak Gelombang Awal:[lightgray] (detik)
|
rules.initialwavespacing = Jarak Gelombang Awal:[lightgray] (detik)
|
||||||
rules.buildcostmultiplier = Penggandaan Harga Bangunan
|
rules.buildcostmultiplier = Penggandaan Harga Bangunan
|
||||||
@@ -1420,9 +1440,12 @@ rules.title.teams = Tim
|
|||||||
rules.title.planet = Planet
|
rules.title.planet = Planet
|
||||||
rules.lighting = Penerangan
|
rules.lighting = Penerangan
|
||||||
rules.fog = Kabut Perang
|
rules.fog = Kabut Perang
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Invasi Sektor Musuh
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.legacylaunchpads = Mekanisme Alas Peluncur Warisan
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.legacylaunchpads.info = Mengizinkan penggunaan alas peluncur tanpa alas pendaratan, seperti pada versi 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Nonaktifkan[lightgray] (Alas Peluncur Warisan diaktifkan)
|
||||||
|
rules.showspawns = Tampilkan Titik Pendaratan Musuh
|
||||||
|
rules.randomwaveai = Gelombang AI yang Tak Terduga
|
||||||
rules.fire = Api
|
rules.fire = Api
|
||||||
rules.anyenv = <Apapun>
|
rules.anyenv = <Apapun>
|
||||||
rules.explosions = Kekuatan Ledakan Blok/Unit
|
rules.explosions = Kekuatan Ledakan Blok/Unit
|
||||||
@@ -1431,8 +1454,8 @@ rules.weather = Cuaca
|
|||||||
rules.weather.frequency = Frekuensi:
|
rules.weather.frequency = Frekuensi:
|
||||||
rules.weather.always = Selalu
|
rules.weather.always = Selalu
|
||||||
rules.weather.duration = Durasi:
|
rules.weather.duration = Durasi:
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
|
||||||
|
|
||||||
|
rules.randomwaveai.info = Membuat unit yang muncul dalam gelombang menargetkan struktur bangunan secara acak alih-alih menyerang inti atau generator pembangkit listrik secara langsung.
|
||||||
rules.placerangecheck.info = Mencegah pemain menempatkan apa pun di dekat bangunan musuh. Ketika mencoba memasang menara, jangkauannya akan ditingkatkan sehingga menara tidak akan bisa menjangkau musuh.
|
rules.placerangecheck.info = Mencegah pemain menempatkan apa pun di dekat bangunan musuh. Ketika mencoba memasang menara, jangkauannya akan ditingkatkan sehingga menara tidak akan bisa menjangkau musuh.
|
||||||
rules.onlydepositcore.info = Mencegah unit menyimpan bahan ke dalam bangunan apa pun kecuali inti.
|
rules.onlydepositcore.info = Mencegah unit menyimpan bahan ke dalam bangunan apa pun kecuali inti.
|
||||||
|
|
||||||
@@ -1474,7 +1497,7 @@ liquid.slag.name = Lava
|
|||||||
liquid.oil.name = Minyak
|
liquid.oil.name = Minyak
|
||||||
liquid.cryofluid.name = Kriogenik
|
liquid.cryofluid.name = Kriogenik
|
||||||
liquid.neoplasm.name = Neoplasma
|
liquid.neoplasm.name = Neoplasma
|
||||||
liquid.arkycite.name = Arkycite
|
liquid.arkycite.name = Arkisit
|
||||||
liquid.gallium.name = Galium
|
liquid.gallium.name = Galium
|
||||||
liquid.ozone.name = Ozon
|
liquid.ozone.name = Ozon
|
||||||
liquid.hydrogen.name = Hidrogen
|
liquid.hydrogen.name = Hidrogen
|
||||||
@@ -1548,7 +1571,7 @@ block.cliff.name = Bukit
|
|||||||
block.sand-boulder.name = Batu Pasir Besar
|
block.sand-boulder.name = Batu Pasir Besar
|
||||||
block.basalt-boulder.name = Batu Basal Besar
|
block.basalt-boulder.name = Batu Basal Besar
|
||||||
block.grass.name = Rumput
|
block.grass.name = Rumput
|
||||||
block.molten-slag.name = Lahar
|
block.molten-slag.name = Lava
|
||||||
block.pooled-cryofluid.name = Kriogenik
|
block.pooled-cryofluid.name = Kriogenik
|
||||||
block.space.name = Luar Angkasa
|
block.space.name = Luar Angkasa
|
||||||
block.salt.name = Garam
|
block.salt.name = Garam
|
||||||
@@ -1576,9 +1599,9 @@ block.kiln.name = Pembakar
|
|||||||
block.graphite-press.name = Pencetak Grafit
|
block.graphite-press.name = Pencetak Grafit
|
||||||
block.multi-press.name = Multi-Cetak
|
block.multi-press.name = Multi-Cetak
|
||||||
block.constructing = {0} [lightgray](Membangun)
|
block.constructing = {0} [lightgray](Membangun)
|
||||||
block.spawn.name = Titik Musuh Muncul
|
block.spawn.name = Titik Pendaratan Musuh
|
||||||
block.remove-wall.name = Remove Wall
|
block.remove-wall.name = Hapus Dinding
|
||||||
block.remove-ore.name = Remove Ore
|
block.remove-ore.name = Hapus Bijih
|
||||||
block.core-shard.name = Inti: Shard
|
block.core-shard.name = Inti: Shard
|
||||||
block.core-foundation.name = Inti: Foundation
|
block.core-foundation.name = Inti: Foundation
|
||||||
block.core-nucleus.name = Inti: Nucleus
|
block.core-nucleus.name = Inti: Nucleus
|
||||||
@@ -1628,7 +1651,7 @@ block.dark-panel-6.name = Panel Gelap 6
|
|||||||
block.dark-metal.name = Besi Gelap
|
block.dark-metal.name = Besi Gelap
|
||||||
block.basalt.name = Basal
|
block.basalt.name = Basal
|
||||||
block.hotrock.name = Batu Panas
|
block.hotrock.name = Batu Panas
|
||||||
block.magmarock.name = Batu Lahar
|
block.magmarock.name = Batu Magma
|
||||||
block.copper-wall.name = Dinding Tembaga
|
block.copper-wall.name = Dinding Tembaga
|
||||||
block.copper-wall-large.name = Dinding Tembaga Besar
|
block.copper-wall-large.name = Dinding Tembaga Besar
|
||||||
block.titanium-wall.name = Dinding Titanium
|
block.titanium-wall.name = Dinding Titanium
|
||||||
@@ -1660,8 +1683,8 @@ block.reinforced-message.name = Pesan yang Diperkuat
|
|||||||
block.world-message.name = Pesan Dunia
|
block.world-message.name = Pesan Dunia
|
||||||
block.world-switch.name = Saklar Dunia
|
block.world-switch.name = Saklar Dunia
|
||||||
block.illuminator.name = Lampu
|
block.illuminator.name = Lampu
|
||||||
block.overflow-gate.name = Gerbang Luap
|
block.overflow-gate.name = Gerbang Luapan
|
||||||
block.underflow-gate.name = Gerbang Luap Terbalik
|
block.underflow-gate.name = Gerbang Luapan Terbalik
|
||||||
block.silicon-smelter.name = Pelebur Silikon
|
block.silicon-smelter.name = Pelebur Silikon
|
||||||
block.phase-weaver.name = Pengerajut Phase
|
block.phase-weaver.name = Pengerajut Phase
|
||||||
block.pulverizer.name = Penghancur
|
block.pulverizer.name = Penghancur
|
||||||
@@ -1741,7 +1764,10 @@ block.spectre.name = Spectre
|
|||||||
block.meltdown.name = Meltdown
|
block.meltdown.name = Meltdown
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Kontainer
|
block.container.name = Kontainer
|
||||||
block.launch-pad.name = Alas Peluncur
|
block.launch-pad.name = Alas Peluncur (Warisan)
|
||||||
|
block.advanced-launch-pad.name = Alas Peluncur
|
||||||
|
block.landing-pad.name = Alas Pendaratan
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Pabrik Unit Darat
|
block.ground-factory.name = Pabrik Unit Darat
|
||||||
block.air-factory.name = Pabrik Unit Udara
|
block.air-factory.name = Pabrik Unit Udara
|
||||||
@@ -1767,11 +1793,11 @@ block.constructor.description = Membuat bangunan hingga ubin berukuran 2x2.
|
|||||||
block.large-constructor.name = Konstruktor Besar
|
block.large-constructor.name = Konstruktor Besar
|
||||||
block.large-constructor.description = Membuat bangunan hingga ubin berukuran 4x4.
|
block.large-constructor.description = Membuat bangunan hingga ubin berukuran 4x4.
|
||||||
block.deconstructor.name = Dekonstruktor Besar
|
block.deconstructor.name = Dekonstruktor Besar
|
||||||
block.deconstructor.description = Mendekonstruksi bangunan dan unit. Mengembalikan 100% dari biaya bahan.
|
block.deconstructor.description = Mendekonstruksi bangunan dan unit. Mengembalikan 100% dari biaya pembuatan.
|
||||||
block.payload-loader.name = Pemuat Muatan
|
block.payload-loader.name = Pemuat Muatan
|
||||||
block.payload-loader.description = Memuat cairan dan bahan ke dalam blok.
|
block.payload-loader.description = Memuat cairan dan item ke dalam blok.
|
||||||
block.payload-unloader.name = Pembongkar Muatan
|
block.payload-unloader.name = Pembongkar Muatan
|
||||||
block.payload-unloader.description = Membongkar cairan dan bahan dari blok.
|
block.payload-unloader.description = Membongkar muatan cairan dan item dari blok.
|
||||||
block.heat-source.name = Sumber Panas
|
block.heat-source.name = Sumber Panas
|
||||||
block.heat-source.description = Blok ukuran 1x1 yang memberikan panas tak terhingga.
|
block.heat-source.description = Blok ukuran 1x1 yang memberikan panas tak terhingga.
|
||||||
|
|
||||||
@@ -1838,7 +1864,7 @@ block.electric-heater.name = Pemanas Listrik
|
|||||||
block.slag-heater.name = Pemanas Lava
|
block.slag-heater.name = Pemanas Lava
|
||||||
block.phase-heater.name = Pemanas Phase
|
block.phase-heater.name = Pemanas Phase
|
||||||
block.heat-redirector.name = Pengalih Panas
|
block.heat-redirector.name = Pengalih Panas
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Pengalih Panas Kecil
|
||||||
block.heat-router.name = Pengarah Panas
|
block.heat-router.name = Pengarah Panas
|
||||||
block.slag-incinerator.name = Insinerator Lava
|
block.slag-incinerator.name = Insinerator Lava
|
||||||
block.carbide-crucible.name = Tungku Peleburan Karbit
|
block.carbide-crucible.name = Tungku Peleburan Karbit
|
||||||
@@ -1865,7 +1891,7 @@ block.shield-projector.name = Proyektor Perisai
|
|||||||
block.large-shield-projector.name = Proyektor Perisai Besar
|
block.large-shield-projector.name = Proyektor Perisai Besar
|
||||||
block.armored-duct.name = Pipa Lapis Baja
|
block.armored-duct.name = Pipa Lapis Baja
|
||||||
block.overflow-duct.name = Pipa Luapan
|
block.overflow-duct.name = Pipa Luapan
|
||||||
block.underflow-duct.name = Pipa Arus Bawah
|
block.underflow-duct.name = Pipa Luapan Terbalik
|
||||||
block.duct-unloader.name = Pipa Pembongkar Muatan
|
block.duct-unloader.name = Pipa Pembongkar Muatan
|
||||||
block.surge-conveyor.name = Konveyor Berbahan Logam
|
block.surge-conveyor.name = Konveyor Berbahan Logam
|
||||||
block.surge-router.name = Pengarah Berbahan Logam
|
block.surge-router.name = Pengarah Berbahan Logam
|
||||||
@@ -1874,7 +1900,7 @@ block.unit-cargo-unload-point.name = Titik Bongkar Muatan Unit Kargo
|
|||||||
block.reinforced-pump.name = Pompa yang Diperkuat
|
block.reinforced-pump.name = Pompa yang Diperkuat
|
||||||
block.reinforced-conduit.name = Saluran yang Diperkuat
|
block.reinforced-conduit.name = Saluran yang Diperkuat
|
||||||
block.reinforced-liquid-junction.name = Persimpangan Cairan yang Diperkuat
|
block.reinforced-liquid-junction.name = Persimpangan Cairan yang Diperkuat
|
||||||
block.reinforced-bridge-conduit.name = Saluran Jembatan yang Diperkuat
|
block.reinforced-bridge-conduit.name = Jembatan Saluran yang Diperkuat
|
||||||
block.reinforced-liquid-router.name = Pengarah Cairan yang Diperkuat
|
block.reinforced-liquid-router.name = Pengarah Cairan yang Diperkuat
|
||||||
block.reinforced-liquid-container.name = Kontainer Cairan yang Diperkuatkan
|
block.reinforced-liquid-container.name = Kontainer Cairan yang Diperkuatkan
|
||||||
block.reinforced-liquid-tank.name = Tangki Cairan yang Diperkuatkan
|
block.reinforced-liquid-tank.name = Tangki Cairan yang Diperkuatkan
|
||||||
@@ -1886,9 +1912,9 @@ block.chemical-combustion-chamber.name = Ruang Pembakaran Kimia
|
|||||||
block.pyrolysis-generator.name = Generator Pirolisis
|
block.pyrolysis-generator.name = Generator Pirolisis
|
||||||
block.vent-condenser.name = Kondensor Ventilasi
|
block.vent-condenser.name = Kondensor Ventilasi
|
||||||
block.cliff-crusher.name = Penghancur Tebing
|
block.cliff-crusher.name = Penghancur Tebing
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Penghancur Tebing Canggih
|
||||||
block.plasma-bore.name = Bor Plasma
|
block.plasma-bore.name = Bor Plasma
|
||||||
block.large-plasma-bore.name = Bor Plasma Besar
|
block.large-plasma-bore.name = Bor Plasma Canggih
|
||||||
block.impact-drill.name = Bor Tumbukan
|
block.impact-drill.name = Bor Tumbukan
|
||||||
block.eruption-drill.name = Bor Erupsi
|
block.eruption-drill.name = Bor Erupsi
|
||||||
block.core-bastion.name = Inti: Bastion
|
block.core-bastion.name = Inti: Bastion
|
||||||
@@ -1954,10 +1980,10 @@ hint.respawn.mobile = Anda telah mengambil alih kendali dari sebuah unit atau ba
|
|||||||
hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda permainan.
|
hint.desktopPause = Tekan [accent][[Spasi][] untuk menjeda dan menghentikan jeda permainan.
|
||||||
hint.breaking = [accent]Klik kanan[] dan tarik untuk menghancurkan blok.
|
hint.breaking = [accent]Klik kanan[] dan tarik untuk menghancurkan blok.
|
||||||
hint.breaking.mobile = Aktifkan \ue817 [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
hint.breaking.mobile = Aktifkan \ue817 [accent]palu[] di kanan bawah dan ketuk untuk menghancurkan blok.\n\nTahan jari Anda untuk beberapa saat lalu seret pada bagian yang dipilih untuk menghancurkannya.
|
||||||
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangun[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
hint.blockInfo = Lihat informasi dari sebuah blok dengan memilihnya di [accent]menu bangunan[], lalu pilih tombol [accent][[?][] di sebelah kanan.
|
||||||
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
|
hint.derelict = Bangunan berwarna [accent]abu-abu[] adalah sisa-sisa dari markas lama yang hancur dan tidak dapat berfungsi kembali.\n\nBangunan tersebut dapat [accent]didekonstruksi[] menjadi sumber daya.
|
||||||
hint.research = Gunakan tombol \ue875 [accent]Penelitian[] untuk mempelajari teknologi baru.
|
hint.research = Gunakan tombol \ue875 [accent]Penelitian[] untuk mempelajari teknologi baru.
|
||||||
hint.research.mobile = Gunakan tombol \ue875 [accent]Riset[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
|
hint.research.mobile = Gunakan tombol \ue875 [accent]Penelitian[] di \ue88c [accent]Menu[] untuk mempelajari teknologi baru.
|
||||||
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl = Tekan dan Tahan [accent][[L-ctrl][] dan [accent]klik[] untuk mengendalikan unit atau turret sekutu.
|
||||||
hint.unitControl.mobile = [accent][Ketuk dua kali[] untuk mengendalikan unit atau turret sekutu.
|
hint.unitControl.mobile = [accent][Ketuk dua kali[] untuk mengendalikan unit atau turret sekutu.
|
||||||
hint.unitSelectControl = Untuk mengendalikan unit, masuki [accent]mode perintah[] dengan menahan tombol [accent]L-shift.[]\nDalam mode perintah, klik dan seret untuk memilih unit. [accent]Klik Kanan[] pada suatu lokasi atau target untuk memerintahkan unit.
|
hint.unitSelectControl = Untuk mengendalikan unit, masuki [accent]mode perintah[] dengan menahan tombol [accent]L-shift.[]\nDalam mode perintah, klik dan seret untuk memilih unit. [accent]Klik Kanan[] pada suatu lokasi atau target untuk memerintahkan unit.
|
||||||
@@ -1978,7 +2004,7 @@ hint.waveFire = [accent]Wave[] yang terisi dengan air akan memadamkan air dalam
|
|||||||
hint.generator = \uf879 [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan \uf87f [accent]Simpul Daya[].
|
hint.generator = \uf879 [accent]Generator Pembakar[] membakar batu bara dan menghasilkan energi ke blok yang berdekatan.\n\nTransmisi energi dapat diperluas dengan \uf87f [accent]Simpul Daya[].
|
||||||
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti \uf835 [accent]Grafit[] \uf861Duo/\uf859Salvo untuk menghancurkan Penjaga.
|
hint.guardian = Unit [accent]Penjaga[] adalah unit yang diperkuat. Amunisi lemah seperti [accent]Tembaga[] dan [accent]Timah[] [scarlet]tidak efektif[].\n\nGunakan menara yang lebih bagus atau amunisi yang lebih kuat seperti \uf835 [accent]Grafit[] \uf861Duo/\uf859Salvo untuk menghancurkan Penjaga.
|
||||||
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakan sebuah inti \uf868 [accent]Foundation[] diatas inti \uf869 [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
hint.coreUpgrade = Inti dapat ditingkatkan dengan cara [accent]meletakkan Inti yang lebih besar di atasnya[].\n\nLetakan sebuah inti \uf868 [accent]Foundation[] diatas inti \uf869 [accent]Shard[]. Pastikan terdapat ruang kosong dari bangunan yang lain.
|
||||||
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan yang Beku[], dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
hint.presetLaunch = [accent]Zona pendaratan[] yang berwarna abu-abu, seperti [accent]Hutan Beku[], dapat diluncurkan dari mana saja. Sektor seperti ini tidak perlu diluncurkan dari sektor terdekat milik Anda.\n\n[accent]Sektor yang bernomor[], seperti yang ini, bersifat [accent]opsional[].
|
||||||
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
hint.presetDifficulty = Sektor ini memiliki [scarlet]tingkat ancaman musuh yang tinggi[].\nMeluncurkan ke sektor tersebut [accent]tidak disarankan[] tanpa teknologi yang sesuai dan persiapan yang matang.
|
||||||
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
|
hint.coreIncinerate = Setelah inti penuh dengan suatu barang, barang yang sejenis akan [accent]dihanguskan[].
|
||||||
hint.factoryControl = Untuk menentukan [accent]tempat keluar[] unit pabrik, klik blok pabrik ketika dalam mode perintah, lalu klik kanan lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
|
hint.factoryControl = Untuk menentukan [accent]tempat keluar[] unit pabrik, klik blok pabrik ketika dalam mode perintah, lalu klik kanan lokasi yang diinginkan.\nUnit yang diproduksi akan langsung bergerak ke tempat yang ditentukan.
|
||||||
@@ -1986,27 +2012,27 @@ hint.factoryControl.mobile = Untuk menentukan [accent]tempat keluar[] unit pabri
|
|||||||
|
|
||||||
gz.mine = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
|
gz.mine = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan klik untuk mulai menambang.
|
||||||
gz.mine.mobile = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan ketuk untuk mulai menambang.
|
gz.mine.mobile = Bergerak di dekat \uf8c4 [accent]bijih tembaga[] di tanah dan ketuk untuk mulai menambang.
|
||||||
gz.research = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanik[], lalu pilih dari menu di kanan bawah.\nKlik pada tambalan tembaga untuk menempatkannya.
|
gz.research = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKlik pada tambalan tembaga untuk menempatkannya.
|
||||||
gz.research.mobile = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanik[], lalu pilih dari menu di kanan bawah.\nKetuk pada tambalan tembaga untuk menempatkannya.\n\nKetuk \ue800 [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
|
gz.research.mobile = Buka \ue875 pohon teknologi.\nRiset \uf870 [accent]Bor Mekanis[], lalu pilih dari menu di kanan bawah.\nKetuk pada tambalan tembaga untuk menempatkannya.\n\nKetuk \ue800 [accent]tanda centang[] di kanan bawah untuk mengonfirmasi.
|
||||||
gz.conveyors = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nKlik dan seret untuk menempatkan beberapa konveyor.\n[accent]Gulir[] untuk memutar arah konveyor
|
gz.conveyors = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nKlik dan seret untuk menempatkan beberapa konveyor.\n[accent]Gulir[] untuk memutar arah konveyor
|
||||||
gz.conveyors.mobile = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa konveyor.
|
gz.conveyors.mobile = Riset dan tempatkan \uf896 [accent]konveyor[] untuk memindahkan sumber daya yang ditambang\ndari bor ke inti.\n\nTahan jari Anda sebentar dan seret untuk menempatkan beberapa konveyor.
|
||||||
gz.drills = Perluas operasi penambangan.\ntempatkan lebih banyak Bor Mekanik.\nTambang 100 tembaga.
|
gz.drills = Perluas operasi penambangan.\ntempatkan lebih banyak Bor Mekanis.\nTambang 100 tembaga.
|
||||||
gz.lead = \uf837 [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nSiapkan bor untuk menambang timah.
|
gz.lead = \uf837 [accent]Timah[] adalah sumber daya lain yang umum digunakan.\nSiapkan bor untuk menambang timah.
|
||||||
gz.moveup = \ue804 Bergerak ke atas untuk objektif lebih lanjut.
|
gz.moveup = \ue804 Bergerak ke atas untuk objektif lebih lanjut.
|
||||||
gz.turrets = Riset dan tempatkan 2 menara \uf861 [accent]Duo[] untuk mempertahankan inti.\nMenara Duo membutuhkan \uf838 [accent]amunisi[] dari konveyor.
|
gz.turrets = Riset dan tempatkan 2 menara \uf861 [accent]Duo[] untuk mempertahankan inti.\nMenara Duo membutuhkan amunisi \uf838 [accent]tembaga[] dari konveyor.
|
||||||
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
gz.duoammo = Suplai menara Duo dengan [accent]tembaga[], menggunakan konveyor.
|
||||||
gz.walls = [accent]Dinding[] dapat menahan kerusakan yang mencapai bangunan.\nTempatkan \uf8ae [accent]dinding tembaga[] di sekitar menara.
|
gz.walls = [accent]Dinding[] dapat menahan kerusakan yang mencapai bangunan.\nTempatkan \uf8ae [accent]dinding tembaga[] di sekitar menara.
|
||||||
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
gz.defend = Musuh datang, bersiaplah untuk bertahan.
|
||||||
gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.Menara\n\uf860 [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi membutuhkan \uf837 [accent]timah[] sebagai amunisi.
|
gz.aa = Unit terbang tidak dapat dengan mudah dibunuh dengan menara standar.\nMenara \uf860 [accent]Scatter[] memberikan anti-udara yang sangat baik, tetapi membutuhkan \uf837 [accent]timah[] sebagai amunisi.
|
||||||
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
gz.scatterammo = Suplai Menara Scatter dengan [accent]timah[], menggunakan konveyor.
|
||||||
gz.supplyturret = [accent]Suplai Menara
|
gz.supplyturret = [accent]Suplai Menara
|
||||||
gz.zone1 = Ini adalah zona pendaratan musuh.
|
gz.zone1 = Ini adalah zona pendaratan musuh.
|
||||||
gz.zone2 = Apa pun yang dibangun dalam radius tersebut akan hancur ketika gelombang mulai.
|
gz.zone2 = Apa pun yang dibangun dalam radius tersebut \nakan hancur ketika gelombang mulai.
|
||||||
gz.zone3 = Gelombang akan dimulai sekarang.Bersiap.
|
gz.zone3 = Gelombang akan dimulai sekarang. Bersiap.
|
||||||
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahan melawan semua gelombang [accent]untuk menaklukkan sektor[].
|
gz.finish = Bangun lebih banyak menara, tambang lebih banyak sumber daya,\ndan bertahanlah terhadap semua gelombang untuk [accent]menaklukkan sektor[].
|
||||||
|
|
||||||
onset.mine = Klik untuk menambang \uf748 [accent]berillium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
|
onset.mine = Klik untuk menambang \uf748 [accent]berilium[] dari dinding.\n\nGunakan tombol [accent][[WASD] untuk bergerak.
|
||||||
onset.mine.mobile = Ketuk untuk menambang \uf748 [accent]berillium[] dari dinding.
|
onset.mine.mobile = Ketuk untuk menambang \uf748 [accent]berilium[] dari dinding.
|
||||||
onset.research = Buka \ue875 pohon teknologi.\nRiset, dan tempatkan \uf73e [accent]kondensor turbin[] di ventilasi.\nIni akan menghasilkan [accent]tenaga[].
|
onset.research = Buka \ue875 pohon teknologi.\nRiset, dan tempatkan \uf73e [accent]kondensor turbin[] di ventilasi.\nIni akan menghasilkan [accent]tenaga[].
|
||||||
onset.bore = Riset dan tempatkan \uf741 [accent]bor plasma[].\nIni secara otomatis mengekstraksi sumber daya dari dinding.
|
onset.bore = Riset dan tempatkan \uf741 [accent]bor plasma[].\nIni secara otomatis mengekstraksi sumber daya dari dinding.
|
||||||
onset.power = Untuk [accent]menyalakan[] bor plasma, riset dan tempatkan \uf73d [accent]simpul sinar[].\nHubungkan kondensor turbin ke bor plasma.
|
onset.power = Untuk [accent]menyalakan[] bor plasma, riset dan tempatkan \uf73d [accent]simpul sinar[].\nHubungkan kondensor turbin ke bor plasma.
|
||||||
@@ -2017,9 +2043,9 @@ onset.graphite = Blok yang lebih kompleks membutuhkan \uf835 [accent]grafit[].\n
|
|||||||
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset \uf74d [accent]penghancur tebing[] dan \uf779 [accent]tungku listrik silikon[].
|
onset.research2 = Mulailah meneliti [accent]bangunan pabrik[].\nRiset \uf74d [accent]penghancur tebing[] dan \uf779 [accent]tungku listrik silikon[].
|
||||||
onset.arcfurnace = Tungku Listrik Silikon membutuhkan \uf834 [accent]pasir[] dan \uf835 [accent]grafit[] untuk membuat \uf82f [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
onset.arcfurnace = Tungku Listrik Silikon membutuhkan \uf834 [accent]pasir[] dan \uf835 [accent]grafit[] untuk membuat \uf82f [accent]silikon[].\n[accent]Tenaga[] juga dibutuhkan.
|
||||||
onset.crusher = Gunakan \uf74d [accent]penghancur tebing[] untuk menambang pasir.
|
onset.crusher = Gunakan \uf74d [accent]penghancur tebing[] untuk menambang pasir.
|
||||||
onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan \uf6a2 [accent]fabricator tank[].
|
onset.fabricator = Gunakan [accent]unit[] untuk menjelajah peta, mempertahakan bangunan, dan menyerang musuh. Riset dan tempatkan \uf6a2 [accent]pabricator tank[].
|
||||||
onset.makeunit = Produksi sebuah unit.\nGunakan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
onset.makeunit = Produksi sebuah unit.\nGunakan tombol "?" untuk melihat persyaratan pabrik yang dipilih.
|
||||||
onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara \uf6eb [accent]Breach[].\nMenara membutuhkan \uf748 [accent]amunisi[].
|
onset.turrets = Unit sangatlah efektif, namun [accent]menara[] memberikan kemampuan pertahanan yang lebih baik jika digunakan secara efektif.\nTempatkan menara \uf6eb [accent]Breach[].\nMenara membutuhkan amunisi \uf748 [accent]berilium[].
|
||||||
onset.turretammo = Suplai menara dengan [accent]amunisi berillium.[]
|
onset.turretammo = Suplai menara dengan [accent]amunisi berillium.[]
|
||||||
onset.walls = [accent]Dinding[] dapat mencegah kerusakan yang datang pada bangunan.\nTempatkan beberapa \uf6ee [accent]dinding berillium[] di sekitar menara.
|
onset.walls = [accent]Dinding[] dapat mencegah kerusakan yang datang pada bangunan.\nTempatkan beberapa \uf6ee [accent]dinding berillium[] di sekitar menara.
|
||||||
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
onset.enemies = Musuh datang, bersiaplah untuk bertahan.
|
||||||
@@ -2100,7 +2126,7 @@ block.separator.description = Memisahkan komponen mineral dari lava.
|
|||||||
block.spore-press.description = Menekan polong spora menjadi minyak.
|
block.spore-press.description = Menekan polong spora menjadi minyak.
|
||||||
block.pulverizer.description = Menghancurkan kepingan menjadi pasir.
|
block.pulverizer.description = Menghancurkan kepingan menjadi pasir.
|
||||||
block.coal-centrifuge.description = Memadatkan minyak menjadi bongkahan batu bara.
|
block.coal-centrifuge.description = Memadatkan minyak menjadi bongkahan batu bara.
|
||||||
block.incinerator.description = Menghancurkan bahan atau zat cair yang masuk.
|
block.incinerator.description = Menghancurkan item atau zat cair yang masuk.
|
||||||
block.power-void.description = Menghilangkan semua tenaga yang masuk ke dalamnya. Khusus mode sandbox.
|
block.power-void.description = Menghilangkan semua tenaga yang masuk ke dalamnya. Khusus mode sandbox.
|
||||||
block.power-source.description = Menghasilkan tenaga tak terhingga. Khusus mode sandbox.
|
block.power-source.description = Menghasilkan tenaga tak terhingga. Khusus mode sandbox.
|
||||||
block.item-source.description = Mengeluarkan bahan tak terhingga. Khusus mode sandbox.
|
block.item-source.description = Mengeluarkan bahan tak terhingga. Khusus mode sandbox.
|
||||||
@@ -2121,17 +2147,17 @@ block.phase-wall.description = Melindungi bangunan dari tembakan musuh, dan dapa
|
|||||||
block.phase-wall-large.description = Melindungi bangunan dari tembakan musuh, dan dapat memantulkan beberapa jenis peluru senjata.
|
block.phase-wall-large.description = Melindungi bangunan dari tembakan musuh, dan dapat memantulkan beberapa jenis peluru senjata.
|
||||||
block.surge-wall.description = Melindungi bangunan dari tembakan musuh, dan dapat mengeluarkan setruman listrik.
|
block.surge-wall.description = Melindungi bangunan dari tembakan musuh, dan dapat mengeluarkan setruman listrik.
|
||||||
block.surge-wall-large.description = Melindungi bangunan dari tembakan musuh, dan dapat mengeluarkan setruman listrik.
|
block.surge-wall-large.description = Melindungi bangunan dari tembakan musuh, dan dapat mengeluarkan setruman listrik.
|
||||||
block.scrap-wall.description = Protects structures from enemy projectiles.
|
block.scrap-wall.description = Melindungi bangunan dari tembakan musuh.
|
||||||
block.scrap-wall-large.description = Protects structures from enemy projectiles.
|
block.scrap-wall-large.description = Melindungi bangunan dari tembakan musuh.
|
||||||
block.scrap-wall-huge.description = Protects structures from enemy projectiles.
|
block.scrap-wall-huge.description = Melindungi bangunan dari tembakan musuh.
|
||||||
block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
|
block.scrap-wall-gigantic.description = Melindungi bangunan dari tembakan musuh.
|
||||||
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
block.door.description = Dinding yang bisa dibuka dan ditutup.
|
||||||
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
block.door-large.description = Dinding yang bisa dibuka dan ditutup.
|
||||||
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan silikon untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
block.mender.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan silikon untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
||||||
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
block.mend-projector.description = Menyembuhkan blok di sekelilingnya secara berkala.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
||||||
block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional).
|
block.overdrive-projector.description = Menambah kecepatan bangunan sekitar.\nGunakan phase fabric untuk meningkatkan jangkauan dan efisiensi (Opsional). Efek Pemercepat tidak dapat ditumpuk.
|
||||||
block.force-projector.description = Menciptakan medan gaya heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu panas jika menerima banyak kerusakan. Gunakan cairan pendingin untuk mencegah panas berlebih (Opsional). Phase fabric meningkatkan ukuran perisai.
|
block.force-projector.description = Menciptakan medan gaya heksagonal di sekelilingnya, melindungi bangunan dan unit di dalamnya dari kerusakan. Terlalu panas jika menerima banyak kerusakan. Gunakan cairan pendingin untuk mencegah panas berlebih (Opsional). Phase fabric meningkatkan ukuran perisai.
|
||||||
block.shock-mine.description = Mengeluarkan setruman listrik setelah di injak musuh.
|
block.shock-mine.description = Mengeluarkan setruman listrik setelah diinjak musuh.
|
||||||
block.conveyor.description = Memindahkan barang ke depan.
|
block.conveyor.description = Memindahkan barang ke depan.
|
||||||
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
block.titanium-conveyor.description = Memindahkan barang ke depan. Lebih cepat daripada konveyor biasa.
|
||||||
block.plastanium-conveyor.description = Memindahkan barang secara bertumpuk. Menerima barang dari belakang, dan membaginya ke tiga arah di depan. Membutuhkan beberapa titik pemuat dan pembongkar untuk hasil yang maksimal.
|
block.plastanium-conveyor.description = Memindahkan barang secara bertumpuk. Menerima barang dari belakang, dan membaginya ke tiga arah di depan. Membutuhkan beberapa titik pemuat dan pembongkar untuk hasil yang maksimal.
|
||||||
@@ -2144,8 +2170,8 @@ block.router.description = Mendistribusikan barang ke 3 arah secara merata.
|
|||||||
block.router.details = Bisa sangat menggangu. Jangan meletakannya disamping bangunan pabrik, karena laju pengeluaran barang dapat tersumbat.
|
block.router.details = Bisa sangat menggangu. Jangan meletakannya disamping bangunan pabrik, karena laju pengeluaran barang dapat tersumbat.
|
||||||
block.distributor.description = Mendistribusikan barang ke 7 arah secara merata.
|
block.distributor.description = Mendistribusikan barang ke 7 arah secara merata.
|
||||||
block.overflow-gate.description = Hanya mengeluarkan barang ke kiri dan ke kanan jika bagian depan tertutup.
|
block.overflow-gate.description = Hanya mengeluarkan barang ke kiri dan ke kanan jika bagian depan tertutup.
|
||||||
block.underflow-gate.description = Kebalikan dari gerbang luap. Mengeluarkan barang ke depan jika bagian kiri dan kanan tertutup.
|
block.underflow-gate.description = Kebalikan dari gerbang luapan. Mengeluarkan barang ke depan jika bagian kiri dan kanan tertutup.
|
||||||
block.mass-driver.description = Blok transportasi barang jarak jauh. Membawa beberapa barang dan menembaknya ke penembak massal lainnya.
|
block.mass-driver.description = Blok transportasi barang jarak jauh. Mengumpulkan sejumlah barang dan menembakkannya ke penembak massal lainnya.
|
||||||
block.mechanical-pump.description = Memompa dan mengeluarkan cairan. Tidak membutuhkan tenaga.
|
block.mechanical-pump.description = Memompa dan mengeluarkan cairan. Tidak membutuhkan tenaga.
|
||||||
block.rotary-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan tenaga.
|
block.rotary-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan tenaga.
|
||||||
block.impulse-pump.description = Memompa dan mengeluarkan cairan.
|
block.impulse-pump.description = Memompa dan mengeluarkan cairan.
|
||||||
@@ -2158,8 +2184,8 @@ block.liquid-tank.description = Menyimpan jumlah cairan yang sangat banyak. Meng
|
|||||||
block.liquid-junction.description = Bertindak sebagai jembatan untuk dua saluran yang bersimpangan.
|
block.liquid-junction.description = Bertindak sebagai jembatan untuk dua saluran yang bersimpangan.
|
||||||
block.bridge-conduit.description = Memindahkan cairan melewati tanah atau bangunan.
|
block.bridge-conduit.description = Memindahkan cairan melewati tanah atau bangunan.
|
||||||
block.phase-conduit.description = Memindahkan cairan melewati tanah atau bangunan. Memiliki jarak yang lebih jauh daripada jembatan cairan, namun membutuhkan tenaga.
|
block.phase-conduit.description = Memindahkan cairan melewati tanah atau bangunan. Memiliki jarak yang lebih jauh daripada jembatan cairan, namun membutuhkan tenaga.
|
||||||
block.power-node.description = Membawa tenaga ke simpul tersambung. Simpul akan menerima atau memberi tenaga ke atau dari blok yang disambung.
|
block.power-node.description = Mentransmisikan tenaga ke simpul tersambung. Simpul akan menerima atau memberi tenaga ke atau dari blok yang disambung.
|
||||||
block.power-node-large.description = Mempunyai radius lebih besar dari simpul listrik biasa dan bisa menyambung hingga enam sumber listrik, sambungan atau simpul lainnya.
|
block.power-node-large.description = Mempunyai radius yang lebih besar dari simpul listrik biasa. Dapat tersambung ke 15 simpul lainnya.
|
||||||
block.surge-tower.description = Sebuah menara listrik dengan jangkauan sangat jauh dengan sambungan yang sedikit.
|
block.surge-tower.description = Sebuah menara listrik dengan jangkauan sangat jauh dengan sambungan yang sedikit.
|
||||||
block.diode.description = Tenaga baterai dapat mengalir hanya dari satu arah, tetapi hanya jika tenaga di sebelah lebih sedikit.
|
block.diode.description = Tenaga baterai dapat mengalir hanya dari satu arah, tetapi hanya jika tenaga di sebelah lebih sedikit.
|
||||||
block.battery.description = Menyimpan tenaga pada saat tenaga berlebih. Memberikan tenaga pada saat tenaga berkurang.
|
block.battery.description = Menyimpan tenaga pada saat tenaga berlebih. Memberikan tenaga pada saat tenaga berkurang.
|
||||||
@@ -2174,7 +2200,7 @@ block.solar-panel-large.description = Menghasilkan sedikit tenaga dari sinar mat
|
|||||||
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi torium. Membutuhkan pendinginan konstan. Akan meledak jika jumlah cairan pendingin yang disediakan tidak mencukupi
|
block.thorium-reactor.description = Menghasilkan tenaga yang besar dari konsumsi torium. Membutuhkan pendinginan konstan. Akan meledak jika jumlah cairan pendingin yang disediakan tidak mencukupi
|
||||||
block.impact-reactor.description = Menghasilkan tenaga dengan jumlah yang sangat banyak secara efisien. Membutuhkan banyak tenaga agar dapat menyalakan reaktor.
|
block.impact-reactor.description = Menghasilkan tenaga dengan jumlah yang sangat banyak secara efisien. Membutuhkan banyak tenaga agar dapat menyalakan reaktor.
|
||||||
block.mechanical-drill.description = Ketika ditempatkan pada bijih, mengeluarkan bahan dengan kecepatan lambat tanpa batas. Hanya mampu menambang sumber daya dasar.
|
block.mechanical-drill.description = Ketika ditempatkan pada bijih, mengeluarkan bahan dengan kecepatan lambat tanpa batas. Hanya mampu menambang sumber daya dasar.
|
||||||
block.pneumatic-drill.description = Bor yang ditingkatkan, mampu menambang titanium. Menambang dengan kecepatan lebih cepat daripada bor mekanik.
|
block.pneumatic-drill.description = Bor yang ditingkatkan, mampu menambang titanium. Menambang dengan kecepatan lebih cepat daripada bor mekanis.
|
||||||
block.laser-drill.description = Mengebor lebih cepat lewat teknologi laser, tapi membutuhkan tenaga. Dapat menambang torium.
|
block.laser-drill.description = Mengebor lebih cepat lewat teknologi laser, tapi membutuhkan tenaga. Dapat menambang torium.
|
||||||
block.blast-drill.description = Bor tercanggih. Membutuhkan banyak tenaga.
|
block.blast-drill.description = Bor tercanggih. Membutuhkan banyak tenaga.
|
||||||
block.water-extractor.description = Memompa air dari tanah. Gunakan jika tidak ada sumber air di sekitar.
|
block.water-extractor.description = Memompa air dari tanah. Gunakan jika tidak ada sumber air di sekitar.
|
||||||
@@ -2191,7 +2217,9 @@ block.vault.description = Menyimpan semua tipe bahan dalam jumlah besar. Bahan d
|
|||||||
block.container.description = Menyimpan semua tipe bahan dalam jumlah kecil. Bahan dapat dikeluarkan dengan pembongkar muatan.
|
block.container.description = Menyimpan semua tipe bahan dalam jumlah kecil. Bahan dapat dikeluarkan dengan pembongkar muatan.
|
||||||
block.unloader.description = Mengeluarkan bahan yang ditentukan dari bangunan.
|
block.unloader.description = Mengeluarkan bahan yang ditentukan dari bangunan.
|
||||||
block.launch-pad.description = Meluncurkan muatan bahan ke sektor yang dipilih.
|
block.launch-pad.description = Meluncurkan muatan bahan ke sektor yang dipilih.
|
||||||
block.launch-pad.details = Sistem sub-orbital untuk transportasi sumber daya point-to-point. Pod muatan mudah rapuh dan tidak dapat bertahan bila masuk ke tujuan.
|
block.advanced-launch-pad.description = Meluncurkan muatan bahan ke sektor yang dipilih. Hanya menerima satu jenis item dalam satu waktu.
|
||||||
|
block.advanced-launch-pad.details = Sistem sub-orbital untuk transportasi sumber daya point-to-point.
|
||||||
|
block.landing-pad.description = Menerima muatan bahan dari alas peluncur di sektor lain. Membutuhkan air dalam jumlah besar untuk melindungi alas dari dampak pendaratan.
|
||||||
block.duo.description = Menembakkan peluru bergantian ke musuh.
|
block.duo.description = Menembakkan peluru bergantian ke musuh.
|
||||||
block.scatter.description = Menembakkan gumpalan timah, rongsokan atau metaglass ke target udara.
|
block.scatter.description = Menembakkan gumpalan timah, rongsokan atau metaglass ke target udara.
|
||||||
block.scorch.description = Membakar musuh darat yang dekat dengannya. Sangat efektif dalam jarak dekat.
|
block.scorch.description = Membakar musuh darat yang dekat dengannya. Sangat efektif dalam jarak dekat.
|
||||||
@@ -2205,7 +2233,7 @@ block.fuse.description = Menembakkan tiga penusuk tajam jarak dekat ke musuh ter
|
|||||||
block.ripple.description = Menembakkan gugusan peluru ke musuh darat dari jarak jauh.
|
block.ripple.description = Menembakkan gugusan peluru ke musuh darat dari jarak jauh.
|
||||||
block.cyclone.description = Menembakkan gumpalan peledak ke musuh terdekat.
|
block.cyclone.description = Menembakkan gumpalan peledak ke musuh terdekat.
|
||||||
block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke target udara dan darat.
|
block.spectre.description = Menembakkan peluru besar yang menembus pelindung ke target udara dan darat.
|
||||||
block.meltdown.description = Mengisi dan menembakkan sinar laser yang terus-menerus ke musuh di sekitar. Membutuhkan pendingin untuk beroperasi.
|
block.meltdown.description = Mengisi dan menembakkan sinar laser secara terus-menerus ke musuh di sekitar. Membutuhkan pendingin untuk beroperasi.
|
||||||
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menembak satu target. Mengutamakan musuh dengan batas darah tertinggi.
|
block.foreshadow.description = Menembakkan baut besar jarak jauh yang hanya menembak satu target. Mengutamakan musuh dengan batas darah tertinggi.
|
||||||
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
block.repair-point.description = Memulihkan unit yang terluka di sekitar secara terus-menerus.
|
||||||
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak akan ditargetkan.
|
block.segment.description = Merusakkan dan menghancurkan proyektil yang datang. Proyektil laser tidak akan ditargetkan.
|
||||||
@@ -2213,7 +2241,7 @@ block.parallax.description = Menembakkan laser yang menarik target udara, juga m
|
|||||||
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
block.tsunami.description = Menembakkan cairan dalam jumlah dan tekanan besar ke arah musuh. Dapat memadamkan api secara otomatis jika diisi dengan air.
|
||||||
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
|
block.silicon-crucible.description = Memurnikan silikon dari pasir dan batu bara, menggunakan pyratit sebagai sumber panas tambahan. Lebih efesien jika diletakkan di area yang panas.
|
||||||
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
|
block.disassembler.description = Memisahkan lava menjadi mineral langka dalam efesiensi rendah. Bisa memproduksi torium.
|
||||||
block.overdrive-dome.description = Menambahkan kecepatan pada bangunan di sekitarnya. Membutuhkan phase fabric dan silikon untuk bekerja.
|
block.overdrive-dome.description = Menambahkan kecepatan pada bangunan di sekitarnya. Membutuhkan phase fabric dan silikon untuk bekerja. Efek Pemercepat tidak dapat ditumpuk.
|
||||||
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik.
|
block.payload-conveyor.description = Memindahkan muatan yang besar, seperti unit dari pabrik.
|
||||||
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran.
|
block.payload-router.description = Membagi muatan masukan menjadi 3 arah keluaran.
|
||||||
block.ground-factory.description = Memproduksi unit darat. Hasil unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
block.ground-factory.description = Memproduksi unit darat. Hasil unit dapat digunakan secara langsung, atau dipindahkan ke rekonstruktor untuk ditingkatkan.
|
||||||
@@ -2238,7 +2266,7 @@ block.repair-turret.description = Memulihkan unit terdekat yang sekarat dalam ja
|
|||||||
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
block.core-bastion.description = Inti markas. Terlindungi. Jika hancur, sektor jatuh ke tangan musuh.
|
||||||
block.core-citadel.description = Inti markas. Sangat terlindungi. Menyimpan lebih banyak sumber daya dari pada Inti Bastion.
|
block.core-citadel.description = Inti markas. Sangat terlindungi. Menyimpan lebih banyak sumber daya dari pada Inti Bastion.
|
||||||
block.core-acropolis.description = Inti markas. Sangat amat terlindungi. Menyimpan lebih banyak sumber daya dari pada Inti Citadel.
|
block.core-acropolis.description = Inti markas. Sangat amat terlindungi. Menyimpan lebih banyak sumber daya dari pada Inti Citadel.
|
||||||
block.breach.description = Menembakkan amunisi berilium atau tungsten yang menusuk ke arah musuh.
|
block.breach.description = Menembakkan amunisi yang menusuk ke arah musuh.
|
||||||
block.diffuse.description = Menembakkan semburan peluru dalam kerucut yang lebar. Mendorong musuh kebelakang.
|
block.diffuse.description = Menembakkan semburan peluru dalam kerucut yang lebar. Mendorong musuh kebelakang.
|
||||||
block.sublimate.description = Menembakkan pancaran api terus menerus ke arah musuh. Menembus pelindung.
|
block.sublimate.description = Menembakkan pancaran api terus menerus ke arah musuh. Menembus pelindung.
|
||||||
block.titan.description = Menembakkan peluru artileri eksplosif besar ke target darat. Membutuhkan hidrogen.
|
block.titan.description = Menembakkan peluru artileri eksplosif besar ke target darat. Membutuhkan hidrogen.
|
||||||
@@ -2254,27 +2282,27 @@ block.electric-heater.description = Pemanas yang menghadap ke arah blok. Membutu
|
|||||||
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Membutuhkan lava.
|
block.slag-heater.description = Pemanas yang menghadap ke arah blok. Membutuhkan lava.
|
||||||
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Membutuhkan phase fabric.
|
block.phase-heater.description = Pemanas yang menghadap ke arah blok. Membutuhkan phase fabric.
|
||||||
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
block.heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
||||||
block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.small-heat-redirector.description = Mengalihkan akumulasi panas ke blok lain.
|
||||||
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
|
block.heat-router.description = Menyebarkan akumulasi panas ke tiga arah.
|
||||||
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon.
|
block.electrolyzer.description = Mengubah air menjadi gas hidrogen dan ozon.
|
||||||
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Membutuhkan panas.
|
block.atmospheric-concentrator.description = Mengkonsentrasikan nitrogen dari atmosfer. Membutuhkan panas.
|
||||||
block.surge-crucible.description = Membentuk Paduan Logam dari lava dan silikon. Membutuhkan panas.
|
block.surge-crucible.description = Membentuk Paduan Logam dari lava dan silikon. Membutuhkan panas.
|
||||||
block.phase-synthesizer.description = Mensintesis phase fabric dari torium, pasir, dan ozon. Membutuhkan panas.
|
block.phase-synthesizer.description = Mensintesis phase fabric dari torium, pasir, dan ozon. Membutuhkan panas.
|
||||||
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Membutuhkan panas.
|
block.carbide-crucible.description = Memadukan grafit dan tungsten menjadi karbida. Membutuhkan panas.
|
||||||
block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkycite dan grafit. Membutuhkan panas.
|
block.cyanogen-synthesizer.description = Mensintesis sianogen dari arkisit dan grafit. Membutuhkan panas.
|
||||||
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Membutuhkan lava.
|
block.slag-incinerator.description = Membakar benda atau cairan yang tidak mudah menguap. Membutuhkan lava.
|
||||||
block.vent-condenser.description = Mengondensasi gas ventilasi ke dalam air. Membutuhkan tenaga.
|
block.vent-condenser.description = Mengondensasi gas ventilasi ke dalam air. Membutuhkan tenaga.
|
||||||
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Membutuhkan daya dalam jumlah kecil.
|
block.plasma-bore.description = Saat ditempatkan menghadap dinding bijih, mengeluarkan bahan tanpa batas. Membutuhkan daya dalam jumlah kecil.
|
||||||
block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan thorium. Membutuhkan hidrogen dan tenaga.
|
block.large-plasma-bore.description = Bor plasma yang lebih besar. Mampu menambang tungsten dan torium. Membutuhkan hidrogen dan tenaga.
|
||||||
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Membutuhkan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
|
block.cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Membutuhkan tenaga. Efisiensi bervariasi berdasarkan jenis dinding.
|
||||||
block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
|
block.large-cliff-crusher.description = Menghancurkan dinding, mengeluarkan pasir tanpa batas. Membutuhkan tenaga dan ozon. Efisiensi bervariasi berdasarkan jenis dinding. Gunakan Tungsten untuk meningkatkan efisiensi (Opsional).
|
||||||
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Membutuhkan listrik dan air.
|
block.impact-drill.description = Saat ditempatkan pada bijih, mengeluarkan bahan dalam ledakan tanpa batas. Membutuhkan listrik dan air.
|
||||||
block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang thorium. Membutuhkan hidrogen.
|
block.eruption-drill.description = Bor tumbukan yang ditingkatkan. Mampu menambang torium. Membutuhkan hidrogen.
|
||||||
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
|
block.reinforced-conduit.description = Memindahkan cairan ke depan. Tidak menerima masukkan ke samping.
|
||||||
block.reinforced-liquid-router.description = Mendistribusikan cairan secara merata ke semua sisi.
|
block.reinforced-liquid-router.description = Mendistribusikan cairan secara merata ke semua sisi.
|
||||||
block.reinforced-liquid-tank.description = Menyimpan sejumlah besar cairan.
|
block.reinforced-liquid-tank.description = Menyimpan sejumlah besar cairan.
|
||||||
block.reinforced-liquid-container.description = Menyimpan jumlah cairan yang cukup besar.
|
block.reinforced-liquid-container.description = Menyimpan jumlah cairan yang cukup besar.
|
||||||
block.reinforced-bridge-conduit.description = Memindahkan cairan melintasi bangunan dan medan.
|
block.reinforced-bridge-conduit.description = Memindahkan cairan melintasi medan dan bangunan
|
||||||
block.reinforced-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan hidrogen.
|
block.reinforced-pump.description = Memompa dan mengeluarkan cairan. Membutuhkan hidrogen.
|
||||||
block.beryllium-wall.description = Melindungi bangunan dari proyektil musuh.
|
block.beryllium-wall.description = Melindungi bangunan dari proyektil musuh.
|
||||||
block.beryllium-wall-large.description = Melindungi bangunan dari proyektil musuh.
|
block.beryllium-wall-large.description = Melindungi bangunan dari proyektil musuh.
|
||||||
@@ -2290,19 +2318,19 @@ block.duct.description = Memindahkan barang ke depan. Hanya mampu menyimpan satu
|
|||||||
block.armored-duct.description = Memindahkan barang ke depan. Tidak menerima masukan dari samping.
|
block.armored-duct.description = Memindahkan barang ke depan. Tidak menerima masukan dari samping.
|
||||||
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
block.duct-router.description = Mendistribusikan barang secara merata ke tiga arah. Hanya menerima barang dari sisi belakang. Dapat dikonfigurasi sebagai penyortir barang.
|
||||||
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
block.overflow-duct.description = Hanya mengeluarkan barang ke samping jika jalur depan diblokir.
|
||||||
block.duct-bridge.description = Memindahkan barang di atas bangunan dan medan.
|
block.duct-bridge.description = Memindahkan barang di atas medan dan bangunan
|
||||||
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
block.duct-unloader.description = Membongkarkan barang yang dipilih dari blok di belakangnya. Tidak dapat membongkar dari inti.
|
||||||
block.underflow-duct.description = Di seberang saluran pelimpah. Keluaran ke depan jika jalur kiri dan kanan terhalang.
|
block.underflow-duct.description = Kebalikan dari pipa luapan. Mengeluarkan barang ke depan jika jalur kiri dan kanan terblokir.
|
||||||
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran yang bersilangan.
|
block.reinforced-liquid-junction.description = Bertindak sebagai persimpangan antara dua saluran penyeberangan.
|
||||||
block.surge-conveyor.description = Memindahkan barang secara berkelompok. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-conveyor.description = Memindahkan barang secara berkelompok. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor lonjakan. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
block.surge-router.description = Mendistribusikan barang secara merata ke tiga arah dari konveyor lonjakan. Dapat dipercepat dengan tenaga. Menghantarkan tenaga.
|
||||||
block.unit-cargo-loader.description = Membuat drone kargo. Drone secara otomatis mendistribusikan barang ke Titik Bongkar muatan Kargo dengan filter yang cocok.
|
block.unit-cargo-loader.description = Membuat unit kargo. Unit kargo secara otomatis mendistribusikan barang ke titik bongkar muatan unit kargo dengan filter yang cocok.
|
||||||
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan drone kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
block.unit-cargo-unload-point.description = Bertindak sebagai titik bongkar muatan unit kargo. Menerima barang yang cocok dengan filter yang dipilih.
|
||||||
block.beam-node.description = Mentransmisikan daya ke blok lain secara ortogonal. Menyimpan sejumlah kecil daya.
|
block.beam-node.description = Mentransmisikan daya ke blok lain secara ortogonal. Menyimpan sejumlah kecil daya.
|
||||||
block.beam-tower.description = Mentransmisikan daya ke blok lain secara ortogonal. Menyimpan sejumlah besar daya. Jarak jauh.
|
block.beam-tower.description = Mentransmisikan daya ke blok lain secara ortogonal. Menyimpan sejumlah besar daya. Jarak jauh.
|
||||||
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
block.turbine-condenser.description = Menghasilkan tenaga ketika ditempatkan pada ventilasi. Menghasilkan sedikit air.
|
||||||
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkycite dan ozon.
|
block.chemical-combustion-chamber.description = Menghasilkan tenaga dari arkisit dan ozon.
|
||||||
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan terak. Menghasilkan air sebagai produk sampingan.
|
block.pyrolysis-generator.description = Menghasilkan tenaga dalam jumlah besar dari arkisit dan lava. Menghasilkan air sebagai produk sampingan.
|
||||||
block.flux-reactor.description = Menghasilkan daya dalam jumlah besar ketika dipanaskan. Membutuhkan sianogen sebagai penstabil. Daya yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
block.flux-reactor.description = Menghasilkan daya dalam jumlah besar ketika dipanaskan. Membutuhkan sianogen sebagai penstabil. Daya yang dihasilkan dan kebutuhan sianogen sebanding dengan panas yang masuk.\nMeledak jika sianogen yang disediakan tidak mencukupi.
|
||||||
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan phase fabric untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
block.neoplasia-reactor.description = Menggunakan arkisit, air, dan phase fabric untuk menghasilkan daya dalam jumlah besar. Menghasilkan panas dan neoplasma yang berbahaya sebagai produk sampingan.\nMeledak hebat jika neoplasma tidak dikeluarkan dari reaktor melalui saluran.
|
||||||
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
block.build-tower.description = Secara otomatis membangun kembali bangunan dalam jangkauan dan membantu unit lain dalam konstruksi.
|
||||||
@@ -2338,7 +2366,7 @@ unit.reign.description = Menembak semua musuh terdekat dengan rentetan peluru ta
|
|||||||
unit.nova.description = Menembak baut laser yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang.
|
unit.nova.description = Menembak baut laser yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang.
|
||||||
unit.pulsar.description = Menembak petir yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang.
|
unit.pulsar.description = Menembak petir yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang.
|
||||||
unit.quasar.description = Menembak sinar laser yang dapat menembus bangunan yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang. Memiliki perisai.
|
unit.quasar.description = Menembak sinar laser yang dapat menembus bangunan yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat terbang. Memiliki perisai.
|
||||||
unit.vela.description = Menembak sinar laser besar dan kontinu yang dapat merusak musuh, membakarnya dan memperbaiki bangunan sekutu. Dapat terbang.
|
unit.vela.description = Menembak sinar laser besar secara terus menerus yang dapat merusak musuh, membakarnya dan memperbaiki bangunan sekutu. Dapat terbang.
|
||||||
unit.corvus.description = Menembak sinar laser besar yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat berjalan diatas hampir semua medan.
|
unit.corvus.description = Menembak sinar laser besar yang dapat merusak musuh dan memperbaiki bangunan sekutu. Dapat berjalan diatas hampir semua medan.
|
||||||
unit.crawler.description = Berlari menuju musuh dan menghancurkan dirinya, yang dapat menghasilkan ledakan besar.
|
unit.crawler.description = Berlari menuju musuh dan menghancurkan dirinya, yang dapat menghasilkan ledakan besar.
|
||||||
unit.atrax.description = Menembak musuh dengan cairan lava kepada target darat. Dapat berjalan diatas hampir semua medan.
|
unit.atrax.description = Menembak musuh dengan cairan lava kepada target darat. Dapat berjalan diatas hampir semua medan.
|
||||||
@@ -2350,7 +2378,7 @@ unit.horizon.description = Menjatuhkan gugusan bom kepada musuh darat.
|
|||||||
unit.zenith.description = Menembak misil kepada musuh terdekat.
|
unit.zenith.description = Menembak misil kepada musuh terdekat.
|
||||||
unit.antumbra.description = Menembak rentetan peluru kepada musuh terdekat.
|
unit.antumbra.description = Menembak rentetan peluru kepada musuh terdekat.
|
||||||
unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru kepada musuh terdekat.
|
unit.eclipse.description = Menembak dua sinar laser dan rentetan peluru kepada musuh terdekat.
|
||||||
unit.mono.description = Menambang tembaga dan timah secara otomatis, membawanya menuju inti.
|
unit.mono.description = Menambang tembaga dan timah secara otomatis, menyimpannya ke dalam inti.
|
||||||
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
unit.poly.description = Membangun kembali bangunan yang hancur secara otomatis dan membantu unit lain dalam pembangunan.
|
||||||
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
unit.mega.description = Memperbaiki bangunan secara otomatis. Dapat membawa bangunan dan unit darat kecil.
|
||||||
unit.quad.description = Menjatuhkan bom besar kepada target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
unit.quad.description = Menjatuhkan bom besar kepada target darat, yang bisa memberbaiki bangunan sekutu dan merusak musuh. Dapat membawa unit darat berukuran sedang.
|
||||||
@@ -2359,10 +2387,10 @@ unit.risso.description = Menembak rentetan misil dan peluru kepada semua musuh t
|
|||||||
unit.minke.description = Menembak cangkang pembakar dan peluru standar kepada musuh darat terdekat.
|
unit.minke.description = Menembak cangkang pembakar dan peluru standar kepada musuh darat terdekat.
|
||||||
unit.bryde.description = Menembak artileri jarak jauh dan misil kepada musuh.
|
unit.bryde.description = Menembak artileri jarak jauh dan misil kepada musuh.
|
||||||
unit.sei.description = Menembak rentetan misil dan peluru yang dapat menembus pelindung kepada musuh.
|
unit.sei.description = Menembak rentetan misil dan peluru yang dapat menembus pelindung kepada musuh.
|
||||||
unit.omura.description = Menembak railgun jarak jauh kepada musuh. Dapat memproduksi unit flare.
|
unit.omura.description = Menembak senapan rel jarak jauh penembus kepada musuh. Dapat memproduksi unit Flare.
|
||||||
unit.alpha.description = Melindungi Inti Bagian dari musuh. Dapat membangun struktur.
|
unit.alpha.description = Melindungi Inti Shard dari musuh. Dapat membangun struktur.
|
||||||
unit.beta.description = Melindungi Inti Fondasi dari musuh. Dapat membangun struktur.
|
unit.beta.description = Melindungi Inti Foundation dari musuh. Dapat membangun struktur.
|
||||||
unit.gamma.description = Melindungi Inti Nukleus dari musuh. Dapat membangun struktur.
|
unit.gamma.description = Melindungi Inti Nucleus dari musuh. Dapat membangun struktur.
|
||||||
unit.retusa.description = Menembak torpedo pelacak. Memperbaiki unit sekutu.
|
unit.retusa.description = Menembak torpedo pelacak. Memperbaiki unit sekutu.
|
||||||
unit.oxynoe.description = Menembak aliran api pada musuh terdekat. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan.
|
unit.oxynoe.description = Menembak aliran api pada musuh terdekat. Menargetkan proyektil musuh terdekat dengan titik menara pertahanan.
|
||||||
unit.cyerce.description = Menembak misil yang membidik otomatis secara beruntun pada musuh. Memperbaiki unit sekutu.
|
unit.cyerce.description = Menembak misil yang membidik otomatis secara beruntun pada musuh. Memperbaiki unit sekutu.
|
||||||
@@ -2385,13 +2413,14 @@ unit.avert.description = Menembak sepasang peluru yang memutar pada musuh.
|
|||||||
unit.obviate.description = Menembak sepasang bola listrik yang memutar pada musuh.
|
unit.obviate.description = Menembak sepasang bola listrik yang memutar pada musuh.
|
||||||
unit.quell.description = Menembak misil pelacak jarak jauh pada musuh. Menahan bangunan perbaikan musuh.
|
unit.quell.description = Menembak misil pelacak jarak jauh pada musuh. Menahan bangunan perbaikan musuh.
|
||||||
unit.disrupt.description = Menembak misil pelacak penekanan jarak jauh pada musuh. Menahan bangunan perbaikan musuh.
|
unit.disrupt.description = Menembak misil pelacak penekanan jarak jauh pada musuh. Menahan bangunan perbaikan musuh.
|
||||||
unit.evoke.description = Membangun struktur untuk melindungi inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.evoke.description = Membangun struktur untuk melindungi Inti Bastion. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.incite.description = Membangun struktur untuk melindungi inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
unit.incite.description = Membangun struktur untuk melindungi Inti Citadel. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2.
|
||||||
unit.emanate.description = Membangun struktur untuk melindungi inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
unit.emanate.description = Membangun struktur untuk melindungi Inti Acropolis. Memperbaiki bangunan dengan sebuah sinar. Dapat membawa bangunan hingga ukuran 2x2
|
||||||
|
|
||||||
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
lst.read = Membaca angka dari memori sel yang dihubungkan.
|
||||||
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
lst.write = Menulis angka ke memori sel yang dihubungkan.
|
||||||
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
lst.print = Menambahkan teks ke daftar cetak.\nTidak dapat menampilkan apapun sampai [accent]Print Flush[] dipakai.
|
||||||
|
lst.printchar = Tambahkan karakter UTF-16 atau ikon konten ke buffer cetak.\nTidak menampilkan apa pun sampai [accent]Print Flush[] digunakan.
|
||||||
lst.format = Ganti placeholder berikutnya di buffer teks dengan sebuah nilai.\nTidak melakukan apa pun jika pola placeholder tidak valid.\nPola placeholder: "{[accent]nomor 0-9[]}"\nContoh:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Ganti placeholder berikutnya di buffer teks dengan sebuah nilai.\nTidak melakukan apa pun jika pola placeholder tidak valid.\nPola placeholder: "{[accent]nomor 0-9[]}"\nContoh:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
lst.draw = Menambahkan perintah ke daftar gambar.\nTidak dapat menampilkan apapun sampai [accent]Draw Flush[] dipakai.
|
||||||
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
lst.drawflush = Mengeluarkan perintah [accent]Draw[] dari daftar antrean untuk ditampilkan.
|
||||||
@@ -2433,7 +2462,7 @@ lst.sync = Sinkronkan variabel di seluruh jaringan.\nHanya dipanggil paling bany
|
|||||||
lst.playsound = Memutar suara. \nVolume dan kontrol suara dapat berupa nilai global, atau dihitung berdasarkan posisi.
|
lst.playsound = Memutar suara. \nVolume dan kontrol suara dapat berupa nilai global, atau dihitung berdasarkan posisi.
|
||||||
lst.makemarker = Buat penanda logika baru di dunia.\nSebuah ID untuk mengidentifikasi penanda ini harus disediakan.\nPenanda saat ini dibatasi hingga 20.000 per dunia.
|
lst.makemarker = Buat penanda logika baru di dunia.\nSebuah ID untuk mengidentifikasi penanda ini harus disediakan.\nPenanda saat ini dibatasi hingga 20.000 per dunia.
|
||||||
lst.setmarker = Tetapkan properti untuk penanda.\nID yang digunakan harus sama dengan instruksi Membuat Marker.
|
lst.setmarker = Tetapkan properti untuk penanda.\nID yang digunakan harus sama dengan instruksi Membuat Marker.
|
||||||
lst.localeprint = Tambahkan nilai properti peta lokal ke buffer teks.\nUntuk menyetel paket peta lokal di editor peta, cek [accent]Info Peta > Paket Local[].\nJika klien adalah perangkat seluler, coba cetak properti yang diakhiri dengan ".mobile" terlebih dahulu.
|
lst.localeprint = Tambahkan nilai properti peta lokal ke buffer teks.\nUntuk menyetel paket peta lokal di penyunting peta, cek [accent]Info Peta > Paket Lokal[].\nJika klien adalah perangkat seluler, coba cetak properti yang diakhiri dengan ".mobile" terlebih dahulu.
|
||||||
|
|
||||||
lglobal.false = 0
|
lglobal.false = 0
|
||||||
lglobal.true = 1
|
lglobal.true = 1
|
||||||
@@ -2444,7 +2473,7 @@ lglobal.@degToRad = Mengalikan dengan angka ini untuk mengubah derajat ke radian
|
|||||||
lglobal.@radToDeg = Mengalikan dengan angka ini untuk mengubah radian ke derajat
|
lglobal.@radToDeg = Mengalikan dengan angka ini untuk mengubah radian ke derajat
|
||||||
|
|
||||||
lglobal.@time = Waktu main dari simpanan saat ini, dalam milidetik
|
lglobal.@time = Waktu main dari simpanan saat ini, dalam milidetik
|
||||||
lglobal.@tick = Waktu main dari simpanan saat ini, dalam tick (1 detik = 60 ticks)
|
lglobal.@tick = Waktu main dari simpanan saat ini, dalam tick (1 detik = 60 tick)
|
||||||
lglobal.@second = Waktu main dari simpanan saat ini, dalam detik
|
lglobal.@second = Waktu main dari simpanan saat ini, dalam detik
|
||||||
lglobal.@minute = Waktu main dari simpanan saat ini, dalam menit
|
lglobal.@minute = Waktu main dari simpanan saat ini, dalam menit
|
||||||
lglobal.@waveNumber = Angka gelombang saat ini, jika gelombang diaktifkan
|
lglobal.@waveNumber = Angka gelombang saat ini, jika gelombang diaktifkan
|
||||||
@@ -2571,7 +2600,7 @@ lenum.player = Unit yang dikendalikan oleh pemain.
|
|||||||
|
|
||||||
lenum.ore = Bahan tambang.
|
lenum.ore = Bahan tambang.
|
||||||
lenum.damaged = Bangunan sekutu yang rusak.
|
lenum.damaged = Bangunan sekutu yang rusak.
|
||||||
lenum.spawn = Titik munculnya musuh.\nDapat berupa inti atau suatu posisi.
|
lenum.spawn = Titik mendaratnya musuh.\nDapat berupa inti atau suatu posisi.
|
||||||
lenum.building = Bangunan dalam suatu kumpulan.
|
lenum.building = Bangunan dalam suatu kumpulan.
|
||||||
|
|
||||||
lenum.core = Inti apapun.
|
lenum.core = Inti apapun.
|
||||||
@@ -2609,6 +2638,7 @@ unitlocate.building = Mengeluarkan variabel untuk bangunan yang terlihat.
|
|||||||
unitlocate.outx = Mengeluarkan koordinat X.
|
unitlocate.outx = Mengeluarkan koordinat X.
|
||||||
unitlocate.outy = Mengeluarkan koordinat Y.
|
unitlocate.outy = Mengeluarkan koordinat Y.
|
||||||
unitlocate.group = Kumpulan bangunan yang akan dicari.
|
unitlocate.group = Kumpulan bangunan yang akan dicari.
|
||||||
|
|
||||||
playsound.limit = Jika benar, cegah suara ini diputar \njika sudah diputar pada frame yang sama.
|
playsound.limit = Jika benar, cegah suara ini diputar \njika sudah diputar pada frame yang sama.
|
||||||
|
|
||||||
lenum.idle = Tidak bergerak, namun tetap membangun/menambang.\nSifat awalan.
|
lenum.idle = Tidak bergerak, namun tetap membangun/menambang.\nSifat awalan.
|
||||||
@@ -2616,21 +2646,21 @@ lenum.stop = Berhenti bergerak/menambang/membangun.
|
|||||||
lenum.unbind = Mematikan kendali logika.\nLanjutkan A.I. standar.
|
lenum.unbind = Mematikan kendali logika.\nLanjutkan A.I. standar.
|
||||||
lenum.move = Bergerak ke posisi yang ditentukan.
|
lenum.move = Bergerak ke posisi yang ditentukan.
|
||||||
lenum.approach = Mendekati posisi dalam radius.
|
lenum.approach = Mendekati posisi dalam radius.
|
||||||
lenum.pathfind = Mencari arah ke tempat munculnya musuh.
|
lenum.pathfind = Mencari arah ke tempat pendaratan musuh.
|
||||||
lenum.autopathfind = Secara otomatis menemukan jalur ke inti atau zona pendaratan musuh terdekat.\nIni sama dengan pathfinding musuh pada gelombang standar.
|
lenum.autopathfind = Secara otomatis menemukan jalur ke inti atau zona pendaratan musuh terdekat.\nIni sama dengan pathfinding musuh pada gelombang standar.
|
||||||
lenum.target = Menembak pada posisi.
|
lenum.target = Menembak pada posisi.
|
||||||
lenum.targetp = Menembak target dengan perkiraan kecepatan.
|
lenum.targetp = Menembak target dengan perkiraan kecepatan.
|
||||||
lenum.itemdrop = Menjatuhkan bahan.
|
lenum.itemdrop = Menjatuhkan bahan.
|
||||||
lenum.itemtake = Mengambil bahan dari suatu bangunan.
|
lenum.itemtake = Mengambil bahan dari suatu bangunan.
|
||||||
lenum.paydrop = Menurunkan muatan yang ada.
|
lenum.paydrop = Menurunkan muatan yang ada.
|
||||||
lenum.paytake = Mengangkut muatan pada lokasi ini.
|
lenum.paytake = Membawa muatan pada lokasi ini.
|
||||||
lenum.payenter = Masuk/mendarat pada blok muatan yang saat ini unit sedang berdiri.
|
lenum.payenter = Masuk/mendarat pada blok muatan yang saat ini unit sedang berdiri.
|
||||||
lenum.flag = Tanda numerik unit.
|
lenum.flag = Tanda numerik unit.
|
||||||
lenum.mine = Menambang pada sebuah posisi.
|
lenum.mine = Menambang pada sebuah posisi.
|
||||||
lenum.build = Membangun sebuah sttruktur.
|
lenum.build = Membangun sebuah struktur.
|
||||||
lenum.getblock = Ambil tipe bangunan, lantai dan blok pada koordinat.\nUnit harus berada dalam jangkauan posisinya, jika tidak maka null akan dikembalikan.
|
lenum.getblock = Ambil tipe bangunan, lantai dan blok pada koordinat.\nUnit harus berada dalam jangkauan posisinya, jika tidak maka null akan dikembalikan.
|
||||||
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
|
lenum.within = Memeriksa apakah unit di dekat suatu posisi.
|
||||||
lenum.boost = Mulai/berhenti memdorong.
|
lenum.boost = Mulai/berhenti pendorong.
|
||||||
|
|
||||||
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket peta lokal atau paket game.
|
lenum.flushtext = Flush cetak konten buffer ke penanda, jika ada.\nJika pengambilan disetel ke true, coba ambil properti dari paket peta lokal atau paket game.
|
||||||
lenum.texture = Nama tekstur langsung dari atlas tekstur game (menggunakan gaya penamaan kebab-case).\nJika printFlush disetel ke true, gunakan konten buffer teks sebagai argumen teks.
|
lenum.texture = Nama tekstur langsung dari atlas tekstur game (menggunakan gaya penamaan kebab-case).\nJika printFlush disetel ke true, gunakan konten buffer teks sebagai argumen teks.
|
||||||
@@ -2639,3 +2669,29 @@ lenum.autoscale = Apakah akan menskalakan penanda sesuai dengan tingkat zoom pem
|
|||||||
lenum.posi = Posisi terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai posisi pertama.
|
lenum.posi = Posisi terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai posisi pertama.
|
||||||
lenum.uvi = Posisi tekstur mulai dari nol hingga satu, digunakan untuk penanda segi empat.
|
lenum.uvi = Posisi tekstur mulai dari nol hingga satu, digunakan untuk penanda segi empat.
|
||||||
lenum.colori = Warna terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai warna pertama.
|
lenum.colori = Warna terindeks, digunakan untuk penanda garis dan segi empat dengan indeks nol sebagai warna pertama.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -13,7 +13,7 @@ link.google-play.description = Elenco di Google Play Store
|
|||||||
link.f-droid.description = Catalogo F-Droid
|
link.f-droid.description = Catalogo F-Droid
|
||||||
link.wiki.description = Wiki ufficiale di Mindustry
|
link.wiki.description = Wiki ufficiale di Mindustry
|
||||||
link.suggestions.description = Suggerisci nuove funzionalità
|
link.suggestions.description = Suggerisci nuove funzionalità
|
||||||
link.bug.description = Found one? Report it here
|
link.bug.description = Trovato uno? Segnalalo qui
|
||||||
linkopen = Questo server ti ha inviato un link, sicuro di volerlo aprire?\n\n[sky]{0}
|
linkopen = Questo server ti ha inviato un link, sicuro di volerlo aprire?\n\n[sky]{0}
|
||||||
linkfail = Impossibile aprire il link! L'URL è stato copiato negli appunti.
|
linkfail = Impossibile aprire il link! L'URL è stato copiato negli appunti.
|
||||||
screenshot = Screenshot salvato a {0}
|
screenshot = Screenshot salvato a {0}
|
||||||
@@ -45,7 +45,7 @@ mods.browser.selected = Mod selezionata
|
|||||||
mods.browser.add = Installa mod
|
mods.browser.add = Installa mod
|
||||||
mods.browser.reinstall = Reinstalla mod
|
mods.browser.reinstall = Reinstalla mod
|
||||||
mods.browser.view-releases = Vedi versioni
|
mods.browser.view-releases = Vedi versioni
|
||||||
mods.browser.noreleases = [scarlet]Nessuna versione trovata\n[accent]Cerca se la mod ha delle versioni
|
mods.browser.noreleases = [scarlet]Nessuna versione trovata\n[accent]Cerca se la mod ha delle versioni
|
||||||
mods.browser.latest = <Ultima versione>
|
mods.browser.latest = <Ultima versione>
|
||||||
mods.browser.releases = Versioni
|
mods.browser.releases = Versioni
|
||||||
mods.github.open = Repo
|
mods.github.open = Repo
|
||||||
@@ -153,8 +153,8 @@ mod.erroredcontent = [scarlet]Errori di Contenuto
|
|||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Incomplete Dependencies
|
||||||
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
|
mod.requiresversion.details = Richiede la versione del gioco: [accent]{0}[]\nIl tuo gioco è obsoleto. Questa mod richiede una versione più recente del gioco (possibilmente una versione beta/alpha) per funzionare.
|
||||||
mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
|
mod.outdatedv7.details = Questa mod è incompatibile con l'ultima versione del gioco. L'autore deve aggiornarla e aggiungere [accent]minGameVersion: 136[] al suo file [accent]mod.json[].
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = Questa mod è stata messa manualmente nella blacklist perchè provoca crash o altri problemi in questa versione del gioco. Non usarla.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
||||||
@@ -700,25 +700,29 @@ objective.build = [accent]Costruisci: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
|||||||
objective.buildunit = [accent]Costruisci unità: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
objective.buildunit = [accent]Costruisci unità: [][lightgray]{0}[]x\n{1}[lightgray]{2}
|
||||||
objective.destroyunits = [accent]Distruggi: [][lightgray]{0}[]x unità
|
objective.destroyunits = [accent]Distruggi: [][lightgray]{0}[]x unità
|
||||||
objective.enemiesapproaching = [accent]Nemici in arrivo tra [lightgray]{0}[]
|
objective.enemiesapproaching = [accent]Nemici in arrivo tra [lightgray]{0}[]
|
||||||
objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[]
|
objective.enemyescelating = [accent]Produzione nemica in aumento tra [lightgray]{0}[]
|
||||||
objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[]
|
objective.enemyairunits = [accent]La produzione aerea nemica comincia tra [lightgray]{0}[]
|
||||||
objective.destroycore = [accent]Distruggi il nucleo nemico
|
objective.destroycore = [accent]Distruggi il nucleo nemico
|
||||||
objective.command = [accent]Comanda Unità
|
objective.command = [accent]Comanda Unità
|
||||||
objective.nuclearlaunch = [accent]⚠ Lancio nucleare rilevaato: [lightgray]{0}
|
objective.nuclearlaunch = [accent]⚠ Lancio nucleare rilevato: [lightgray]{0}
|
||||||
announce.nuclearstrike = [red]⚠ COLPO NUCLEARE IN ARRIVO ⚠
|
announce.nuclearstrike = [red]⚠ COLPO NUCLEARE IN ARRIVO ⚠
|
||||||
|
|
||||||
loadout = Equipaggiamento
|
loadout = Equipaggiamento
|
||||||
resources = Risorse
|
resources = Risorse
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Blocchi Banditi
|
bannedblocks = Blocchi Banditi
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Obbiettivi
|
objectives = Obbiettivi
|
||||||
bannedunits = Unità bandite
|
bannedunits = Unità bandite
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Aggiungi Tutti
|
addall = Aggiungi Tutti
|
||||||
launch.from = Partenza da: [accent]{0}
|
launch.from = Partenza da: [accent]{0}
|
||||||
launch.capacity = Capacità di lancio oggetti: [accent]{0}
|
launch.capacity = Capacità di lancio oggetti: [accent]{0}
|
||||||
launch.destination = Destinazione: {0}
|
launch.destination = Destinazione: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Il valore deve essere un numero compresto tra 0 e {0}.
|
configure.invalid = Il valore deve essere un numero compresto tra 0 e {0}.
|
||||||
add = Aggiungi...
|
add = Aggiungi...
|
||||||
guardian = Guardiano
|
guardian = Guardiano
|
||||||
@@ -727,7 +731,7 @@ connectfail = [scarlet]Impossibile connettersi al server:\n\n[accent] {0}
|
|||||||
error.unreachable = Server irraggiungibile. L'indirizzo è scritto correttamente?
|
error.unreachable = Server irraggiungibile. L'indirizzo è scritto correttamente?
|
||||||
error.invalidaddress = Indirizzo non valido.
|
error.invalidaddress = Indirizzo non valido.
|
||||||
error.timedout = Tempo scaduto!\nAssicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto!
|
error.timedout = Tempo scaduto!\nAssicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto!
|
||||||
error.mismatch = Errore dei pacchetti:\nPossibile discordanza della versione client/server.\nAssicurati che tu e l'host possiediate l'ultima versione di Mindustry!
|
error.mismatch = Errore dei pacchetti:\nPossibile discordanza della versione client/server.\nAssicurati che tu e l'host possediate l'ultima versione di Mindustry!
|
||||||
error.alreadyconnected = Già connesso.
|
error.alreadyconnected = Già connesso.
|
||||||
error.mapnotfound = Mappa non trovata!
|
error.mapnotfound = Mappa non trovata!
|
||||||
error.io = Errore I/O di rete.
|
error.io = Errore I/O di rete.
|
||||||
@@ -757,7 +761,9 @@ sectors.stored = Immagazzinato:
|
|||||||
sectors.resume = Riprendi
|
sectors.resume = Riprendi
|
||||||
sectors.launch = Lancia
|
sectors.launch = Lancia
|
||||||
sectors.select = Seleziona
|
sectors.select = Seleziona
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]nessuno (sole)
|
sectors.nonelaunch = [lightgray]nessuno (sole)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rinomina Settore
|
sectors.rename = Rinomina Settore
|
||||||
sectors.enemybase = [scarlet]Base Nemica
|
sectors.enemybase = [scarlet]Base Nemica
|
||||||
sectors.vulnerable = [scarlet]Vulnerabile
|
sectors.vulnerable = [scarlet]Vulnerabile
|
||||||
@@ -765,7 +771,7 @@ sectors.underattack = [scarlet]Sotto attacco! [accent]{0}% danneggiato
|
|||||||
sectors.underattack.nodamage = [scarlet]Non catturato
|
sectors.underattack.nodamage = [scarlet]Non catturato
|
||||||
sectors.survives = [accent]Sopravvissuto a {0} ondate
|
sectors.survives = [accent]Sopravvissuto a {0} ondate
|
||||||
sectors.go = Lancia
|
sectors.go = Lancia
|
||||||
sector.abandon = Abandona
|
sector.abandon = Abbandona
|
||||||
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
sector.abandon.confirm = Il nucleo/i di questo settore si auto-distruggeranno.\nContinuare?
|
||||||
sector.curcapture = Settore Catturato
|
sector.curcapture = Settore Catturato
|
||||||
sector.curlost = Settore Perso
|
sector.curlost = Settore Perso
|
||||||
@@ -1018,6 +1024,7 @@ stat.buildspeedmultiplier = Moltiplicatore velocità di costruzione
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunità
|
stat.immunities = Immunità
|
||||||
stat.healing = Rigenerazione
|
stat.healing = Rigenerazione
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Campo di Forza
|
ability.forcefield = Campo di Forza
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1065,6 +1072,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
bar.onlycoredeposit = Concesso solo il deposito al nucleo
|
||||||
|
|
||||||
bar.drilltierreq = Miglior Trivella Richiesta
|
bar.drilltierreq = Miglior Trivella Richiesta
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Risorse Mancanti
|
bar.noresources = Risorse Mancanti
|
||||||
bar.corereq = Nucleo Richiesto
|
bar.corereq = Nucleo Richiesto
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1073,6 +1081,7 @@ bar.drillspeed = Velocità Scavo: {0}/s
|
|||||||
bar.pumpspeed = Velocità di Pompaggio: {0}/s
|
bar.pumpspeed = Velocità di Pompaggio: {0}/s
|
||||||
bar.efficiency = Efficienza: {0}%
|
bar.efficiency = Efficienza: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energia: {0}/s
|
bar.powerbalance = Energia: {0}/s
|
||||||
bar.powerstored = Immagazzinata: {0}/{1}
|
bar.powerstored = Immagazzinata: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
@@ -1083,6 +1092,7 @@ bar.capacity = Capacità: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Liquido
|
bar.liquid = Liquido
|
||||||
bar.heat = Calore
|
bar.heat = Calore
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instabilità
|
bar.instability = Instabilità
|
||||||
bar.heatamount = Calore: {0}
|
bar.heatamount = Calore: {0}
|
||||||
bar.heatpercent = Calore: {0} ({1}%)
|
bar.heatpercent = Calore: {0} ({1}%)
|
||||||
@@ -1107,6 +1117,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frammentazione:
|
bullet.frags = [stat]{0}[lightgray]x frammentazione:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
|
bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
|
bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
bullet.knockback = [stat]{0}[lightgray] contraccolpo
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perforazione
|
bullet.pierce = [stat]{0}[lightgray]x perforazione
|
||||||
bullet.infinitepierce = [stat]perforazione
|
bullet.infinitepierce = [stat]perforazione
|
||||||
@@ -1133,6 +1144,7 @@ unit.minutes = minuti
|
|||||||
unit.persecond = /s
|
unit.persecond = /s
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x velocità
|
unit.timesspeed = x velocità
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = salute scudo
|
unit.shieldhealth = salute scudo
|
||||||
unit.items = oggetti
|
unit.items = oggetti
|
||||||
@@ -1209,11 +1221,13 @@ setting.mutemusic.name = Silenzia Musica
|
|||||||
setting.sfxvol.name = Volume Effetti
|
setting.sfxvol.name = Volume Effetti
|
||||||
setting.mutesound.name = Silenzia Suoni
|
setting.mutesound.name = Silenzia Suoni
|
||||||
setting.crashreport.name = Invia rapporti anonimi sugli arresti anomali
|
setting.crashreport.name = Invia rapporti anonimi sugli arresti anomali
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Salvataggi Automatici
|
setting.savecreate.name = Salvataggi Automatici
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limite Giocatori
|
setting.playerlimit.name = Limite Giocatori
|
||||||
setting.chatopacity.name = Opacità Chat
|
setting.chatopacity.name = Opacità Chat
|
||||||
setting.lasersopacity.name = Opacità Raggi Energetici
|
setting.lasersopacity.name = Opacità Raggi Energetici
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Opacità Nastri e Condotti Sopraelevati
|
setting.bridgeopacity.name = Opacità Nastri e Condotti Sopraelevati
|
||||||
setting.playerchat.name = Mostra Chat
|
setting.playerchat.name = Mostra Chat
|
||||||
setting.showweather.name = Mostra grafica del meteo
|
setting.showweather.name = Mostra grafica del meteo
|
||||||
@@ -1369,12 +1383,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Moltiplicatore Vita Unità
|
rules.unithealthmultiplier = Moltiplicatore Vita Unità
|
||||||
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
rules.unitdamagemultiplier = Moltiplicatore Danno Unità
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Moltiplicatore energia solare
|
rules.solarmultiplier = Moltiplicatore energia solare
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limite dimensioni mappa
|
rules.limitarea = Limite dimensioni mappa
|
||||||
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
rules.enemycorebuildradius = Raggio di protezione del Nucleo Nemico dalle costruzioni:[lightgray] (blocchi)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Tempo fra Ondate:[lightgray] (secondi)
|
rules.wavespacing = Tempo fra Ondate:[lightgray] (secondi)
|
||||||
rules.initialwavespacing = Tempo per la prima ondata:[lightgray] (sec)
|
rules.initialwavespacing = Tempo per la prima ondata:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Moltiplicatore Costo Costruzione
|
rules.buildcostmultiplier = Moltiplicatore Costo Costruzione
|
||||||
@@ -1397,6 +1413,9 @@ rules.title.planet = pianeta
|
|||||||
rules.lighting = Illuminazione
|
rules.lighting = Illuminazione
|
||||||
rules.fog = Nebbia di guerra
|
rules.fog = Nebbia di guerra
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fuoco
|
rules.fire = Fuoco
|
||||||
@@ -1455,7 +1474,7 @@ liquid.gallium.name = Gallio
|
|||||||
liquid.ozone.name = Ozono
|
liquid.ozone.name = Ozono
|
||||||
liquid.hydrogen.name = Idrogeno
|
liquid.hydrogen.name = Idrogeno
|
||||||
liquid.nitrogen.name = Azoto
|
liquid.nitrogen.name = Azoto
|
||||||
liquid.cyanogen.name = Cyanogen
|
liquid.cyanogen.name = Cianogeno
|
||||||
|
|
||||||
unit.dagger.name = Pugnalatore
|
unit.dagger.name = Pugnalatore
|
||||||
unit.mace.name = Randellatore
|
unit.mace.name = Randellatore
|
||||||
@@ -1718,6 +1737,8 @@ block.meltdown.name = Fusione
|
|||||||
block.foreshadow.name = Tenebra
|
block.foreshadow.name = Tenebra
|
||||||
block.container.name = Contenitore
|
block.container.name = Contenitore
|
||||||
block.launch-pad.name = Ascensore Spaziale
|
block.launch-pad.name = Ascensore Spaziale
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segmentatore
|
block.segment.name = Segmentatore
|
||||||
block.ground-factory.name = Fabbrica Terrestre
|
block.ground-factory.name = Fabbrica Terrestre
|
||||||
block.air-factory.name = Fabbrica Aerea
|
block.air-factory.name = Fabbrica Aerea
|
||||||
@@ -1922,12 +1943,12 @@ hint.skip = Salta
|
|||||||
hint.desktopMove = Usa [accent][[WASD][] per muoverti.
|
hint.desktopMove = Usa [accent][[WASD][] per muoverti.
|
||||||
hint.zoom = [accent]Scorri[] per aumentare o ridurre la visuale.
|
hint.zoom = [accent]Scorri[] per aumentare o ridurre la visuale.
|
||||||
hint.desktopShoot = [accent][[Click-sinistro][] per sparare.
|
hint.desktopShoot = [accent][[Click-sinistro][] per sparare.
|
||||||
hint.depositItems = Per trasferire oggetti, trascinadalla tua nave al nucleo.
|
hint.depositItems = Per trasferire oggetti, trascina dalla tua nave al nucleo.
|
||||||
hint.respawn = Per rinascere come nave, premi [accent][[V][].
|
hint.respawn = Per rinascere come nave, premi [accent][[V][].
|
||||||
hint.respawn.mobile = Hai cambiato il controllo a unità/strutture. Per rinascere come nave, [accent]tocca the l'avatar in alto a sinistra.[]
|
hint.respawn.mobile = Hai cambiato il controllo a unità/strutture. Per rinascere come nave, [accent]tocca the l'avatar in alto a sinistra.[]
|
||||||
hint.desktopPause = Premi[accent][[Space][] per mettere in pausa o riprendere il gioco.
|
hint.desktopPause = Premi[accent][[Space][] per mettere in pausa o riprendere il gioco.
|
||||||
hint.breaking = [accent]Click-destro[] e trascina per distruggere blocchi.
|
hint.breaking = [accent]Click-destro[] e trascina per distruggere blocchi.
|
||||||
hint.breaking.mobile = Attivita il \ue817 [accent]martello[] in fondo a destra e tocca per distruggere blocchi.\n\nTieni premuto il tuo dito per un secondo e trascina per distruggere blocchi in una selezione.
|
hint.breaking.mobile = Attiva il \ue817 [accent]martello[] in fondo a destra e tocca per distruggere blocchi.\n\nTieni premuto il tuo dito per un secondo e trascina per distruggere blocchi in una selezione.
|
||||||
hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
|
hint.blockInfo = View information of a block by selecting it in the [accent]build menu[], then selecting the [accent][[?][] button at the right.
|
||||||
hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
|
hint.derelict = [accent]Derelict[] structures are broken remnants of old bases that no longer function.\n\nThese structures can be [accent]deconstructed[] for resources.
|
||||||
hint.research = Usa il pulsante \ue875 [accent]Scopri[] per scoprire nuova tecnologia.
|
hint.research = Usa il pulsante \ue875 [accent]Scopri[] per scoprire nuova tecnologia.
|
||||||
@@ -2157,7 +2178,9 @@ block.vault.description = Immagazzina grandi quantità di oggetti di ogni tipo.
|
|||||||
block.container.description = Imagazzina piccole quantità di oggetti di ogni tipo. Può essere svuotato con uno scaricatore.
|
block.container.description = Imagazzina piccole quantità di oggetti di ogni tipo. Può essere svuotato con uno scaricatore.
|
||||||
block.unloader.description = Scarica l'oggetto selezionato dai blocchi adiacenti.
|
block.unloader.description = Scarica l'oggetto selezionato dai blocchi adiacenti.
|
||||||
block.launch-pad.description = Lancia lotti di oggetti ai settori selezionati.
|
block.launch-pad.description = Lancia lotti di oggetti ai settori selezionati.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Spara proiettili ai nemici.
|
block.duo.description = Spara proiettili ai nemici.
|
||||||
block.scatter.description = Spara agglomerati di piombo, rottami o vetro metallico ai nemici aerei.
|
block.scatter.description = Spara agglomerati di piombo, rottami o vetro metallico ai nemici aerei.
|
||||||
block.scorch.description = Incenerisce qualsiasi unità terrena nelle vicinanze. Altamente efficace a distanza ravvicinata.
|
block.scorch.description = Incenerisce qualsiasi unità terrena nelle vicinanze. Altamente efficace a distanza ravvicinata.
|
||||||
@@ -2353,6 +2376,7 @@ unit.emanate.description = Costruisce strutture per difendere il nucleo dell'Acr
|
|||||||
lst.read = Leggi un numero da una cella di memoria collegata.
|
lst.read = Leggi un numero da una cella di memoria collegata.
|
||||||
lst.write = Scrivi un numero in una cella di memoria collegata.
|
lst.write = Scrivi un numero in una cella di memoria collegata.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2572,3 +2596,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -715,14 +715,18 @@ loadout = ロードアウト
|
|||||||
resources = 資源
|
resources = 資源
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = 禁止ブロック
|
bannedblocks = 禁止ブロック
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = オブジェクティブ
|
objectives = オブジェクティブ
|
||||||
bannedunits = 禁止ユニット
|
bannedunits = 禁止ユニット
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = 「禁止ユニット」以外を禁止する(ホワイトリスト)
|
bannedunits.whitelist = 「禁止ユニット」以外を禁止する(ホワイトリスト)
|
||||||
bannedblocks.whitelist = 「禁止ブロック」以外を禁止する(ホワイトリスト)
|
bannedblocks.whitelist = 「禁止ブロック」以外を禁止する(ホワイトリスト)
|
||||||
addall = すべて追加
|
addall = すべて追加
|
||||||
launch.from = [accent]{0}[] からの発射
|
launch.from = [accent]{0}[] からの発射
|
||||||
launch.capacity = 発射アイテム容量: [accent]{0}
|
launch.capacity = 発射アイテム容量: [accent]{0}
|
||||||
launch.destination = 目的地: {0}
|
launch.destination = 目的地: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = 値は 0 から {0} の間でなければなりません。
|
configure.invalid = 値は 0 から {0} の間でなければなりません。
|
||||||
add = 追加...
|
add = 追加...
|
||||||
guardian = ガーディアン
|
guardian = ガーディアン
|
||||||
@@ -761,7 +765,9 @@ sectors.stored = コアの資源:
|
|||||||
sectors.resume = 再開
|
sectors.resume = 再開
|
||||||
sectors.launch = 打ち上げ
|
sectors.launch = 打ち上げ
|
||||||
sectors.select = 選択
|
sectors.select = 選択
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]無し (sun)
|
sectors.nonelaunch = [lightgray]無し (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = セクター名を変更
|
sectors.rename = セクター名を変更
|
||||||
sectors.enemybase = [scarlet]敵基地
|
sectors.enemybase = [scarlet]敵基地
|
||||||
sectors.vulnerable = [scarlet]脆弱
|
sectors.vulnerable = [scarlet]脆弱
|
||||||
@@ -1024,6 +1030,7 @@ stat.buildspeedmultiplier = 建築速度倍率
|
|||||||
stat.reactive = 反応
|
stat.reactive = 反応
|
||||||
stat.immunities = 耐性
|
stat.immunities = 耐性
|
||||||
stat.healing = 治癒
|
stat.healing = 治癒
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = フォースフィールド
|
ability.forcefield = フォースフィールド
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1071,6 +1078,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = コアにのみ搬入できます。
|
bar.onlycoredeposit = コアにのみ搬入できます。
|
||||||
|
|
||||||
bar.drilltierreq = より高性能なドリルを使用してください
|
bar.drilltierreq = より高性能なドリルを使用してください
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = 不足している資源
|
bar.noresources = 不足している資源
|
||||||
bar.corereq = コアベースが必要
|
bar.corereq = コアベースが必要
|
||||||
bar.corefloor = コアゾーンタイルが必要
|
bar.corefloor = コアゾーンタイルが必要
|
||||||
@@ -1079,6 +1087,7 @@ bar.drillspeed = 採掘速度: {0}/秒
|
|||||||
bar.pumpspeed = ポンプの速度: {0}/s
|
bar.pumpspeed = ポンプの速度: {0}/s
|
||||||
bar.efficiency = 効率: {0}%
|
bar.efficiency = 効率: {0}%
|
||||||
bar.boost = ブースト: +{0}%
|
bar.boost = ブースト: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = 電力均衡: {0}/秒
|
bar.powerbalance = 電力均衡: {0}/秒
|
||||||
bar.powerstored = 総蓄電量: {0}/{1}
|
bar.powerstored = 総蓄電量: {0}/{1}
|
||||||
bar.poweramount = 蓄電量: {0}
|
bar.poweramount = 蓄電量: {0}
|
||||||
@@ -1089,6 +1098,7 @@ bar.capacity = 容量: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = 液体
|
bar.liquid = 液体
|
||||||
bar.heat = 熱
|
bar.heat = 熱
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = 不安定度
|
bar.instability = 不安定度
|
||||||
bar.heatamount = 熱: {0}
|
bar.heatamount = 熱: {0}
|
||||||
bar.heatpercent = 熱: {0} ({1}%)
|
bar.heatpercent = 熱: {0} ({1}%)
|
||||||
@@ -1113,6 +1123,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x ライトニング ~ [stat]{1}[lightgray] ダメージ
|
bullet.lightning = [stat]{0}[lightgray]x ライトニング ~ [stat]{1}[lightgray] ダメージ
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
bullet.knockback = [stat]{0}[lightgray] ノックバック
|
||||||
bullet.pierce = [stat]{0}[lightgray]x レーザー弾
|
bullet.pierce = [stat]{0}[lightgray]x レーザー弾
|
||||||
bullet.infinitepierce = [stat]レーザー弾
|
bullet.infinitepierce = [stat]レーザー弾
|
||||||
@@ -1139,6 +1150,7 @@ unit.minutes = 分
|
|||||||
unit.persecond = /秒
|
unit.persecond = /秒
|
||||||
unit.perminute = /分
|
unit.perminute = /分
|
||||||
unit.timesspeed = 倍の速度
|
unit.timesspeed = 倍の速度
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = シールド
|
unit.shieldhealth = シールド
|
||||||
unit.items = アイテム
|
unit.items = アイテム
|
||||||
@@ -1215,11 +1227,13 @@ setting.mutemusic.name = 音楽をミュート
|
|||||||
setting.sfxvol.name = 効果音 音量
|
setting.sfxvol.name = 効果音 音量
|
||||||
setting.mutesound.name = 効果音をミュート
|
setting.mutesound.name = 効果音をミュート
|
||||||
setting.crashreport.name = 匿名でクラッシュレポートを送信する
|
setting.crashreport.name = 匿名でクラッシュレポートを送信する
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = 自動保存
|
setting.savecreate.name = 自動保存
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = プレイヤー数制限
|
setting.playerlimit.name = プレイヤー数制限
|
||||||
setting.chatopacity.name = チャットの透明度
|
setting.chatopacity.name = チャットの透明度
|
||||||
setting.lasersopacity.name = 電線の透明度
|
setting.lasersopacity.name = 電線の透明度
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = ブリッジの透明度
|
setting.bridgeopacity.name = ブリッジの透明度
|
||||||
setting.playerchat.name = ゲーム内にチャットを表示
|
setting.playerchat.name = ゲーム内にチャットを表示
|
||||||
setting.showweather.name = 天気のグラフィックを表示
|
setting.showweather.name = 天気のグラフィックを表示
|
||||||
@@ -1375,12 +1389,14 @@ rules.unitcostmultiplier = ユニットの製造コスト倍率
|
|||||||
rules.unithealthmultiplier = ユニットの体力倍率
|
rules.unithealthmultiplier = ユニットの体力倍率
|
||||||
rules.unitdamagemultiplier = ユニットのダメージ倍率
|
rules.unitdamagemultiplier = ユニットのダメージ倍率
|
||||||
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
rules.unitcrashdamagemultiplier = ユニットの衝突ダメージ倍率
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = 太陽光の倍率
|
rules.solarmultiplier = 太陽光の倍率
|
||||||
rules.unitcapvariable = コア数によってユニット上限を変動
|
rules.unitcapvariable = コア数によってユニット上限を変動
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = 基礎ユニット上限数
|
rules.unitcap = 基礎ユニット上限数
|
||||||
rules.limitarea = マップエリアを制限
|
rules.limitarea = マップエリアを制限
|
||||||
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
rules.enemycorebuildradius = 敵コア周辺の建設禁止区域の半径:[lightgray] (タイル)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = ウェーブ間の待機時間:[lightgray] (秒)
|
rules.wavespacing = ウェーブ間の待機時間:[lightgray] (秒)
|
||||||
rules.initialwavespacing = 第1ウェーブの待機時間 [lightgray] (秒)
|
rules.initialwavespacing = 第1ウェーブの待機時間 [lightgray] (秒)
|
||||||
rules.buildcostmultiplier = 建設コストの倍率
|
rules.buildcostmultiplier = 建設コストの倍率
|
||||||
@@ -1403,6 +1419,9 @@ rules.title.planet = 惑星
|
|||||||
rules.lighting = 霧
|
rules.lighting = 霧
|
||||||
rules.fog = 戦場の霧
|
rules.fog = 戦場の霧
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = 火災
|
rules.fire = 火災
|
||||||
@@ -1721,6 +1740,8 @@ block.meltdown.name = メルトダウン
|
|||||||
block.foreshadow.name = フォーシャドウ
|
block.foreshadow.name = フォーシャドウ
|
||||||
block.container.name = コンテナー
|
block.container.name = コンテナー
|
||||||
block.launch-pad.name = 発射台
|
block.launch-pad.name = 発射台
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = セグメント
|
block.segment.name = セグメント
|
||||||
block.ground-factory.name = 陸軍工場
|
block.ground-factory.name = 陸軍工場
|
||||||
block.air-factory.name = 空軍工場
|
block.air-factory.name = 空軍工場
|
||||||
@@ -2161,7 +2182,9 @@ block.vault.description = 各種類のアイテムを大量に保管します。
|
|||||||
block.container.description = 各種類のアイテムを少量ずつ保管します。隣接するコンテナーやボール卜、コアは一つのストレージユニットとして扱われます。 [lightgray]搬出機[]を使って、コンテナーからアイテムを搬出できます。
|
block.container.description = 各種類のアイテムを少量ずつ保管します。隣接するコンテナーやボール卜、コアは一つのストレージユニットとして扱われます。 [lightgray]搬出機[]を使って、コンテナーからアイテムを搬出できます。
|
||||||
block.unloader.description = コンテナやボールト、コアからアイテムをコンベアーか隣接するブロックに搬出します。搬出機をタップして搬出するアイテムを変更することができます。
|
block.unloader.description = コンテナやボールト、コアからアイテムをコンベアーか隣接するブロックに搬出します。搬出機をタップして搬出するアイテムを変更することができます。
|
||||||
block.launch-pad.description = 離脱することなく、アイテムを回収することができます。
|
block.launch-pad.description = 離脱することなく、アイテムを回収することができます。
|
||||||
block.launch-pad.details = 資源を地点間で輸送するための軌道上システムです。ペイロードポッドは壊れやすく、再突入に耐えることができません。
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = 小さく安価なタレットです。
|
block.duo.description = 小さく安価なタレットです。
|
||||||
block.scatter.description = 中規模の対空型タレットです。敵に鉛やスクラップの塊、メタガラスを分散するように発射します。
|
block.scatter.description = 中規模の対空型タレットです。敵に鉛やスクラップの塊、メタガラスを分散するように発射します。
|
||||||
block.scorch.description = 近くの地上の敵を燃やします。近距離だと非常に効果的です。
|
block.scorch.description = 近くの地上の敵を燃やします。近距離だと非常に効果的です。
|
||||||
@@ -2357,6 +2380,7 @@ unit.emanate.description = アクロポリスコアを敵から守ります。\n
|
|||||||
lst.read = リンクされたメモリセルから数値を読み取ります。
|
lst.read = リンクされたメモリセルから数値を読み取ります。
|
||||||
lst.write = リンクされたメモリセルに数値を書き込みます。
|
lst.write = リンクされたメモリセルに数値を書き込みます。
|
||||||
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
lst.print = メッセージブロックにテキストを追加します。[accent]Print Flush[] を使用するまで何も表示しません。
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
lst.draw = ロジックディスプレイに操作を追加します。[accent]Draw Flush[] を使用するまで何も表示しません。
|
||||||
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
lst.drawflush = キューに入れられた [accent]Draw[] 操作をディスプレイにフラッシュします。
|
||||||
@@ -2576,3 +2600,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -729,14 +729,18 @@ loadout = 출격
|
|||||||
resources = 자원
|
resources = 자원
|
||||||
resources.max = 최대
|
resources.max = 최대
|
||||||
bannedblocks = 금지된 블록
|
bannedblocks = 금지된 블록
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = 목표
|
objectives = 목표
|
||||||
bannedunits = 금지된 기체
|
bannedunits = 금지된 기체
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = 금지된 기체만 활성화
|
bannedunits.whitelist = 금지된 기체만 활성화
|
||||||
bannedblocks.whitelist = 금지된 블록만 활성화
|
bannedblocks.whitelist = 금지된 블록만 활성화
|
||||||
addall = 모두 추가
|
addall = 모두 추가
|
||||||
launch.from = 출격 출발지: [accent]{0}[]
|
launch.from = 출격 출발지: [accent]{0}[]
|
||||||
launch.capacity = 출격 자원 용량: [accent]{0}
|
launch.capacity = 출격 자원 용량: [accent]{0}
|
||||||
launch.destination = 목적지: {0}
|
launch.destination = 목적지: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = 해당 값은 0에서 {0} 사이의 숫자여야 합니다.
|
configure.invalid = 해당 값은 0에서 {0} 사이의 숫자여야 합니다.
|
||||||
add = 추가...
|
add = 추가...
|
||||||
guardian = 수호자
|
guardian = 수호자
|
||||||
@@ -776,7 +780,9 @@ sectors.stored = 저장량:
|
|||||||
sectors.resume = 재개
|
sectors.resume = 재개
|
||||||
sectors.launch = 출격
|
sectors.launch = 출격
|
||||||
sectors.select = 선택
|
sectors.select = 선택
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]없음 (태양)[]
|
sectors.nonelaunch = [lightgray]없음 (태양)[]
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = 지역 이름 변경하기
|
sectors.rename = 지역 이름 변경하기
|
||||||
sectors.enemybase = [scarlet]적 기지[]
|
sectors.enemybase = [scarlet]적 기지[]
|
||||||
sectors.vulnerable = [scarlet]취약함[]
|
sectors.vulnerable = [scarlet]취약함[]
|
||||||
@@ -1042,6 +1048,7 @@ stat.buildspeedmultiplier = 건설속도 배수
|
|||||||
stat.reactive = 작용 받음
|
stat.reactive = 작용 받음
|
||||||
stat.immunities = 상태이상 면역
|
stat.immunities = 상태이상 면역
|
||||||
stat.healing = 회복량
|
stat.healing = 회복량
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = 보호막 필드
|
ability.forcefield = 보호막 필드
|
||||||
ability.forcefield.description = 탄약을 흡수하는 보호막을 만들어냄
|
ability.forcefield.description = 탄약을 흡수하는 보호막을 만들어냄
|
||||||
@@ -1089,6 +1096,7 @@ ability.stat.buildtime = [stat]{0} 초[lightgray] 건설 시간
|
|||||||
|
|
||||||
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
bar.onlycoredeposit = 코어에만 투입할 수 있습니다
|
||||||
bar.drilltierreq = 더 좋은 드릴 필요
|
bar.drilltierreq = 더 좋은 드릴 필요
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = 자원 부족
|
bar.noresources = 자원 부족
|
||||||
bar.corereq = 기본 코어 필요
|
bar.corereq = 기본 코어 필요
|
||||||
bar.corefloor = 코어 구역 타일 필요
|
bar.corefloor = 코어 구역 타일 필요
|
||||||
@@ -1097,6 +1105,7 @@ bar.drillspeed = 드릴 속도: {0}/s
|
|||||||
bar.pumpspeed = 펌프 속도: {0}/s
|
bar.pumpspeed = 펌프 속도: {0}/s
|
||||||
bar.efficiency = 효율: {0}%
|
bar.efficiency = 효율: {0}%
|
||||||
bar.boost = 가속: +{0}%
|
bar.boost = 가속: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = 전력: {0}/s
|
bar.powerbalance = 전력: {0}/s
|
||||||
bar.powerstored = 저장량: {0}/{1}
|
bar.powerstored = 저장량: {0}/{1}
|
||||||
bar.poweramount = 전력: {0}
|
bar.poweramount = 전력: {0}
|
||||||
@@ -1107,6 +1116,7 @@ bar.capacity = 용량: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = 액체
|
bar.liquid = 액체
|
||||||
bar.heat = 발열
|
bar.heat = 발열
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = 불안정
|
bar.instability = 불안정
|
||||||
bar.heatamount = 열: {0}
|
bar.heatamount = 열: {0}
|
||||||
bar.heatpercent = 열: {0} ({1}%)
|
bar.heatpercent = 열: {0} ({1}%)
|
||||||
@@ -1131,6 +1141,7 @@ bullet.interval = [stat]{0}/sec[lightgray] 간격 탄환:
|
|||||||
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][]
|
||||||
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][]
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][]
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
bullet.knockback = [stat]{0}[lightgray] 넉백[][]
|
||||||
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
bullet.pierce = [stat]{0}[lightgray]번 관통[][]
|
||||||
bullet.infinitepierce = [stat]관통[]
|
bullet.infinitepierce = [stat]관통[]
|
||||||
@@ -1157,6 +1168,7 @@ unit.minutes = 분
|
|||||||
unit.persecond = /초
|
unit.persecond = /초
|
||||||
unit.perminute = /분
|
unit.perminute = /분
|
||||||
unit.timesspeed = x 배
|
unit.timesspeed = x 배
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = 보호막 체력
|
unit.shieldhealth = 보호막 체력
|
||||||
unit.items = 자원
|
unit.items = 자원
|
||||||
@@ -1233,11 +1245,13 @@ setting.mutemusic.name = 음소거
|
|||||||
setting.sfxvol.name = 효과음 크기
|
setting.sfxvol.name = 효과음 크기
|
||||||
setting.mutesound.name = 소리 끄기
|
setting.mutesound.name = 소리 끄기
|
||||||
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
|
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = 자동 저장 활성화
|
setting.savecreate.name = 자동 저장 활성화
|
||||||
setting.steampublichost.name = 공개 게임 가시성
|
setting.steampublichost.name = 공개 게임 가시성
|
||||||
setting.playerlimit.name = 플레이어 제한
|
setting.playerlimit.name = 플레이어 제한
|
||||||
setting.chatopacity.name = 채팅창 투명도
|
setting.chatopacity.name = 채팅창 투명도
|
||||||
setting.lasersopacity.name = 전선 투명도
|
setting.lasersopacity.name = 전선 투명도
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = 터널 투명도
|
setting.bridgeopacity.name = 터널 투명도
|
||||||
setting.playerchat.name = 채팅 말풍선 표시
|
setting.playerchat.name = 채팅 말풍선 표시
|
||||||
setting.showweather.name = 날씨 그래픽 표시
|
setting.showweather.name = 날씨 그래픽 표시
|
||||||
@@ -1396,12 +1410,14 @@ rules.unitcostmultiplier = 유닛 비용 배수
|
|||||||
rules.unithealthmultiplier = 유닛 체력 배수
|
rules.unithealthmultiplier = 유닛 체력 배수
|
||||||
rules.unitdamagemultiplier = 유닛 피해량 배수
|
rules.unitdamagemultiplier = 유닛 피해량 배수
|
||||||
rules.unitcrashdamagemultiplier = 유닛 파손 피해량 배수
|
rules.unitcrashdamagemultiplier = 유닛 파손 피해량 배수
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = 태양광 전력 배수
|
rules.solarmultiplier = 태양광 전력 배수
|
||||||
rules.unitcapvariable = 코어 유닛 수 제한 추가
|
rules.unitcapvariable = 코어 유닛 수 제한 추가
|
||||||
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
rules.unitpayloadsexplode = 들어올린 화물 유닛과 함께 폭발
|
||||||
rules.unitcap = 기본 유닛 제한
|
rules.unitcap = 기본 유닛 제한
|
||||||
rules.limitarea = 맵 영역 제한
|
rules.limitarea = 맵 영역 제한
|
||||||
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
rules.enemycorebuildradius = 적 코어 건설금지 범위:[lightgray] (타일)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = 단계 간격:[lightgray] (초)
|
rules.wavespacing = 단계 간격:[lightgray] (초)
|
||||||
rules.initialwavespacing = 첫 단계 간격:[lightgray] (초)
|
rules.initialwavespacing = 첫 단계 간격:[lightgray] (초)
|
||||||
rules.buildcostmultiplier = 건설 비용 배수
|
rules.buildcostmultiplier = 건설 비용 배수
|
||||||
@@ -1424,6 +1440,9 @@ rules.title.planet = 행성
|
|||||||
rules.lighting = 조명 표시
|
rules.lighting = 조명 표시
|
||||||
rules.fog = 전장의 안개
|
rules.fog = 전장의 안개
|
||||||
rules.invasions = 적 지역 침공
|
rules.invasions = 적 지역 침공
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = 적 스폰 표시
|
rules.showspawns = 적 스폰 표시
|
||||||
rules.randomwaveai = 무작위 단계 AI
|
rules.randomwaveai = 무작위 단계 AI
|
||||||
rules.fire = 방화 허용
|
rules.fire = 방화 허용
|
||||||
@@ -1745,6 +1764,8 @@ block.meltdown.name = 멜트다운
|
|||||||
block.foreshadow.name = 포어쉐도우
|
block.foreshadow.name = 포어쉐도우
|
||||||
block.container.name = 컨테이너
|
block.container.name = 컨테이너
|
||||||
block.launch-pad.name = 지역 자원 수송기
|
block.launch-pad.name = 지역 자원 수송기
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = 세그먼트
|
block.segment.name = 세그먼트
|
||||||
block.ground-factory.name = 지상 공장
|
block.ground-factory.name = 지상 공장
|
||||||
block.air-factory.name = 항공 공장
|
block.air-factory.name = 항공 공장
|
||||||
@@ -2194,7 +2215,9 @@ block.vault.description = 각 종류별로 많은 양의 자원을 저장합니
|
|||||||
block.container.description = 각 종류별로 적은 양의 자원을 저장합니다. 코어 옆에 배치하면 저장 용량을 확장합니다. 언로더를 사용하여 내용물을 빼낼 수 있습니다.
|
block.container.description = 각 종류별로 적은 양의 자원을 저장합니다. 코어 옆에 배치하면 저장 용량을 확장합니다. 언로더를 사용하여 내용물을 빼낼 수 있습니다.
|
||||||
block.unloader.description = 선택한 자원을 근처의 블록에서 빼냅니다. 수송 블록 및 포탑을 대상으로 작동하지 않습니다.
|
block.unloader.description = 선택한 자원을 근처의 블록에서 빼냅니다. 수송 블록 및 포탑을 대상으로 작동하지 않습니다.
|
||||||
block.launch-pad.description = 선택한 지역으로 자원을 출격합니다.
|
block.launch-pad.description = 선택한 지역으로 자원을 출격합니다.
|
||||||
block.launch-pad.details = 지역간 자원 운송을 위한 보조 궤도 시스템. 화물 추진체는 부서지기 쉽고 재진입이 불가능합니다.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = 적을 향해 번갈아 탄환을 발사합니다.
|
block.duo.description = 적을 향해 번갈아 탄환을 발사합니다.
|
||||||
block.scatter.description = 공중 목표물을 향해 납, 고철, 또는 강화유리 조각 덩어리를 발사합니다.
|
block.scatter.description = 공중 목표물을 향해 납, 고철, 또는 강화유리 조각 덩어리를 발사합니다.
|
||||||
block.scorch.description = 주변의 모든 지상 적을 불태웁니다. 근거리에서 매우 효과적입니다.
|
block.scorch.description = 주변의 모든 지상 적을 불태웁니다. 근거리에서 매우 효과적입니다.
|
||||||
@@ -2395,6 +2418,7 @@ unit.emanate.description = 코어: 도심을 지켜내기 위해 구조물을
|
|||||||
lst.read = 연결된 메모리 셀에서 숫자를 읽습니다.
|
lst.read = 연결된 메모리 셀에서 숫자를 읽습니다.
|
||||||
lst.write = 연결된 메모리 셀에 숫자를 작성합니다.
|
lst.write = 연결된 메모리 셀에 숫자를 작성합니다.
|
||||||
lst.print = 프린트 버퍼에 텍스트를 추가합니다.\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
|
lst.print = 프린트 버퍼에 텍스트를 추가합니다.\n[accent]Print Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = 텍스트 버퍼의 다음 플레이스홀더를 값으로 바꿉니다.\n자리 표시자 패턴이 유효하지 않은 경우 아무것도 하지 않습니다.\n플레이스홀더 패턴: "{[accent]number 0-9[]}"\n예:\n[accent]print "test {0}"\nformat "example"
|
lst.format = 텍스트 버퍼의 다음 플레이스홀더를 값으로 바꿉니다.\n자리 표시자 패턴이 유효하지 않은 경우 아무것도 하지 않습니다.\n플레이스홀더 패턴: "{[accent]number 0-9[]}"\n예:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = 드로잉 버퍼에 실행문을 추가합니다.\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
|
lst.draw = 드로잉 버퍼에 실행문을 추가합니다.\n[accent]Draw Flush[]가 사용되기 전까진 아무것도 보여주지 않습니다.
|
||||||
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력합니다.
|
lst.drawflush = 대기중인 [accent]Draw[]실행문을 디스플레이에 출력합니다.
|
||||||
@@ -2643,3 +2667,29 @@ lenum.autoscale = 플레이어의 확대/축소 레벨에 맞춰 마커의 크
|
|||||||
lenum.posi = 인덱스 위치. 라인 및 쿼드 마커에 사용되며 인덱스 0이 첫 번째 위치입니.
|
lenum.posi = 인덱스 위치. 라인 및 쿼드 마커에 사용되며 인덱스 0이 첫 번째 위치입니.
|
||||||
lenum.uvi = 0에서 1까지의 텍스처 위치, 쿼드 마커에 사용.
|
lenum.uvi = 0에서 1까지의 텍스처 위치, 쿼드 마커에 사용.
|
||||||
lenum.colori = 인덱스된 위치, 인덱스 0이 첫 번째 색상이며 라인 및 쿼드 마커에 사용.
|
lenum.colori = 인덱스된 위치, 인덱스 0이 첫 번째 색상이며 라인 및 쿼드 마커에 사용.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -13,18 +13,18 @@ link.google-play.description = Google Play parduotuvės elementas
|
|||||||
link.f-droid.description = F-Droid katalogo elementas
|
link.f-droid.description = F-Droid katalogo elementas
|
||||||
link.wiki.description = Oficialus Mindustry wiki
|
link.wiki.description = Oficialus Mindustry wiki
|
||||||
link.suggestions.description = Pasiūlykite naujas funkcijas
|
link.suggestions.description = Pasiūlykite naujas funkcijas
|
||||||
link.bug.description = Found one? Report it here
|
link.bug.description = Radot vieną? Praneškite čia
|
||||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
linkopen = Šis serveris atsiuntė jums nuorodą. Ar jūs norite atidaryti ją?\n\n[sky]{0}
|
||||||
linkfail = Nepavyko atidaryti nuorodos!\nURL nukopijuotas į jūsų iškarpinę.
|
linkfail = Nepavyko atidaryti nuorodos!\nURL nukopijuotas į jūsų iškarpinę.
|
||||||
screenshot = Ekrano kopija išsaugota į {0}
|
screenshot = Ekrano kopija išsaugota į {0}
|
||||||
screenshot.invalid = Žemėlapis yra per didelis, potencialiai nepakanka vietos išsaugoti ekrano kopiją.
|
screenshot.invalid = Žemėlapis yra per didelis, potencialiai nepakanka vietos išsaugoti ekrano kopiją.
|
||||||
gameover = Žaidimas Baigtas
|
gameover = Žaidimas Baigtas
|
||||||
gameover.disconnect = Disconnect
|
gameover.disconnect = Atsijungti
|
||||||
gameover.pvp = [accent] {0}[] komanda laimėjo!
|
gameover.pvp = [accent] {0}[] komanda laimėjo!
|
||||||
gameover.waiting = [accent]Waiting for next map...
|
gameover.waiting = [accent]Laukiama kito žemėlapio...
|
||||||
highscore = [accent]Naujas rekordas!
|
highscore = [accent]Naujas rekordas!
|
||||||
copied = Nukopijuota.
|
copied = Nukopijuota.
|
||||||
indev.notready = This part of the game isn't ready yet
|
indev.notready = Ši žaidimo dalis dar neparuošta
|
||||||
|
|
||||||
load.sound = Garsai
|
load.sound = Garsai
|
||||||
load.map = Žemėlapiai
|
load.map = Žemėlapiai
|
||||||
@@ -40,23 +40,23 @@ be.updating = Naujinama...
|
|||||||
be.ignore = Ignoruoti
|
be.ignore = Ignoruoti
|
||||||
be.noupdates = Naujinimų nerasta.
|
be.noupdates = Naujinimų nerasta.
|
||||||
be.check = Ieškoti naujinimų
|
be.check = Ieškoti naujinimų
|
||||||
mods.browser = Mod Browser
|
mods.browser = Modifikacijų naršyklė
|
||||||
mods.browser.selected = Selected mod
|
mods.browser.selected = Parinkta modifikacija
|
||||||
mods.browser.add = Install
|
mods.browser.add = Įdiegti
|
||||||
mods.browser.reinstall = Reinstall
|
mods.browser.reinstall = Perdiegti
|
||||||
mods.browser.view-releases = View Releases
|
mods.browser.view-releases = Pažiūrėti leidimus
|
||||||
mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
|
mods.browser.noreleases = [scarlet]Nerasti jokių leidimų\n[accent]Nėjo rasti leidimų šiai modifikacijai. Patikrinkite ar modifikacijos repo yra paskelbtų leidimų.
|
||||||
mods.browser.latest = <Latest>
|
mods.browser.latest = <Naujausia>
|
||||||
mods.browser.releases = Releases
|
mods.browser.releases = Leidimai
|
||||||
mods.github.open = Repo
|
mods.github.open = Repo
|
||||||
mods.github.open-release = Release Page
|
mods.github.open-release = Leidimų puslapis
|
||||||
mods.browser.sortdate = Sort by recent
|
mods.browser.sortdate = Rūšioti pagal naujausius
|
||||||
mods.browser.sortstars = Sort by stars
|
mods.browser.sortstars = Rūšiuoti pagal žvaigždes
|
||||||
|
|
||||||
schematic = Schema
|
schematic = Schema
|
||||||
schematic.add = Išsaugoti schemą...
|
schematic.add = Išsaugoti schemą...
|
||||||
schematics = Schemos
|
schematics = Schemos
|
||||||
schematic.search = Search schematics...
|
schematic.search = Ieškoti schemas...
|
||||||
schematic.replace = Schema šiuo pavadinimu jau egzistuoja. Pakeisti?
|
schematic.replace = Schema šiuo pavadinimu jau egzistuoja. Pakeisti?
|
||||||
schematic.exists = Schema šiuo pavadinimu jau egzistuoja.
|
schematic.exists = Schema šiuo pavadinimu jau egzistuoja.
|
||||||
schematic.import = Importuoti schemą...
|
schematic.import = Importuoti schemą...
|
||||||
@@ -69,28 +69,28 @@ schematic.shareworkshop = Dalintis Dirbtuvėje
|
|||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Apversti schemą
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Apversti schemą
|
||||||
schematic.saved = Schema išsaugota.
|
schematic.saved = Schema išsaugota.
|
||||||
schematic.delete.confirm = Ši schema bus negrįžtamai pašalinta.
|
schematic.delete.confirm = Ši schema bus negrįžtamai pašalinta.
|
||||||
schematic.edit = Edit Schematic
|
schematic.edit = Redaguoti schemą
|
||||||
schematic.info = {0}x{1}, {2} blokai
|
schematic.info = {0}x{1}, {2} blokai
|
||||||
schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
|
schematic.disabled = [scarlet]Schemos išjungtos[]\nJums neleidžiama naudoti schemų šiame [accent]žemėlapyje[] ar [accent]serveryje.
|
||||||
schematic.tags = Tags:
|
schematic.tags = Žymės:
|
||||||
schematic.edittags = Edit Tags
|
schematic.edittags = Redaguoti žymes
|
||||||
schematic.addtag = Add Tag
|
schematic.addtag = Pridėti žymę
|
||||||
schematic.texttag = Text Tag
|
schematic.texttag = Teksto žymė
|
||||||
schematic.icontag = Icon Tag
|
schematic.icontag = Piktogramos žymė
|
||||||
schematic.renametag = Rename Tag
|
schematic.renametag = Pervadinti žymę
|
||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} pažymėta
|
||||||
schematic.tagdelconfirm = Delete this tag completely?
|
schematic.tagdelconfirm = Visiškai ištrinti šią žymę?
|
||||||
schematic.tagexists = That tag already exists.
|
schematic.tagexists = Ši žymė jau egzistuoja.
|
||||||
stats = Stats
|
stats = Statistikos
|
||||||
stats.wave = Waves Defeated
|
stats.wave = Bangos Praeitos
|
||||||
stats.unitsCreated = Units Created
|
stats.unitsCreated = Units Created
|
||||||
stats.enemiesDestroyed = Enemies Destroyed
|
stats.enemiesDestroyed = Priešai sunaikinti
|
||||||
stats.built = Buildings Built
|
stats.built = Pastatų pastata
|
||||||
stats.destroyed = Buildings Destroyed
|
stats.destroyed = Pastatų sugriauta
|
||||||
stats.deconstructed = Buildings Deconstructed
|
stats.deconstructed = Pastatų dekonstruta
|
||||||
stats.playtime = Time Played
|
stats.playtime = Laiko žaista
|
||||||
|
|
||||||
globalitems = [accent]Global Items
|
globalitems = [accent]Globalūs Daiktai
|
||||||
map.delete = Ar esate tikri, jog norite ištrinti žemėlapį "[accent]{0}[]"?
|
map.delete = Ar esate tikri, jog norite ištrinti žemėlapį "[accent]{0}[]"?
|
||||||
level.highscore = Rekordas: [accent]{0}
|
level.highscore = Rekordas: [accent]{0}
|
||||||
level.select = Lygio pasirinkimas
|
level.select = Lygio pasirinkimas
|
||||||
@@ -132,43 +132,43 @@ mods.none = [lightgray]Modifikacijos nerastos
|
|||||||
mods.guide = Modifikavimo pagalba
|
mods.guide = Modifikavimo pagalba
|
||||||
mods.report = Pranešti apie klaidas
|
mods.report = Pranešti apie klaidas
|
||||||
mods.openfolder = Atidaryti modifikacijų aplanką
|
mods.openfolder = Atidaryti modifikacijų aplanką
|
||||||
mods.viewcontent = View Content
|
mods.viewcontent = Peržiūrėti turinį
|
||||||
mods.reload = Perkrauti
|
mods.reload = Perkrauti
|
||||||
mods.reloadexit = The game will now exit, to reload mods.
|
mods.reloadexit = Žadimas dabar išsijungs perkrauti modifikacijas.
|
||||||
mod.installed = [[Installed]
|
mod.installed = [[Installed]
|
||||||
mod.display = [gray]Modifikacijos:[orange] {0}
|
mod.display = [gray]Modifikacijos:[orange] {0}
|
||||||
mod.enabled = [lightgray]Įjungta
|
mod.enabled = [lightgray]Įjungta
|
||||||
mod.disabled = [scarlet]Išjungta
|
mod.disabled = [scarlet]Išjungta
|
||||||
mod.multiplayer.compatible = [gray]Multiplayer Compatible
|
mod.multiplayer.compatible = [gray]Suderinama su keliais žaidėjais
|
||||||
mod.disable = Išjungti
|
mod.disable = Išjungti
|
||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
mod.content = Tūrinys:
|
mod.content = Tūrinys:
|
||||||
mod.delete.error = Negalima ištrinti modifikacijos. Failas gali būti naudojamas.
|
mod.delete.error = Negalima ištrinti modifikacijos. Failas gali būti naudojamas.
|
||||||
mod.incompatiblegame = [red]Outdated Game
|
mod.incompatiblegame = [red]Pasenusi žaidimo versija
|
||||||
mod.incompatiblemod = [red]Incompatible
|
mod.incompatiblemod = [red]Nesuderinima
|
||||||
mod.blacklisted = [red]Unsupported
|
mod.blacklisted = [red]Nepalaikoma
|
||||||
mod.unmetdependencies = [red]Unmet Dependencies
|
mod.unmetdependencies = [red]Unmet Dependencies
|
||||||
mod.erroredcontent = [scarlet]Turinio klaidos.
|
mod.erroredcontent = [scarlet]Turinio klaidos.
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Circular Dependencies
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Nebaigtos Priklausomybės
|
||||||
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
mod.requiresversion.details = Requires game version: [accent]{0}[]\nYour game is outdated. This mod requires a newer version of the game (possibly a beta/alpha release) to function.
|
||||||
mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
|
mod.outdatedv7.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 136[] to its [accent]mod.json[] file.
|
||||||
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
mod.blacklisted.details = This mod has been manually blacklisted for causing crashes or other issues with this version of the game. Do not use it.
|
||||||
mod.missingdependencies.details = This mod is missing dependencies: {0}
|
mod.missingdependencies.details = Šiai modifikacijai trūksta priklausomybių: {0}
|
||||||
mod.erroredcontent.details = This game caused errors when loading. Ask the mod author to fix them.
|
mod.erroredcontent.details = Ši modifikacija kraunant sukėlė klaidų. Paprašykite modifikacijos autoriaus pataisyti jas.
|
||||||
mod.circulardependencies.details = This mod has dependencies that depends on each other.
|
mod.circulardependencies.details = Ši modifikacija turi priklausomybių kurios priklauso nuo vieno kito.
|
||||||
mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}.
|
mod.incompletedependencies.details = Šios modifikacijos negalima užkrauti dėl netinkamų arba trūkstamų priklausomybių: {0}.
|
||||||
mod.requiresversion = Requires game version: [red]{0}
|
mod.requiresversion = Reikia žaidimo versijos: [red]{0}
|
||||||
mod.errors = Įvyko klaida kraunant turinį.
|
mod.errors = Įvyko klaida kraunant turinį.
|
||||||
mod.noerrorplay = [scarlet]Turite modifikacijas su klaidomis.[] Išjunkite modifikacijas su klaidomis arba patasykite jas prieš žaidžiant.
|
mod.noerrorplay = [scarlet]Turite modifikacijas su klaidomis.[] Išjunkite modifikacijas su klaidomis arba patasykite jas prieš žaidžiant.
|
||||||
mod.nowdisabled = [scarlet]Modifikacijai '{0}' trūksta priklausomybių:[accent] {1}\n[lightgray] Šios modifikacijos turi būti atsisiųstos.\nŠi modifikacija bus automatiškai išjungta.
|
mod.nowdisabled = [scarlet]Modifikacijai '{0}' trūksta priklausomybių:[accent] {1}\n[lightgray] Šios modifikacijos turi būti atsisiųstos.\nŠi modifikacija bus automatiškai išjungta.
|
||||||
mod.enable = Įjungti
|
mod.enable = Įjungti
|
||||||
mod.requiresrestart = Žaidimas dabar išsijungs modifikacijų pakeitimui.
|
mod.requiresrestart = Žaidimas dabar išsijungs modifikacijų perkrovimui.
|
||||||
mod.reloadrequired = [scarlet]Privalomas perkrovimas
|
mod.reloadrequired = [scarlet]Privalomas perkrovimas
|
||||||
mod.import = Importuoti modifikaciją
|
mod.import = Importuoti modifikaciją
|
||||||
mod.import.file = Importuoti failą
|
mod.import.file = Importuoti failą
|
||||||
mod.import.github = Importuoti GitHub modifikaciją
|
mod.import.github = Importuoti GitHub modifikaciją
|
||||||
mod.jarwarn = [scarlet]JAR mods are inherently unsafe.[]\nMake sure you're importing this mod from a trustworthy source!
|
mod.jarwarn = [scarlet]JAR modifikacijos iš esmės yra nesaugios.[]\nĮsitikinkite, kad importuojate šį modifikaciją iš patikimo šaltinio!
|
||||||
mod.item.remove = Šis elementas yra[accent] '{0}'[] modifikacijos dalis. Norėdami panaikinti ją turite pašalinti modifikaciją.
|
mod.item.remove = Šis elementas yra[accent] '{0}'[] modifikacijos dalis. Norėdami panaikinti ją turite pašalinti modifikaciją.
|
||||||
mod.remove.confirm = Ši modifikacija bus pašalinta.
|
mod.remove.confirm = Ši modifikacija bus pašalinta.
|
||||||
mod.author = [lightgray]Autorius:[] {0}
|
mod.author = [lightgray]Autorius:[] {0}
|
||||||
@@ -180,21 +180,21 @@ mod.scripts.disable = Your device does not support mods with scripts. You must d
|
|||||||
about.button = Apie
|
about.button = Apie
|
||||||
name = Vardas:
|
name = Vardas:
|
||||||
noname = Pirma pasirinkite[accent] žaidėjo vardą[].
|
noname = Pirma pasirinkite[accent] žaidėjo vardą[].
|
||||||
search = Search:
|
search = Ieškoti:
|
||||||
planetmap = Planet Map
|
planetmap = Planetų žemėlaipis
|
||||||
launchcore = Launch Core
|
launchcore = Paleisti branduolį
|
||||||
filename = Failo pavadinimas:
|
filename = Failo pavadinimas:
|
||||||
unlocked = Atrakintas naujas turinys!
|
unlocked = Atrakintas naujas turinys!
|
||||||
available = New research available!
|
available = Naujas turinys pasiekiamas!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Atrakinkite kampanijoje detalėm >
|
||||||
campaign.select = Select Starting Campaign
|
campaign.select = Pasirinkite pradinę kampanija
|
||||||
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
campaign.none = [lightgray]Pasirinkite planetą ant kurios pradėti.\nTai gali būti pakeista bet kada.
|
||||||
campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
campaign.erekir = Naujesnis, patobulintas turinys. Daugiausia linijinė kampanijos eiga.\n\nAukštesnės kokybės žemėlapiai ir bendra patirtis.
|
||||||
campaign.serpulo = Older content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
campaign.serpulo = Senesnis turinys; klasikinė versija. Atviresnis.\n\nPotencialiai nebalancuoti žemelapiai ir kampanijos mechanika. Mažiau tobulinta.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
completed = [accent]Išrasta
|
completed = [accent]Išrasta
|
||||||
techtree = Technologijų Medis
|
techtree = Technologijų Medis
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Technologijų Medį parinkti
|
||||||
techtree.serpulo = Serpulo
|
techtree.serpulo = Serpulo
|
||||||
techtree.erekir = Erekir
|
techtree.erekir = Erekir
|
||||||
research.load = Load
|
research.load = Load
|
||||||
@@ -202,11 +202,11 @@ research.discard = Discard
|
|||||||
research.list = [lightgray]Išradimai:
|
research.list = [lightgray]Išradimai:
|
||||||
research = Išrasti
|
research = Išrasti
|
||||||
researched = [lightgray]{0} išrasta.
|
researched = [lightgray]{0} išrasta.
|
||||||
research.progress = {0}% complete
|
research.progress = {0}% baigta
|
||||||
players = {0} žaidėjai
|
players = {0} žaidėjai
|
||||||
players.single = {0} žaidėjas
|
players.single = {0} žaidėjas
|
||||||
players.search = ieškoti
|
players.search = ieškoti
|
||||||
players.notfound = [gray]no players found
|
players.notfound = [gray]žaidėjų nerasta
|
||||||
server.closing = [accent]Uždaromas serveris...
|
server.closing = [accent]Uždaromas serveris...
|
||||||
server.kicked.kick = Jūs buvote išmestas iš serverio!
|
server.kicked.kick = Jūs buvote išmestas iš serverio!
|
||||||
server.kicked.whitelist = Jūs nesate baltajame sąraše.
|
server.kicked.whitelist = Jūs nesate baltajame sąraše.
|
||||||
@@ -244,10 +244,10 @@ servers.local.steam = Open Games & Local Servers
|
|||||||
servers.remote = Nuotoliniai Serveriai
|
servers.remote = Nuotoliniai Serveriai
|
||||||
servers.global = Globalūs Serveriai
|
servers.global = Globalūs Serveriai
|
||||||
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
servers.disclaimer = Community servers are [accent]not[] owned or controlled by the developer.\n\nServers may contain user-generated content that is not appropriate for all ages.
|
||||||
servers.showhidden = Show Hidden Servers
|
servers.showhidden = Rodyti paslėtus serverius
|
||||||
server.shown = Shown
|
server.shown = Rodoma
|
||||||
server.hidden = Hidden
|
server.hidden = Paslėpta
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
viewplayer = Stebimas žaidėjas: [accent]{0}
|
||||||
|
|
||||||
trace = Sekti Žaidėją
|
trace = Sekti Žaidėją
|
||||||
trace.playername = Žaidėjo vardas: [accent]{0}
|
trace.playername = Žaidėjo vardas: [accent]{0}
|
||||||
@@ -256,16 +256,16 @@ trace.id = Unikalus ID: [accent]{0}
|
|||||||
trace.language = Language: [accent]{0}
|
trace.language = Language: [accent]{0}
|
||||||
trace.mobile = Mobilus Klientas: [accent]{0}
|
trace.mobile = Mobilus Klientas: [accent]{0}
|
||||||
trace.modclient = Custom Client: [accent]{0}
|
trace.modclient = Custom Client: [accent]{0}
|
||||||
trace.times.joined = Times Joined: [accent]{0}
|
trace.times.joined = Sykių prisijungta: [accent]{0}
|
||||||
trace.times.kicked = Times Kicked: [accent]{0}
|
trace.times.kicked = Sykių išmesta: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Vardai:
|
||||||
invalidid = Netaisyklingas kliento ID! Praneškite apie klaidą.
|
invalidid = Netaisyklingas kliento ID! Praneškite apie klaidą.
|
||||||
player.ban = Ban
|
player.ban = Baninti
|
||||||
player.kick = Kick
|
player.kick = Išmesti
|
||||||
player.trace = Trace
|
player.trace = Sekti
|
||||||
player.admin = Toggle Admin
|
player.admin = Perjungti admininistratorių
|
||||||
player.team = Change Team
|
player.team = Keisti komandą
|
||||||
server.bans = Užblokavimai
|
server.bans = Užblokavimai
|
||||||
server.bans.none = Nerasta užblokuotų žaidėjų!
|
server.bans.none = Nerasta užblokuotų žaidėjų!
|
||||||
server.admins = Administratoriai
|
server.admins = Administratoriai
|
||||||
@@ -302,7 +302,7 @@ server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMa
|
|||||||
server.error = [crimson]Įvyko klaida.
|
server.error = [crimson]Įvyko klaida.
|
||||||
save.new = Naujas Išsaugojimas
|
save.new = Naujas Išsaugojimas
|
||||||
save.overwrite = Ar esate tikras, jog\n norite perrašyti šį elementą?
|
save.overwrite = Ar esate tikras, jog\n norite perrašyti šį elementą?
|
||||||
save.nocampaign = Individual save files from the campaign cannot be imported.
|
save.nocampaign = Individualūs išsaugojimo failai iš kampanijos negali būti importuoti.
|
||||||
overwrite = Perrašyti
|
overwrite = Perrašyti
|
||||||
save.none = Nerasta jokių išsaugojimų!
|
save.none = Nerasta jokių išsaugojimų!
|
||||||
savefail = Nepavyko išsaugoti žaidimo!
|
savefail = Nepavyko išsaugoti žaidimo!
|
||||||
@@ -707,14 +707,18 @@ loadout = Loadout
|
|||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Uždrausti blokai
|
bannedblocks = Uždrausti blokai
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Pridėti visus
|
addall = Pridėti visus
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Kiekis turi būti numeris tarp 0 ir {0}.
|
configure.invalid = Kiekis turi būti numeris tarp 0 ir {0}.
|
||||||
add = Pridėti...
|
add = Pridėti...
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -753,7 +757,9 @@ sectors.stored = Stored:
|
|||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1013,6 +1019,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1060,6 +1067,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Privalomas Geresnis Grąžtas
|
bar.drilltierreq = Privalomas Geresnis Grąžtas
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1068,6 +1076,7 @@ bar.drillspeed = Grąžto Greitis: {0}/s
|
|||||||
bar.pumpspeed = Pompos Greitis: {0}/s
|
bar.pumpspeed = Pompos Greitis: {0}/s
|
||||||
bar.efficiency = Efektyvumas: {0}%
|
bar.efficiency = Efektyvumas: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energija: {0}/s
|
bar.powerbalance = Energija: {0}/s
|
||||||
bar.powerstored = Sukaupta: {0}/{1}
|
bar.powerstored = Sukaupta: {0}/{1}
|
||||||
bar.poweramount = Energija: {0}
|
bar.poweramount = Energija: {0}
|
||||||
@@ -1078,6 +1087,7 @@ bar.capacity = Talpumas: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Skystis
|
bar.liquid = Skystis
|
||||||
bar.heat = Karščiai
|
bar.heat = Karščiai
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1102,6 +1112,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] numušimas
|
bullet.knockback = [stat]{0}[lightgray] numušimas
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1128,6 +1139,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /sek.
|
unit.persecond = /sek.
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x greičio
|
unit.timesspeed = x greičio
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = daiktai
|
unit.items = daiktai
|
||||||
@@ -1204,11 +1216,13 @@ setting.mutemusic.name = Nutildyti Muziką
|
|||||||
setting.sfxvol.name = SFX Garsumas
|
setting.sfxvol.name = SFX Garsumas
|
||||||
setting.mutesound.name = Nutildyti Garsus
|
setting.mutesound.name = Nutildyti Garsus
|
||||||
setting.crashreport.name = Siųsti Anoniminius Strigties Pranešimus
|
setting.crashreport.name = Siųsti Anoniminius Strigties Pranešimus
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automatiškai Kurti Išsaugojimus
|
setting.savecreate.name = Automatiškai Kurti Išsaugojimus
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Žaidėjų Limitas
|
setting.playerlimit.name = Žaidėjų Limitas
|
||||||
setting.chatopacity.name = Pokalbių Lentos Nepermatomumas
|
setting.chatopacity.name = Pokalbių Lentos Nepermatomumas
|
||||||
setting.lasersopacity.name = Elektros Tinklo Nepermatomumas
|
setting.lasersopacity.name = Elektros Tinklo Nepermatomumas
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Tilto Nepermatomumas
|
setting.bridgeopacity.name = Tilto Nepermatomumas
|
||||||
setting.playerchat.name = Rodyti Pokalbių Teksto Burbulus Virš Žaidėjų
|
setting.playerchat.name = Rodyti Pokalbių Teksto Burbulus Virš Žaidėjų
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1364,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Vienetų Gyvybių Daugiklis
|
rules.unithealthmultiplier = Vienetų Gyvybių Daugiklis
|
||||||
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
rules.unitdamagemultiplier = Vienetų Žalos Daugiklis
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
rules.enemycorebuildradius = Nestatymo aplink priešų branduolį spindulys:[lightgray] (blokais)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Tarpai Tarp Bangų:[lightgray] (sek.)
|
rules.wavespacing = Tarpai Tarp Bangų:[lightgray] (sek.)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Statymo Kainų Daugiklis
|
rules.buildcostmultiplier = Statymo Kainų Daugiklis
|
||||||
@@ -1392,6 +1408,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Apšvietimas
|
rules.lighting = Apšvietimas
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1708,6 +1727,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Talpykla
|
block.container.name = Talpykla
|
||||||
block.launch-pad.name = Paleidimo Aikštelė
|
block.launch-pad.name = Paleidimo Aikštelė
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -1893,9 +1914,9 @@ block.flux-reactor.name = Flux Reactor
|
|||||||
block.neoplasia-reactor.name = Neoplasia Reactor
|
block.neoplasia-reactor.name = Neoplasia Reactor
|
||||||
|
|
||||||
block.switch.name = Switch
|
block.switch.name = Switch
|
||||||
block.micro-processor.name = Micro Processor
|
block.micro-processor.name = Mikro Procesorius
|
||||||
block.logic-processor.name = Logic Processor
|
block.logic-processor.name = Loginis Procesorius
|
||||||
block.hyper-processor.name = Hyper Processor
|
block.hyper-processor.name = Hiper Procesorius
|
||||||
block.logic-display.name = Logic Display
|
block.logic-display.name = Logic Display
|
||||||
block.large-logic-display.name = Large Logic Display
|
block.large-logic-display.name = Large Logic Display
|
||||||
block.memory-cell.name = Memory Cell
|
block.memory-cell.name = Memory Cell
|
||||||
@@ -2146,7 +2167,9 @@ block.vault.description = Laiko didelį kiekį skirtingų rūšių medžiagų. G
|
|||||||
block.container.description = Laiko nedidelį kiekį skirtingų rūšių medžiagų. Gali būti naudojamas iškroviklis daiktų paėmimui iš talpyklos.
|
block.container.description = Laiko nedidelį kiekį skirtingų rūšių medžiagų. Gali būti naudojamas iškroviklis daiktų paėmimui iš talpyklos.
|
||||||
block.unloader.description = Paima resursus iš gretimų ne gabenimui skirtų pastatų. Paimamos medžiagos rūšis gali būti pakeista paspaudus ant iškroviklio.
|
block.unloader.description = Paima resursus iš gretimų ne gabenimui skirtų pastatų. Paimamos medžiagos rūšis gali būti pakeista paspaudus ant iškroviklio.
|
||||||
block.launch-pad.description = Paleidžia daiktų paketus be branduolio paleidimo.
|
block.launch-pad.description = Paleidžia daiktų paketus be branduolio paleidimo.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Mažas ir pigus bokštas. Naudingas prieš antžeminius vienetus.
|
block.duo.description = Mažas ir pigus bokštas. Naudingas prieš antžeminius vienetus.
|
||||||
block.scatter.description = Pagrindinis bokštas skirtas kovai su oro pajėgomis. Šaudo švino arba metalo laužo gabalais į priešus.
|
block.scatter.description = Pagrindinis bokštas skirtas kovai su oro pajėgomis. Šaudo švino arba metalo laužo gabalais į priešus.
|
||||||
block.scorch.description = Degina visus netoliese esančius priešus. Itin efektyvus artimame nuotolyje.
|
block.scorch.description = Degina visus netoliese esančius priešus. Itin efektyvus artimame nuotolyje.
|
||||||
@@ -2341,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2560,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -718,14 +718,18 @@ loadout = Uitrusting
|
|||||||
resources = Materialen
|
resources = Materialen
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Verboden Blokken
|
bannedblocks = Verboden Blokken
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Doelen
|
objectives = Doelen
|
||||||
bannedunits = Verboden eenheden
|
bannedunits = Verboden eenheden
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Verboden eenheden als whitelist
|
bannedunits.whitelist = Verboden eenheden als whitelist
|
||||||
bannedblocks.whitelist = Verboden blokken als whitelist
|
bannedblocks.whitelist = Verboden blokken als whitelist
|
||||||
addall = Voeg Alles Toe
|
addall = Voeg Alles Toe
|
||||||
launch.from = Lanceren van: [accent]{0}
|
launch.from = Lanceren van: [accent]{0}
|
||||||
launch.capacity = Lanceercapaciteit: [accent]{0}
|
launch.capacity = Lanceercapaciteit: [accent]{0}
|
||||||
launch.destination = Bestemming: {0}
|
launch.destination = Bestemming: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Hoeveelheid moet een getal zijn tussen 0 en {0}.
|
configure.invalid = Hoeveelheid moet een getal zijn tussen 0 en {0}.
|
||||||
add = Voeg toe...
|
add = Voeg toe...
|
||||||
guardian = Bewaker
|
guardian = Bewaker
|
||||||
@@ -764,7 +768,9 @@ sectors.stored = Opgeslagen:
|
|||||||
sectors.resume = Doorgaan
|
sectors.resume = Doorgaan
|
||||||
sectors.launch = Lanceer
|
sectors.launch = Lanceer
|
||||||
sectors.select = Selecteer
|
sectors.select = Selecteer
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]geen (sun)
|
sectors.nonelaunch = [lightgray]geen (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Hernoem Sector
|
sectors.rename = Hernoem Sector
|
||||||
sectors.enemybase = [scarlet]Vijandelijke Basis
|
sectors.enemybase = [scarlet]Vijandelijke Basis
|
||||||
sectors.vulnerable = [scarlet]Kwetsbaar
|
sectors.vulnerable = [scarlet]Kwetsbaar
|
||||||
@@ -1025,6 +1031,7 @@ stat.buildspeedmultiplier = Productiesnelheid Vermenigvuldiger
|
|||||||
stat.reactive = Reageert
|
stat.reactive = Reageert
|
||||||
stat.immunities = Immuniteiten
|
stat.immunities = Immuniteiten
|
||||||
stat.healing = Genezing
|
stat.healing = Genezing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Krachtveld
|
ability.forcefield = Krachtveld
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1072,6 +1079,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
|
||||||
|
|
||||||
bar.drilltierreq = Betere boor nodig
|
bar.drilltierreq = Betere boor nodig
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Er ontbreken materialen
|
bar.noresources = Er ontbreken materialen
|
||||||
bar.corereq = Core Basis Vereist
|
bar.corereq = Core Basis Vereist
|
||||||
bar.corefloor = Core Zone Tegel Vereist
|
bar.corefloor = Core Zone Tegel Vereist
|
||||||
@@ -1080,6 +1088,7 @@ bar.drillspeed = Delvingssnelheid: {0}/s
|
|||||||
bar.pumpspeed = Pompsnelheid: {0}/s
|
bar.pumpspeed = Pompsnelheid: {0}/s
|
||||||
bar.efficiency = Rendement: {0}%
|
bar.efficiency = Rendement: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Stroom: {0}
|
bar.powerbalance = Stroom: {0}
|
||||||
bar.powerstored = Opgeslagen: {0}/{1}
|
bar.powerstored = Opgeslagen: {0}/{1}
|
||||||
bar.poweramount = Stroom: {0}
|
bar.poweramount = Stroom: {0}
|
||||||
@@ -1090,6 +1099,7 @@ bar.capacity = Capaciteit: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Vloeistof
|
bar.liquid = Vloeistof
|
||||||
bar.heat = Warmte
|
bar.heat = Warmte
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instabiliteit
|
bar.instability = Instabiliteit
|
||||||
bar.heatamount = Warmte: {0}
|
bar.heatamount = Warmte: {0}
|
||||||
bar.heatpercent = Warmte: {0} ({1}%)
|
bar.heatpercent = Warmte: {0} ({1}%)
|
||||||
@@ -1114,6 +1124,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
bullet.frags = [stat]{0}[lightgray]x fragment kogels:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] terugslag
|
bullet.knockback = [stat]{0}[lightgray] terugslag
|
||||||
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
bullet.pierce = [stat]{0}[lightgray]x doorboor
|
||||||
bullet.infinitepierce = [stat]doorboor
|
bullet.infinitepierce = [stat]doorboor
|
||||||
@@ -1140,6 +1151,7 @@ unit.minutes = minuten
|
|||||||
unit.persecond = /sec
|
unit.persecond = /sec
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x snelheid
|
unit.timesspeed = x snelheid
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = levenspunten schild
|
unit.shieldhealth = levenspunten schild
|
||||||
unit.items = materialen
|
unit.items = materialen
|
||||||
@@ -1216,11 +1228,13 @@ setting.mutemusic.name = Demp Muziek
|
|||||||
setting.sfxvol.name = SFX Volume
|
setting.sfxvol.name = SFX Volume
|
||||||
setting.mutesound.name = Demp Geluid
|
setting.mutesound.name = Demp Geluid
|
||||||
setting.crashreport.name = Stuur Anonieme Crashmeldingen
|
setting.crashreport.name = Stuur Anonieme Crashmeldingen
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Bewaar Saves Automatisch
|
setting.savecreate.name = Bewaar Saves Automatisch
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Spelerslijst
|
setting.playerlimit.name = Spelerslijst
|
||||||
setting.chatopacity.name = Chat Transparantie
|
setting.chatopacity.name = Chat Transparantie
|
||||||
setting.lasersopacity.name = Stroomdraad Transparantie
|
setting.lasersopacity.name = Stroomdraad Transparantie
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Brug Transparantie
|
setting.bridgeopacity.name = Brug Transparantie
|
||||||
setting.playerchat.name = Toon Chat
|
setting.playerchat.name = Toon Chat
|
||||||
setting.showweather.name = Toon Weer Graphics
|
setting.showweather.name = Toon Weer Graphics
|
||||||
@@ -1376,12 +1390,14 @@ rules.unitcostmultiplier = Eenheidskosten Vermenigvuldiger
|
|||||||
rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
|
rules.unithealthmultiplier = Eenheid Levenspunten Vermenigvuldiger
|
||||||
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
rules.unitdamagemultiplier = Eenheid Schade Vermenigvuldiger
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
rules.solarmultiplier = Zonne-Energie Vermenigvuldiger
|
||||||
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
rules.unitcapvariable = Cores Dragen Bij Aan Eenheidslimiet
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Bais Eenheidlimiet
|
rules.unitcap = Bais Eenheidlimiet
|
||||||
rules.limitarea = Limiteer Kaart Gebied
|
rules.limitarea = Limiteer Kaart Gebied
|
||||||
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
rules.enemycorebuildradius = Niet-Bouw Bereik Vijandelijke Cores:[lightgray] (tegels)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Tijd Tussen Rondes:[lightgray] (sec)
|
rules.wavespacing = Tijd Tussen Rondes:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initi<EFBFBD>le Golfafstand:[lightgray] (sec)
|
rules.initialwavespacing = Initi<EFBFBD>le Golfafstand:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Bouwkosten Vermenigvuldiger
|
rules.buildcostmultiplier = Bouwkosten Vermenigvuldiger
|
||||||
@@ -1404,6 +1420,9 @@ rules.title.planet = Planeet
|
|||||||
rules.lighting = Belichting
|
rules.lighting = Belichting
|
||||||
rules.fog = Mist van de Oorlog
|
rules.fog = Mist van de Oorlog
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Vuur
|
rules.fire = Vuur
|
||||||
@@ -1720,6 +1739,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Doos
|
block.container.name = Doos
|
||||||
block.launch-pad.name = Lanceerplatform
|
block.launch-pad.name = Lanceerplatform
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Grondfabriek
|
block.ground-factory.name = Grondfabriek
|
||||||
block.air-factory.name = Luchtfabriek
|
block.air-factory.name = Luchtfabriek
|
||||||
@@ -2159,7 +2180,9 @@ block.vault.description = Stores a large amount of items of each type. Adjacent
|
|||||||
block.container.description = Stores a small amount of items of each type. Adjacent containers, vaults and cores will be treated as a single storage unit. An[lightgray] unloader[] can be used to retrieve items from the container.
|
block.container.description = Stores a small amount of items of each type. Adjacent containers, vaults and cores will be treated as a single storage unit. An[lightgray] unloader[] can be used to retrieve items from the container.
|
||||||
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
||||||
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = A small, cheap turret.
|
block.duo.description = A small, cheap turret.
|
||||||
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
@@ -2354,6 +2377,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2573,3 +2597,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -707,14 +707,18 @@ loadout = Loadout
|
|||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Banned Blocks
|
bannedblocks = Banned Blocks
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Add All
|
addall = Add All
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Amount must be a number between 0 and {0}.
|
configure.invalid = Amount must be a number between 0 and {0}.
|
||||||
add = Add...
|
add = Add...
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -753,7 +757,9 @@ sectors.stored = Stored:
|
|||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1013,6 +1019,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1060,6 +1067,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1068,6 +1076,7 @@ bar.drillspeed = Drill Speed: {0}/s
|
|||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Efficiency: {0}%
|
bar.efficiency = Efficiency: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Power: {0}/s
|
bar.powerbalance = Power: {0}/s
|
||||||
bar.powerstored = Stored: {0}/{1}
|
bar.powerstored = Stored: {0}/{1}
|
||||||
bar.poweramount = Power: {0}
|
bar.poweramount = Power: {0}
|
||||||
@@ -1078,6 +1087,7 @@ bar.capacity = Capacity: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Liquid
|
bar.liquid = Liquid
|
||||||
bar.heat = Heat
|
bar.heat = Heat
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1102,6 +1112,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1128,6 +1139,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /sec
|
unit.persecond = /sec
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x speed
|
unit.timesspeed = x speed
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = items
|
unit.items = items
|
||||||
@@ -1204,11 +1216,13 @@ setting.mutemusic.name = Mute Music
|
|||||||
setting.sfxvol.name = SFX Volume
|
setting.sfxvol.name = SFX Volume
|
||||||
setting.mutesound.name = Mute Sound
|
setting.mutesound.name = Mute Sound
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Bridge Opacity
|
||||||
setting.playerchat.name = Display In-Game Chat
|
setting.playerchat.name = Display In-Game Chat
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1364,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Unit Health Multiplier
|
rules.unithealthmultiplier = Unit Health Multiplier
|
||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Build Cost Multiplier
|
rules.buildcostmultiplier = Build Cost Multiplier
|
||||||
@@ -1392,6 +1408,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1708,6 +1727,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -2146,7 +2167,9 @@ block.vault.description = Stores a large amount of items of each type. An[lightg
|
|||||||
block.container.description = Stores a small amount of items of each type. An[lightgray] unloader[] can be used to retrieve items from the container.
|
block.container.description = Stores a small amount of items of each type. An[lightgray] unloader[] can be used to retrieve items from the container.
|
||||||
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
||||||
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = A small, cheap turret. Useful against ground units.
|
block.duo.description = A small, cheap turret. Useful against ground units.
|
||||||
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
@@ -2341,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2560,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -593,7 +593,7 @@ filter.clear = Oczyść
|
|||||||
filter.option.ignore = Ignoruj
|
filter.option.ignore = Ignoruj
|
||||||
filter.scatter = Rozprosz
|
filter.scatter = Rozprosz
|
||||||
filter.terrain = Teren
|
filter.terrain = Teren
|
||||||
filter.logic = Logic
|
filter.logic = Logika
|
||||||
filter.option.scale = Skala
|
filter.option.scale = Skala
|
||||||
filter.option.chance = Szansa
|
filter.option.chance = Szansa
|
||||||
filter.option.mag = Wielkość
|
filter.option.mag = Wielkość
|
||||||
@@ -616,25 +616,25 @@ filter.option.floor2 = Druga Podłoga
|
|||||||
filter.option.threshold2 = Drugi Próg
|
filter.option.threshold2 = Drugi Próg
|
||||||
filter.option.radius = Zasięg
|
filter.option.radius = Zasięg
|
||||||
filter.option.percentile = Procent
|
filter.option.percentile = Procent
|
||||||
filter.option.code = Code
|
filter.option.code = Kod
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Pętla
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Czy na pewno chcesz usunąć ten pakiet lokalizacji?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Zastosuj Do Wszystkich Lokalizacji
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Dodaj Do Innych Lokalizacji
|
||||||
locales.rollback = Rollback to last applied
|
locales.rollback = Cofnij do ostatnio zastosowanego
|
||||||
locales.filter = Property filter
|
locales.filter = Filtr właściwości
|
||||||
locales.searchname = Search name...
|
locales.searchname = Szukaj nazwy...
|
||||||
locales.searchvalue = Search value...
|
locales.searchvalue = Szukaj wartości...
|
||||||
locales.searchlocale = Search locale...
|
locales.searchlocale = Szukaj lokalizacji...
|
||||||
locales.byname = By name
|
locales.byname = Po nazwie
|
||||||
locales.byvalue = By value
|
locales.byvalue = Po wartośći
|
||||||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
locales.showcorrect = Pokaż właściwości, które są obecne we wszystkich lokalizacjach i wszędzie mają unikalne wartości
|
||||||
locales.showmissing = Show properties that are missing in some locales
|
locales.showmissing = Pokaż właściwości, których brakuje w niektórych lokalizacjach
|
||||||
locales.showsame = Show properties that have same values in different locales
|
locales.showsame = Pokaż właściwości, które mają te same wartości w różnych lokalizacjach
|
||||||
locales.viewproperty = View in all locales
|
locales.viewproperty = Wyświetlanie we wszystkich lokalizacjach
|
||||||
locales.viewing = Viewing property "{0}"
|
locales.viewing = Wyświetlanie właściwości "{0}"
|
||||||
locales.addicon = Add Icon
|
locales.addicon = Dodaj Ikonę
|
||||||
|
|
||||||
width = Szerokość:
|
width = Szerokość:
|
||||||
height = Wysokość:
|
height = Wysokość:
|
||||||
@@ -713,14 +713,18 @@ loadout = Ładunek
|
|||||||
resources = Zasoby
|
resources = Zasoby
|
||||||
resources.max = Maks.
|
resources.max = Maks.
|
||||||
bannedblocks = Zabronione bloki
|
bannedblocks = Zabronione bloki
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Cele
|
objectives = Cele
|
||||||
bannedunits = Zabronione jednostki
|
bannedunits = Zabronione jednostki
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Zablokowane jednostki jako biała lista
|
bannedunits.whitelist = Zablokowane jednostki jako biała lista
|
||||||
bannedblocks.whitelist = Zablokowane bloki jako biała lista
|
bannedblocks.whitelist = Zablokowane bloki jako biała lista
|
||||||
addall = Dodaj wszystkie
|
addall = Dodaj wszystkie
|
||||||
launch.from = Wystrzelony z: [accent]{0}
|
launch.from = Wystrzelony z: [accent]{0}
|
||||||
launch.capacity = Wystrzelona Ilość Przedmiotów: [accent]{0}
|
launch.capacity = Wystrzelona Ilość Przedmiotów: [accent]{0}
|
||||||
launch.destination = Cel: {0}
|
launch.destination = Cel: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
|
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
|
||||||
add = Dodaj...
|
add = Dodaj...
|
||||||
guardian = Zdrowie Strażnika
|
guardian = Zdrowie Strażnika
|
||||||
@@ -759,7 +763,9 @@ sectors.stored = Zmagazynowane:
|
|||||||
sectors.resume = Kontynuuj
|
sectors.resume = Kontynuuj
|
||||||
sectors.launch = Wystrzel
|
sectors.launch = Wystrzel
|
||||||
sectors.select = Wybierz
|
sectors.select = Wybierz
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]Żaden (Słońce)
|
sectors.nonelaunch = [lightgray]Żaden (Słońce)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Zmień Nazwę Sektora
|
sectors.rename = Zmień Nazwę Sektora
|
||||||
sectors.enemybase = [scarlet]Baza Wroga
|
sectors.enemybase = [scarlet]Baza Wroga
|
||||||
sectors.vulnerable = [scarlet]Wrażliwy
|
sectors.vulnerable = [scarlet]Wrażliwy
|
||||||
@@ -1013,7 +1019,7 @@ stat.abilities = Umiejętności
|
|||||||
stat.canboost = Może przyspieszyć
|
stat.canboost = Może przyspieszyć
|
||||||
stat.flying = Może latać
|
stat.flying = Może latać
|
||||||
stat.ammouse = Zużycie Amunicji
|
stat.ammouse = Zużycie Amunicji
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Pojemność Amunicji
|
||||||
stat.damagemultiplier = Mnożnik Obrażeń
|
stat.damagemultiplier = Mnożnik Obrażeń
|
||||||
stat.healthmultiplier = Mnożnik Zdrowia
|
stat.healthmultiplier = Mnożnik Zdrowia
|
||||||
stat.speedmultiplier = Mnożnik Prędkości
|
stat.speedmultiplier = Mnożnik Prędkości
|
||||||
@@ -1022,6 +1028,7 @@ stat.buildspeedmultiplier = Mnożnik Prędkości Budowania
|
|||||||
stat.reactive = Reaguje
|
stat.reactive = Reaguje
|
||||||
stat.immunities = Odporności
|
stat.immunities = Odporności
|
||||||
stat.healing = Leczy
|
stat.healing = Leczy
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Pole Siłowe
|
ability.forcefield = Pole Siłowe
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1069,6 +1076,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
bar.onlycoredeposit = Dozwolone jest tylko przeniesienie z rdzenia
|
||||||
|
|
||||||
bar.drilltierreq = Wymagane Lepsze Wiertło
|
bar.drilltierreq = Wymagane Lepsze Wiertło
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Brak Zasobów
|
bar.noresources = Brak Zasobów
|
||||||
bar.corereq = Wymagany Rdzeń
|
bar.corereq = Wymagany Rdzeń
|
||||||
bar.corefloor = Wymagana strefa dla rdzenia
|
bar.corefloor = Wymagana strefa dla rdzenia
|
||||||
@@ -1077,6 +1085,7 @@ bar.drillspeed = Prędkość wiertła: {0}/s
|
|||||||
bar.pumpspeed = Prędkość pompy: {0}/s
|
bar.pumpspeed = Prędkość pompy: {0}/s
|
||||||
bar.efficiency = Efektywność: {0}%
|
bar.efficiency = Efektywność: {0}%
|
||||||
bar.boost = Przyspieszenie: +{0}%
|
bar.boost = Przyspieszenie: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Moc: {0}
|
bar.powerbalance = Moc: {0}
|
||||||
bar.powerstored = Zmagazynowano: {0}/{1}
|
bar.powerstored = Zmagazynowano: {0}/{1}
|
||||||
bar.poweramount = Moc: {0}
|
bar.poweramount = Moc: {0}
|
||||||
@@ -1087,6 +1096,7 @@ bar.capacity = Pojemność: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Płyn
|
bar.liquid = Płyn
|
||||||
bar.heat = Ciepło
|
bar.heat = Ciepło
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Niestabilność
|
bar.instability = Niestabilność
|
||||||
bar.heatamount = Ciepło: {0}
|
bar.heatamount = Ciepło: {0}
|
||||||
bar.heatpercent = Ciepło: {0} ({1}%)
|
bar.heatpercent = Ciepło: {0} ({1}%)
|
||||||
@@ -1111,6 +1121,7 @@ bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
|
bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] odrzut
|
bullet.knockback = [stat]{0}[lightgray] odrzut
|
||||||
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
bullet.pierce = [stat]{0}[lightgray]x przebicia
|
||||||
bullet.infinitepierce = [stat]przebijający
|
bullet.infinitepierce = [stat]przebijający
|
||||||
@@ -1137,13 +1148,14 @@ unit.minutes = mins
|
|||||||
unit.persecond = /sekundę
|
unit.persecond = /sekundę
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x prędkość
|
unit.timesspeed = x prędkość
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = życie tarczy
|
unit.shieldhealth = życie tarczy
|
||||||
unit.items = przedmioty
|
unit.items = przedmioty
|
||||||
unit.thousands = tys.
|
unit.thousands = tys.
|
||||||
unit.millions = mln.
|
unit.millions = mln.
|
||||||
unit.billions = mld.
|
unit.billions = mld.
|
||||||
unit.shots = shots
|
unit.shots = strzały
|
||||||
unit.pershot = /strzał
|
unit.pershot = /strzał
|
||||||
category.purpose = Opis
|
category.purpose = Opis
|
||||||
category.general = Główne
|
category.general = Główne
|
||||||
@@ -1213,11 +1225,13 @@ setting.mutemusic.name = Wycisz muzykę
|
|||||||
setting.sfxvol.name = Głośność dźwięków
|
setting.sfxvol.name = Głośność dźwięków
|
||||||
setting.mutesound.name = Wycisz dźwięki
|
setting.mutesound.name = Wycisz dźwięki
|
||||||
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
|
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automatyczne tworzenie zapisów
|
setting.savecreate.name = Automatyczne tworzenie zapisów
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limit graczy
|
setting.playerlimit.name = Limit graczy
|
||||||
setting.chatopacity.name = Przezroczystość czatu
|
setting.chatopacity.name = Przezroczystość czatu
|
||||||
setting.lasersopacity.name = Przezroczystość laserów zasilających
|
setting.lasersopacity.name = Przezroczystość laserów zasilających
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Przezroczystość mostów
|
setting.bridgeopacity.name = Przezroczystość mostów
|
||||||
setting.playerchat.name = Wyświetlaj dymek czatu w grze
|
setting.playerchat.name = Wyświetlaj dymek czatu w grze
|
||||||
setting.showweather.name = Pokaż pogodę
|
setting.showweather.name = Pokaż pogodę
|
||||||
@@ -1373,12 +1387,14 @@ rules.unitcostmultiplier = Mnożnik Kosztu Jednostek
|
|||||||
rules.unithealthmultiplier = Mnożnik Życia Jednostek
|
rules.unithealthmultiplier = Mnożnik Życia Jednostek
|
||||||
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
|
||||||
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
rules.unitcrashdamagemultiplier = Obrażenia Zadawane Po Zniszczeniu
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
rules.solarmultiplier = Mnożnik Mocy Paneli Słonecznych
|
||||||
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
rules.unitcapvariable = Rdzenie mają wpływ na limit jednostek
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Podstawowy limit jednostek
|
rules.unitcap = Podstawowy limit jednostek
|
||||||
rules.limitarea = Limit Obszaru Mapy
|
rules.limitarea = Limit Obszaru Mapy
|
||||||
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Odstępy Między Falami:[lightgray] (sek)
|
rules.wavespacing = Odstępy Między Falami:[lightgray] (sek)
|
||||||
rules.initialwavespacing = Początkowy Odstęp Pomiędzy Falami:[lightgray] (sek)
|
rules.initialwavespacing = Początkowy Odstęp Pomiędzy Falami:[lightgray] (sek)
|
||||||
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
|
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
|
||||||
@@ -1401,6 +1417,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Oświetlenie
|
rules.lighting = Oświetlenie
|
||||||
rules.fog = Mgła Wojny
|
rules.fog = Mgła Wojny
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Ogień
|
rules.fire = Ogień
|
||||||
@@ -1727,6 +1746,8 @@ block.meltdown.name = Roztapiacz
|
|||||||
block.foreshadow.name = Zeus
|
block.foreshadow.name = Zeus
|
||||||
block.container.name = Kontener
|
block.container.name = Kontener
|
||||||
block.launch-pad.name = Wyrzutnia
|
block.launch-pad.name = Wyrzutnia
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fabryka Naziemna
|
block.ground-factory.name = Fabryka Naziemna
|
||||||
block.air-factory.name = Fabryka Powietrzna
|
block.air-factory.name = Fabryka Powietrzna
|
||||||
@@ -2167,7 +2188,9 @@ block.vault.description = Przechowuje duże ilości przedmiotów każdego rodzaj
|
|||||||
block.container.description = Przechowuje małe ilości przedmiotów każdego rodzaju. Zawartość kontenera można wyciągnąć za pomocą ekstraktorów.
|
block.container.description = Przechowuje małe ilości przedmiotów każdego rodzaju. Zawartość kontenera można wyciągnąć za pomocą ekstraktorów.
|
||||||
block.unloader.description = Wyciąga przedmioty z przyległych bloków. Typ przedmiotu jaki zostanie wyciągniety może zostać zmieniony poprzez kliknięcie.
|
block.unloader.description = Wyciąga przedmioty z przyległych bloków. Typ przedmiotu jaki zostanie wyciągniety może zostać zmieniony poprzez kliknięcie.
|
||||||
block.launch-pad.description = Wysyła pakiety przedmiotów bez potrzeby wystrzeliwania rdzenia.
|
block.launch-pad.description = Wysyła pakiety przedmiotów bez potrzeby wystrzeliwania rdzenia.
|
||||||
block.launch-pad.details = System sub-orbitalny do transportu zasobów z punktu do punktu. Ładunki są kruche i nie są w stanie przetrwać ponownego wejścia.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Standardowa wieżyczka obronna, strzelająca naprzemian pociskami w jednostki wroga.
|
block.duo.description = Standardowa wieżyczka obronna, strzelająca naprzemian pociskami w jednostki wroga.
|
||||||
block.scatter.description = Rażąca wieża przeciwlotnicza, rozsiewająca śrut z ołowiu, złomu lub metaszkła w powietrzne jednostki wroga.
|
block.scatter.description = Rażąca wieża przeciwlotnicza, rozsiewająca śrut z ołowiu, złomu lub metaszkła w powietrzne jednostki wroga.
|
||||||
block.scorch.description = Podpalająca wieżyczka obronna, szczególnie efektywna wobec grupek wrogów naziemnych.
|
block.scorch.description = Podpalająca wieżyczka obronna, szczególnie efektywna wobec grupek wrogów naziemnych.
|
||||||
@@ -2375,6 +2398,7 @@ unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia
|
|||||||
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
||||||
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
||||||
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
lst.print = Dodaje tekst do buforu drukującego.\nNie wyświetla niczego dopóki [accent]Print Flush[] nie jest użyte.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
lst.draw = Dodaje operacje do buforu rysującego.\nNie wyświetla niczego dopóki [accent]Draw Flush[] nie jest użyte.
|
||||||
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
lst.drawflush = Wyświetla oczekujące operacje z funkcji [accent]Draw[] na wyświetlaczu.
|
||||||
@@ -2613,3 +2637,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -1,12 +1,12 @@
|
|||||||
credits.text = Criado por [royal]Anuken[] - [sky]anukendev@gmail.com[]
|
credits.text = Criado por [royal]Anuken[] - [sky]anukendev@gmail.com[]
|
||||||
credits = Créditos
|
credits = Créditos
|
||||||
contributors = Tradutores e contribuidores
|
contributors = Tradutores e Contribuidores
|
||||||
discord = Junte-se ao Discord do Mindustry! (Lá nós falamos em diversos idiomas!)
|
discord = Junte-se ao Discord do Mindustry! (Lá nós falamos em diversos idiomas!)
|
||||||
link.discord.description = O Discord oficial do Mindustry
|
link.discord.description = O Discord oficial do Mindustry
|
||||||
link.reddit.description = O subreddit do Mindustry
|
link.reddit.description = O subreddit do Mindustry
|
||||||
link.github.description = Código fonte do jogo.
|
link.github.description = Código fonte do jogo.
|
||||||
link.changelog.description = Lista de mudanças da atualização
|
link.changelog.description = Lista de mudanças da atualização
|
||||||
link.dev-builds.description = Versões betas
|
link.dev-builds.description = Builds de desenvolvimento instáveis
|
||||||
link.trello.description = Trello oficial para atualizações planejadas
|
link.trello.description = Trello oficial para atualizações planejadas
|
||||||
link.itch.io.description = Página do Itch.io com os downloads
|
link.itch.io.description = Página do Itch.io com os downloads
|
||||||
link.google-play.description = Página da Google Play store
|
link.google-play.description = Página da Google Play store
|
||||||
@@ -18,7 +18,7 @@ linkopen = Este servidor lhe enviou um link. Você tem certeza de que quer abri-
|
|||||||
linkfail = Falha ao abrir o link\nO Url foi copiado para a área de transferência.
|
linkfail = Falha ao abrir o link\nO Url foi copiado para a área de transferência.
|
||||||
screenshot = Screenshot salva para {0}
|
screenshot = Screenshot salva para {0}
|
||||||
screenshot.invalid = Este mapa é grande demais, você pode estar potencialmente sem memória suficiente para captura de tela.
|
screenshot.invalid = Este mapa é grande demais, você pode estar potencialmente sem memória suficiente para captura de tela.
|
||||||
gameover = O núcleo foi destruído.
|
gameover = Fim de jogo.
|
||||||
gameover.disconnect = Desconectado
|
gameover.disconnect = Desconectado
|
||||||
gameover.pvp = O time[accent] {0}[] ganhou!
|
gameover.pvp = O time[accent] {0}[] ganhou!
|
||||||
gameover.waiting = [accent]Esperando pelo próximo mapa...
|
gameover.waiting = [accent]Esperando pelo próximo mapa...
|
||||||
@@ -34,7 +34,7 @@ load.system = Sistema
|
|||||||
load.mod = Mods
|
load.mod = Mods
|
||||||
load.scripts = Scripts
|
load.scripts = Scripts
|
||||||
|
|
||||||
be.update = Uma nova versão beta está disponível:
|
be.update = Uma nova versão de teste está disponível:
|
||||||
be.update.confirm = Baixar e reiniciar o jogo agora?
|
be.update.confirm = Baixar e reiniciar o jogo agora?
|
||||||
be.updating = Atualizando...
|
be.updating = Atualizando...
|
||||||
be.ignore = Ignorar
|
be.ignore = Ignorar
|
||||||
@@ -51,37 +51,38 @@ mods.browser.latest = <Mais recente>
|
|||||||
mods.browser.releases = Versões
|
mods.browser.releases = Versões
|
||||||
mods.github.open = Repositório
|
mods.github.open = Repositório
|
||||||
mods.github.open-release = Página da versão
|
mods.github.open-release = Página da versão
|
||||||
|
|
||||||
mods.browser.sortdate = Ordenar por mais recente
|
mods.browser.sortdate = Ordenar por mais recente
|
||||||
mods.browser.sortstars = Ordenar por estrelas
|
mods.browser.sortstars = Ordenar por estrelas
|
||||||
|
|
||||||
schematic = Esquema
|
schematic = Esquema
|
||||||
schematic.add = Salvar esquema
|
schematic.add = Salvar esquema...
|
||||||
schematics = Esquemas
|
schematics = Esquemas
|
||||||
schematic.search = Search schematics...
|
schematic.search = Procurar esquemas...
|
||||||
schematic.replace = Um esquema com esse nome já existe. Substituí-lo?
|
schematic.replace = Um esquema com esse nome já existe. Substituí-lo?
|
||||||
schematic.exists = Um esquema com esse nome já existe.
|
schematic.exists = Um esquema com esse nome já existe.
|
||||||
schematic.import = Importar esquema...
|
schematic.import = Importar esquema...
|
||||||
schematic.exportfile = Exportar arquivo
|
schematic.exportfile = Exportar Arquivo
|
||||||
schematic.importfile = Importar arquivo
|
schematic.importfile = Importar Arquivo
|
||||||
schematic.browseworkshop = Navegar pela oficina
|
schematic.browseworkshop = Navegar pela Oficina
|
||||||
schematic.copy = Copiar para a área de transferência
|
schematic.copy = Copiar para a área de transferência
|
||||||
schematic.copy.import = Importar da área de transferência
|
schematic.copy.import = Importar da área de transferência
|
||||||
schematic.shareworkshop = Compartilhar na Oficina
|
schematic.shareworkshop = Compartilhar na Oficina
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Virar o esquema
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Espelhar Esquema
|
||||||
schematic.saved = Esquema salvo.
|
schematic.saved = Esquema salvo.
|
||||||
schematic.delete.confirm = Esse esquema será apagado. Tem certeza?
|
schematic.delete.confirm = Esse esquema será apagado. Tem certeza?
|
||||||
schematic.edit = Edit Schematic
|
schematic.edit = Editar Esquema
|
||||||
schematic.info = {0}x{1}, {2} blocos
|
schematic.info = {0}x{1}, {2} blocos
|
||||||
schematic.disabled = [scarlet]Esquemas desativados[]\nVocê não tem permissão para usar esquemas nesse [accent]mapa[] ou [accent]servidor.
|
schematic.disabled = [scarlet]Esquemas desativados[]\nVocê não tem permissão para usar esquemas nesse [accent]mapa[] ou [accent]servidor.
|
||||||
schematic.tags = Tags:
|
schematic.tags = Etiquetas:
|
||||||
schematic.edittags = Editar Tags
|
schematic.edittags = Editar Etiquetas
|
||||||
schematic.addtag = Adicionar Tag
|
schematic.addtag = Adicionar Etiqueta
|
||||||
schematic.texttag = Tag de Texto
|
schematic.texttag = Etiqueta de Texto
|
||||||
schematic.icontag = Tag de Ícone
|
schematic.icontag = Etiqueta de Ícone
|
||||||
schematic.renametag = Renomear Tag
|
schematic.renametag = Renomear Etiqueta
|
||||||
schematic.tagged = {0} tagged
|
schematic.tagged = {0} tagged
|
||||||
schematic.tagdelconfirm = Deletar essa tag completamente?
|
schematic.tagdelconfirm = Deletar essa etiqueta completamente?
|
||||||
schematic.tagexists = Essa tag já existe.
|
schematic.tagexists = Essa etiqueta já existe.
|
||||||
|
|
||||||
stats = Estatísticas
|
stats = Estatísticas
|
||||||
stats.wave = Hordas Derrotadas
|
stats.wave = Hordas Derrotadas
|
||||||
@@ -92,20 +93,20 @@ stats.destroyed = Construções Destruídas
|
|||||||
stats.deconstructed = Construções Desconstruídas
|
stats.deconstructed = Construções Desconstruídas
|
||||||
stats.playtime = Tempo Jogado
|
stats.playtime = Tempo Jogado
|
||||||
|
|
||||||
globalitems = [accent]Itens Globais
|
globalitems = [accent]Itens do Planeta
|
||||||
map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"?
|
map.delete = Você tem certeza que quer deletar o mapa "[accent]{0}[]"?
|
||||||
level.highscore = Melhor\npontuação: [accent] {0}
|
level.highscore = Melhor pontuação: [accent]{0}
|
||||||
level.select = Seleção de fase
|
level.select = Seleção de fase
|
||||||
level.mode = Modo de jogo:
|
level.mode = Modo de jogo:
|
||||||
coreattack = < O núcleo está sob ataque! >
|
coreattack = < O Núcleo está sob ataque! >
|
||||||
nearpoint = [[ [scarlet]SAIA DO PONTO DE SPAWN IMEDIATAMENTE[] ]\nAniquilação Iminente
|
nearpoint = [[ [scarlet]SAIA DO PONTO DE QUEDA IMEDIATAMENTE[] ]\naniquilação iminente
|
||||||
database = Banco de Dados do Núcleo
|
database = Banco de Dados do Núcleo
|
||||||
database.button = Banco de Dados
|
database.button = Banco de Dados
|
||||||
savegame = Salvar jogo
|
savegame = Salvar Jogo
|
||||||
loadgame = Carregar jogo
|
loadgame = Carregar Jogo
|
||||||
joingame = Entrar no jogo
|
joingame = Juntar-se ao Jogo
|
||||||
customgame = Jogo customi-\nzado
|
customgame = Jogo Customizado
|
||||||
newgame = Novo jogo
|
newgame = Novo Jogo
|
||||||
none = <nenhum>
|
none = <nenhum>
|
||||||
none.found = [lightgray]<nenhum encontrado>
|
none.found = [lightgray]<nenhum encontrado>
|
||||||
none.inmap = [lightgray]<nenhum no mapa>
|
none.inmap = [lightgray]<nenhum no mapa>
|
||||||
@@ -114,34 +115,34 @@ position = Posição
|
|||||||
close = Fechar
|
close = Fechar
|
||||||
website = Site
|
website = Site
|
||||||
quit = Sair
|
quit = Sair
|
||||||
save.quit = Salvar e sair
|
save.quit = Salvar e Sair
|
||||||
maps = Mapas
|
maps = Mapas
|
||||||
maps.browse = Pesquisar mapas
|
maps.browse = Pesquisar mapas
|
||||||
continue = Continuar
|
continue = Continuar
|
||||||
maps.none = [lightgray]Nenhum mapa encontrado!
|
maps.none = [lightgray]Nenhum mapa encontrado!
|
||||||
invalid = Inválido
|
invalid = Inválido
|
||||||
pickcolor = Escolher Cor
|
pickcolor = Escolher Cor
|
||||||
preparingconfig = Preparando configuração
|
preparingconfig = Preparando Configuração
|
||||||
preparingcontent = Preparando conteúdo
|
preparingcontent = Preparando Conteúdo
|
||||||
uploadingcontent = Fazendo upload do conteúdo
|
uploadingcontent = Fazendo Upload do Conteúdo
|
||||||
uploadingpreviewfile = Fazendo upload do arquivo de pré-visualização
|
uploadingpreviewfile = Fazendo Upload do Arquivo de Pré-visualização
|
||||||
committingchanges = Enviando mudanças
|
committingchanges = Enviando Mudanças
|
||||||
done = Feito
|
done = Feito
|
||||||
feature.unsupported = Seu dispositivo não suporta este recurso.
|
feature.unsupported = Seu dispositivo não suporta este recurso.
|
||||||
|
|
||||||
mods.initfailed = [red]⚠[] A instância anterior do Mindustry falhou ao inicializar. Provavelmente causado por mods com problema.\n\nPara previnir um loop de crash, [red]todos os mods foram desativados.[]
|
mods.initfailed = [red]⚠[] A instância anterior do Mindustry falhou ao inicializar. Provavelmente causado por mods com problema.\n\nPara previnir um loop de crash, [red]todos os mods foram desativados.[]
|
||||||
mods = Mods
|
mods = Mods
|
||||||
mods.none = [lightgray]Nenhum mod encontrado!
|
mods.none = [lightgray]Nenhum mod encontrado!
|
||||||
mods.guide = Guia de mods
|
mods.guide = Guia de Criar Mods
|
||||||
mods.report = Reportar um Bug
|
mods.report = Reportar um Bug
|
||||||
mods.openfolder = Abrir pasta de mods
|
mods.openfolder = Abrir Pasta de Mods
|
||||||
mods.viewcontent = Ver conteúdo
|
mods.viewcontent = Ver Conteúdo
|
||||||
mods.reload = Recarregar
|
mods.reload = Recarregar
|
||||||
mods.reloadexit = O jogo vai fechar, para poder recarregar os mods.
|
mods.reloadexit = O jogo agora irá fechar, para recarregar os mods.
|
||||||
mod.installed = [[Instalado]
|
mod.installed = [[Instalado]
|
||||||
mod.display = [gray]Mod:[orange] {0}
|
mod.display = [gray]Mod:[orange] {0}
|
||||||
mod.enabled = [lightgray]Ativado
|
mod.enabled = [lightgray]Ativado
|
||||||
mod.disabled = [scarlet]Desativado
|
mod.disabled = [red]Desativado
|
||||||
mod.multiplayer.compatible = [gray]Compatível com Multiplayer
|
mod.multiplayer.compatible = [gray]Compatível com Multiplayer
|
||||||
mod.disable = Desati-\nvar
|
mod.disable = Desati-\nvar
|
||||||
mod.version = Version:
|
mod.version = Version:
|
||||||
@@ -152,25 +153,28 @@ mod.incompatiblemod = [red]Incompatível
|
|||||||
mod.blacklisted = [red]Não suportado
|
mod.blacklisted = [red]Não suportado
|
||||||
mod.unmetdependencies = [red]Unmet Dependencies
|
mod.unmetdependencies = [red]Unmet Dependencies
|
||||||
mod.erroredcontent = [scarlet]Erros no conteúdo
|
mod.erroredcontent = [scarlet]Erros no conteúdo
|
||||||
mod.circulardependencies = [red]Circular Dependencies
|
mod.circulardependencies = [red]Dependências Mútuas
|
||||||
mod.incompletedependencies = [red]Incomplete Dependencies
|
mod.incompletedependencies = [red]Dependências Incompletas
|
||||||
|
|
||||||
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nSeu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
mod.requiresversion.details = Requer a versão do jogo: [accent]{0}[]\nSeu jogo está desatualizado. Este mod requer uma versão mais recente do jogo (possivelmente uma versão beta/alfa) para funcionar.
|
||||||
mod.outdatedv7.details = Este mod é incompatível com a versão mais recente do jogo. O autor deve atualizá-lo e adicionar [accent]minGameVersion: 136[] ao seu arquivo [accent]mod.json[].
|
mod.outdatedv7.details = Este mod é incompatível com a versão mais recente do jogo. O autor deve atualizá-lo e adicionar [accent]minGameVersion: 136[] ao seu arquivo [accent]mod.json[].
|
||||||
mod.blacklisted.details = Este mod foi manualmente colocado na lista negra por causar falhas ou outros problemas com esta versão do jogo. Não use isso.
|
mod.blacklisted.details = Este mod foi manualmente colocado na lista negra por causar falhas ou outros problemas com esta versão do jogo. Não use-o.
|
||||||
mod.missingdependencies.details = Este mod está sem dependências: {0}
|
mod.missingdependencies.details = Este mod está com dependências ausentes: {0}
|
||||||
mod.erroredcontent.details = Este jogo causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
mod.erroredcontent.details = Este mod causou erros ao carregar. Peça ao autor do mod para corrigi-los.
|
||||||
mod.circulardependencies.details = Este mod possui dependências que dependem umas das outras.
|
mod.circulardependencies.details = Este mod possui dependências que dependem umas das outras.
|
||||||
mod.incompletedependencies.details = Este mod não pode ser carregado devido a dependências inválidas ou ausentes: {0}.
|
mod.incompletedependencies.details = Este mod não pode ser carregado devido a dependências inválidas ou ausentes: {0}.
|
||||||
|
|
||||||
mod.requiresversion = Requer a versão do jogo: [red]{0}
|
mod.requiresversion = Requer a versão do jogo: [red]{0}
|
||||||
|
|
||||||
mod.errors = Ocorreram erros ao carregar o conteúdo.
|
mod.errors = Ocorreram erros ao carregar o conteúdo.
|
||||||
mod.noerrorplay = [scarlet]Você tem mods com erros.[] Desative os mods afetados ou conserte os erros antes de jogar.
|
mod.noerrorplay = [scarlet]Você tem mods com erros.[] Desative os mods afetados ou conserte os erros antes de jogar.
|
||||||
mod.nowdisabled = [scarlet]O Mod '{0}' está com dependências ausentes:[accent] {1}\n[lightgray]Esses Mods precisam ser baixados primeiro.\nEsse Mod será desativado automaticamente.
|
mod.nowdisabled = [scarlet]O Mod '{0}' está com dependências ausentes:[accent] {1}\n[lightgray]Esses Mods precisam ser baixados primeiro.\nEsse Mod será desativado automaticamente.
|
||||||
mod.enable = Ativar
|
mod.enable = Ativar
|
||||||
mod.requiresrestart = O jogo irá fechar para aplicar as mudanças do mod.
|
mod.requiresrestart = O jogo irá fechar para aplicar as mudanças do mod.
|
||||||
mod.reloadrequired = [scarlet]Recarregamento necessário
|
mod.reloadrequired = [scarlet]Recarregamento Necessário
|
||||||
mod.import = Importar mod
|
mod.import = Importar Mod
|
||||||
mod.import.file = Importar Arquivo
|
mod.import.file = Importar Arquivo
|
||||||
mod.import.github = Importar mod do GitHub
|
mod.import.github = Importar Mod do GitHub
|
||||||
mod.jarwarn = [scarlet]Mods JAR são altamente inseguros.[]\nTenha certeza que esse mod tenha uma fonte confiável!
|
mod.jarwarn = [scarlet]Mods JAR são altamente inseguros.[]\nTenha certeza que esse mod tenha uma fonte confiável!
|
||||||
mod.item.remove = Este item é parte do mod[accent] '{0}'[]. Para removê-lo, desinstale esse mod.
|
mod.item.remove = Este item é parte do mod[accent] '{0}'[]. Para removê-lo, desinstale esse mod.
|
||||||
mod.remove.confirm = Este mod será deletado.
|
mod.remove.confirm = Este mod será deletado.
|
||||||
@@ -185,16 +189,17 @@ name = Nome:
|
|||||||
noname = Escolha[accent] um nome[] primeiro.
|
noname = Escolha[accent] um nome[] primeiro.
|
||||||
search = Procurar:
|
search = Procurar:
|
||||||
planetmap = Mapa do Planeta
|
planetmap = Mapa do Planeta
|
||||||
launchcore = Lançar núcleo
|
launchcore = Lançar Núcleo
|
||||||
filename = Nome do arquivo:
|
filename = Nome do Arquivo:
|
||||||
unlocked = Novo bloco desbloqueado!
|
unlocked = Novo conteúdo desbloqueado!
|
||||||
available = Nova pesquisa disponível!
|
available = Nova pesquisa disponível!
|
||||||
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
||||||
campaign.select = Selecione a campanha inicial
|
campaign.select = Selecione uma Campanha Inicial
|
||||||
campaign.none = [lightgray]Selecione um planeta para começar nele.\nVocê pode mudar de planeta a qualquer momento.
|
campaign.none = [lightgray]Selecione um planeta para começar.\nIsso pode ser alterado a qualquer momento.
|
||||||
campaign.erekir = Novo, conteúdo mais polido. Uma progressão mais linear na campanha.\n\nExperiência geral e mapas de maior qualidade.
|
campaign.erekir = Conteúdo mais novo e mais polido. Progressão de campanha principalmente linear.\n\nMapas de maior qualidade e experiência geral.
|
||||||
campaign.serpulo = Conteúdo antigo; a experiência clássica. Mais aberto.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
campaign.serpulo = Conteúdo mais antigo; a experiência clássica. Mais aberto, mais conteúdo.\n\nMapas e mecânicas de campanha potencialmente desbalanceados. Menos polido.
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Difficulty
|
||||||
|
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore Tecnológica
|
techtree = Árvore Tecnológica
|
||||||
techtree.select = Seleção de Árvore Tecnológica
|
techtree.select = Seleção de Árvore Tecnológica
|
||||||
@@ -212,7 +217,7 @@ players.search = Procurar
|
|||||||
players.notfound = [gray]Nenhum jogador encontrado
|
players.notfound = [gray]Nenhum jogador encontrado
|
||||||
server.closing = [accent]Fechando servidor...
|
server.closing = [accent]Fechando servidor...
|
||||||
server.kicked.kick = Você foi expulso do servidor!
|
server.kicked.kick = Você foi expulso do servidor!
|
||||||
server.kicked.whitelist = Você não está na whitelist do servidor.
|
server.kicked.whitelist = Você não está na lista branca do servidor.
|
||||||
server.kicked.serverClose = Servidor fechado.
|
server.kicked.serverClose = Servidor fechado.
|
||||||
server.kicked.vote = Você foi expulso desse servidor. Adeus.
|
server.kicked.vote = Você foi expulso desse servidor. Adeus.
|
||||||
server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
|
server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
|
||||||
@@ -230,9 +235,9 @@ server.kicked.serverRestarting = O servidor esta reiniciando.
|
|||||||
server.versions = Sua versão:[accent] {0}[]\nVersão do servidor:[accent] {1}[]
|
server.versions = Sua versão:[accent] {0}[]\nVersão do servidor:[accent] {1}[]
|
||||||
host.info = O botão de [accent]Hospedar[] hospeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [lightgray]Wi-fi ou internet local[] pode ver este servidor na lista de servidores.\n\nSe você quiser poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é necessário.\n\n[lightgray]Nota: Se alguém está com problemas em conectar no seu servidor lan, tenha certeza que mindustry tem acesso a sua internet local nas configurações do seu firewall
|
host.info = O botão de [accent]Hospedar[] hospeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [lightgray]Wi-fi ou internet local[] pode ver este servidor na lista de servidores.\n\nSe você quiser poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é necessário.\n\n[lightgray]Nota: Se alguém está com problemas em conectar no seu servidor lan, tenha certeza que mindustry tem acesso a sua internet local nas configurações do seu firewall
|
||||||
join.info = Aqui, você pode entar em um [accent]IP de servidor[] para conectar, ou descobrir [accent]servidores[] da rede local.\nAmbos os servidores LAN e WAN são suportados.\n\n[lightgray]Nota: Não há uma lista de servidores automáticos; Se você quiser se conectar ao IP de alguém, você precisa pedir o IP ao anfitrião.
|
join.info = Aqui, você pode entar em um [accent]IP de servidor[] para conectar, ou descobrir [accent]servidores[] da rede local.\nAmbos os servidores LAN e WAN são suportados.\n\n[lightgray]Nota: Não há uma lista de servidores automáticos; Se você quiser se conectar ao IP de alguém, você precisa pedir o IP ao anfitrião.
|
||||||
hostserver = Hospedar servidor
|
hostserver = Hospedar Partida Multijogador
|
||||||
invitefriends = Convidar amigos
|
invitefriends = Convidar Amigos
|
||||||
hostserver.mobile = Hospedar\nJogo
|
hostserver.mobile = Hospedar Partida
|
||||||
host = Hospedar
|
host = Hospedar
|
||||||
hosting = [accent]Abrindo servidor...
|
hosting = [accent]Abrindo servidor...
|
||||||
hosts.refresh = Recarregar
|
hosts.refresh = Recarregar
|
||||||
@@ -242,54 +247,56 @@ server.refreshing = Atualizando servidor
|
|||||||
hosts.none = [lightgray]Nenhum jogo LAN encontrado!
|
hosts.none = [lightgray]Nenhum jogo LAN encontrado!
|
||||||
host.invalid = [scarlet]Não foi possivel hospedar
|
host.invalid = [scarlet]Não foi possivel hospedar
|
||||||
|
|
||||||
servers.local = Servidores locais
|
servers.local = Servidores Locais
|
||||||
servers.local.steam = Jogos públicos e servidores locais
|
servers.local.steam = Jogos Públicos e Servidores Locais
|
||||||
servers.remote = Servidores remotos
|
servers.remote = Servidores Remotos
|
||||||
servers.global = Servidores da comunidade
|
servers.global = Servidores da Comunidade
|
||||||
|
|
||||||
servers.disclaimer = Servidores da comunidade [accent]não[] controlados pelo desenvolvedor.\n\nOs servidores podem conter conteúdo não apropriado para todas as idades.
|
servers.disclaimer = Servidores da comunidade [accent]não[] controlados pelo desenvolvedor.\n\nOs servidores podem conter conteúdo não apropriado para todas as idades.
|
||||||
servers.showhidden = Mostrar servidores escondidos
|
servers.showhidden = Mostrar servidores ocultos
|
||||||
server.shown = Mostrar
|
server.shown = Mostrar
|
||||||
server.hidden = Esconder
|
server.hidden = Ocultar
|
||||||
|
|
||||||
viewplayer = Vendo o Player: [accent]{0}
|
viewplayer = Vendo o Jogador: [accent]{0}
|
||||||
trace = Rastrear jogador
|
trace = Rastrear Jogador
|
||||||
trace.playername = Nome do jogador: [accent]{0}
|
trace.playername = Nome do jogador: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Idioma: [accent]{0}
|
||||||
trace.mobile = Cliente móvel: [accent]{0}
|
trace.mobile = Cliente Móvel: [accent]{0}
|
||||||
trace.modclient = Cliente customizado: [accent]{0}
|
trace.modclient = Cliente Customizado: [accent]{0}
|
||||||
trace.times.joined = Vezes que entrou: [accent]{0}
|
trace.times.joined = Vezes que se Juntou: [accent]{0}
|
||||||
trace.times.kicked = Vezes que foi expulso: [accent]{0}
|
trace.times.kicked = Vezes que foi Expulso: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = IPs:
|
||||||
trace.names = Names:
|
trace.names = Names:
|
||||||
invalidid = ID do cliente invalido! Reporte o bug
|
invalidid = ID do cliente invalido! Reporte o bug
|
||||||
|
|
||||||
player.ban = Banir
|
player.ban = Banir
|
||||||
player.kick = Chutar
|
player.kick = Expulsar
|
||||||
player.trace = Rastrear
|
player.trace = Rastrear
|
||||||
player.admin = Alternar Admin
|
player.admin = Alternar Admin
|
||||||
player.team = Trocar time
|
player.team = Trocar Time
|
||||||
|
|
||||||
server.bans = Banidos
|
server.bans = Banidos
|
||||||
server.bans.none = Nenhum jogador banido encontrado!
|
server.bans.none = Nenhum jogador banido encontrado!
|
||||||
server.admins = Administradores
|
server.admins = Administradores
|
||||||
server.admins.none = Nenhum administrador encontrado!
|
server.admins.none = Nenhum administrador encontrado!
|
||||||
server.add = Adicionar servidor
|
server.add = Adicionar servidor
|
||||||
server.delete = Certeza que quer deletar o servidor?
|
server.delete = Você tem certeza que quer deletar esse servidor?
|
||||||
server.edit = Editar servidor
|
server.edit = Editar Servidor
|
||||||
server.outdated = [crimson]Servidor desatualizado![]
|
server.outdated = [scarlet]Servidor Desatualizado![]
|
||||||
server.outdated.client = [crimson]Cliente desatualizado![]
|
server.outdated.client = [scarlet]Cliente Desatualizado![]
|
||||||
server.version = [lightgray]Versão: {0}
|
server.version = [gray]v{0} {1}
|
||||||
server.custombuild = [accent]Versão customizada
|
server.custombuild = [accent]Versão Customizada
|
||||||
confirmban = Certeza que quer banir "{0}[white]"?
|
confirmban = Você tem certeza que quer banir "{0}[white]"?
|
||||||
confirmkick = Certeza que quer expulsar "{0}[white]"?
|
confirmkick = Você tem certeza que quer expulsar "{0}[white]"?
|
||||||
confirmunban = Certeza que quer desbanir este jogador?
|
confirmunban = Você tem certeza que quer desbanir este jogador?
|
||||||
confirmadmin = Certeza que quer fazer "{0}[white]" um administrador?
|
confirmadmin = Você tem certeza que quer fazer "{0}[white]" um administrador?
|
||||||
confirmunadmin = Certeza que quer remover o status de adminstrador do "{0}[white]"?
|
confirmunadmin = Você tem certeza que quer remover o status de adminstrador do "{0}[white]"?
|
||||||
votekick.reason = Motivo para chutar por voto
|
votekick.reason = Motivo para expulsar por votação
|
||||||
votekick.reason.message = Tem certeza de que deseja chutar por voto "{0}[white]"?\nSe sim, digite o motivo:
|
votekick.reason.message = Tem certeza de que deseja expulsar "{0}[white]" por votação?\nSe sim, digite o motivo:
|
||||||
joingame.title = Entrar no jogo
|
joingame.title = Juntar-se ao jogo
|
||||||
joingame.ip = IP:
|
joingame.ip = Endereço IP:
|
||||||
disconnect = Desconectado.
|
disconnect = Desconectado.
|
||||||
disconnect.error = Erro de conexão.
|
disconnect.error = Erro de conexão.
|
||||||
disconnect.closed = Conexão fechada.
|
disconnect.closed = Conexão fechada.
|
||||||
@@ -301,29 +308,30 @@ connecting = [accent]Conectando...
|
|||||||
reconnecting = [accent]Reconectando...
|
reconnecting = [accent]Reconectando...
|
||||||
connecting.data = [accent]Carregando dados do mundo...
|
connecting.data = [accent]Carregando dados do mundo...
|
||||||
server.port = Porta:
|
server.port = Porta:
|
||||||
server.invalidport = Numero de port inválido!
|
server.invalidport = Numero de porta inválido!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||||
server.error = [crimson]Erro ao hospedar o servidor: [accent]{0}
|
server.error = [scarlet]Erro ao hospedar o servidor.
|
||||||
save.new = Novo save
|
save.new = Novo Jogo Salvo
|
||||||
save.overwrite = Você tem certeza que quer sobrescrever este save?
|
save.overwrite = Você tem certeza que quer sobrescrever este jogo salvo?
|
||||||
save.nocampaign = Arquivos salvos individuais da campanha não podem ser importados.
|
save.nocampaign = Arquivos de jogos salvos individuais da campanha não podem ser importados.
|
||||||
|
|
||||||
overwrite = Sobrescrever
|
overwrite = Sobrescrever
|
||||||
save.none = Nenhum save encontrado!
|
save.none = Nenhum jogo salvo encontrado!
|
||||||
savefail = Falha ao salvar jogo!
|
savefail = Falha ao salvar jogo!
|
||||||
save.delete.confirm = Certeza que quer deletar este save?
|
save.delete.confirm = Certeza que quer deletar este jogo salvo?
|
||||||
save.delete = Deletar
|
save.delete = Deletar
|
||||||
save.export = Exportar save
|
save.export = Exportar Jogo Salvo
|
||||||
save.import.invalid = [accent]Este save é inválido!
|
save.import.invalid = [accent]Este jogo salvo é inválido!
|
||||||
save.import.fail = [crimson]Falha ao importar save: [accent]{0}
|
save.import.fail = [crimson]Falha ao importar jogo salvo: [accent]{0}
|
||||||
save.export.fail = [crimson]Falha ao exportar save: [accent]{0}
|
save.export.fail = [crimson]Falha ao exportar jogo salvo: [accent]{0}
|
||||||
save.import = Importar save
|
save.import = Importar jogo salvo
|
||||||
save.newslot = Nome do save:
|
save.newslot = Nome do jogo salvo:
|
||||||
save.rename = Renomear
|
save.rename = Renomear
|
||||||
save.rename.text = Novo jogo:
|
save.rename.text = Novo nome:
|
||||||
selectslot = Selecione um lugar para salvar.
|
selectslot = Selecione um jogo salvo.
|
||||||
slot = [accent]Slot {0}
|
slot = [accent]Slot {0}
|
||||||
editmessage = Editar mensagem
|
editmessage = Editar Mensagem
|
||||||
save.corrupted = [accent]Save corrompido ou inválido!
|
save.corrupted = [accent]Jogo salvo corrompido ou inválido!
|
||||||
empty = <vazio>
|
empty = <vazio>
|
||||||
on = Ligado
|
on = Ligado
|
||||||
off = Desligado
|
off = Desligado
|
||||||
@@ -332,87 +340,90 @@ save.autosave = Salvar automaticamente: {0}
|
|||||||
save.map = Mapa: {0}
|
save.map = Mapa: {0}
|
||||||
save.wave = Horda {0}
|
save.wave = Horda {0}
|
||||||
save.mode = Modo de jogo: {0}
|
save.mode = Modo de jogo: {0}
|
||||||
save.date = Último salvamento: {0}
|
save.date = Último Salvamento: {0}
|
||||||
save.playtime = Tempo de jogo: {0}
|
save.playtime = Tempo de jogo: {0}
|
||||||
warning = Aviso.
|
warning = Aviso.
|
||||||
confirm = Confirmar
|
confirm = Confirmar
|
||||||
delete = Excluir
|
delete = Excluir
|
||||||
view.workshop = Ver na oficina
|
view.workshop = Ver na Oficina
|
||||||
workshop.listing = Editar a lista da oficina
|
workshop.listing = Editar a Lista da Oficina
|
||||||
ok = OK
|
ok = Certo
|
||||||
open = Abrir
|
open = Abrir
|
||||||
customize = Customizar
|
customize = Customizar Regras
|
||||||
cancel = Cancelar
|
cancel = Cancelar
|
||||||
command = Comando
|
command = Comando
|
||||||
command.queue = [lightgray][Queuing]
|
command.queue = Fila
|
||||||
command.mine = Minerar
|
command.mine = Minerar
|
||||||
command.repair = Reparar
|
command.repair = Reparar
|
||||||
command.rebuild = Reconstruir
|
command.rebuild = Reconstruir
|
||||||
command.assist = Assist Player
|
command.assist = Auxiliar Jogador
|
||||||
command.move = Mover
|
command.move = Mover
|
||||||
command.boost = Boost
|
|
||||||
command.enterPayload = Enter Payload Block
|
command.boost = Impulso
|
||||||
command.loadUnits = Load Units
|
command.enterPayload = Inserir Bloco de Carga útil
|
||||||
command.loadBlocks = Load Blocks
|
command.loadUnits = Carregar Unidades
|
||||||
command.unloadPayload = Unload Payload
|
command.loadBlocks = Carregar Blocos
|
||||||
|
command.unloadPayload = Descarregar Carga
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Loop Unit Transfer
|
||||||
stance.stop = Cancel Orders
|
stance.stop = Cancelar Ordens
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = Modo: Atirar
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = Modo: Cessar Fogo
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Modo: Perseguir Alvo
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Modo: Patrulhar Caminho
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Modo: Vagar\n[lightgray]Andar em linha reta, ignorando o terreno
|
||||||
|
|
||||||
openlink = Abrir Link
|
openlink = Abrir Link
|
||||||
copylink = Copiar link
|
copylink = Copiar Link
|
||||||
back = Voltar
|
back = Voltar
|
||||||
max = Máximo
|
max = Máximo
|
||||||
objective = Objetivo do Mapa
|
objective = Objetivo do Mapa
|
||||||
crash.export = Exportar Históricos de Crashes.
|
crash.export = Exportar Logs de Crashes
|
||||||
crash.none = Nenhum Histórico de Crashes Encontrado.
|
crash.none = Nenhum logs de Crashes Encontrado.
|
||||||
crash.exported = Históricos de Crashes Exportado.
|
crash.exported = Logs de Crashes Exportado.
|
||||||
data.export = Exportar dados
|
data.export = Exportar Dados
|
||||||
data.import = Importar dados
|
data.import = Importar Dados
|
||||||
data.openfolder = Abrir pasta de dados
|
data.openfolder = Abrir Pasta de Dados
|
||||||
data.exported = Dados exportados.
|
data.exported = Dados exportados.
|
||||||
data.invalid = Estes dados de jogo não são válidos.
|
data.invalid = Esse dados de jogo não são válidos.
|
||||||
data.import.confirm = Importar dados externos irá deletar[scarlet] todos[] os seus dados atuais.\n[accent]Isso não pode ser desfeito![]\n\nQuando seus dados serão importados, seu jogo irá sair imediatamente.
|
data.import.confirm = Importar dados externos irá deletar[scarlet] todos[] os seus dados atuais.\n[accent]Isso não pode ser desfeito![]\n\nQuando seus dados serão importados, seu jogo irá fechar imediatamente.
|
||||||
quit.confirm = Você tem certeza que quer sair?
|
quit.confirm = Você tem certeza que quer sair?
|
||||||
loading = [accent]Carregando...
|
loading = [accent]Carregando...
|
||||||
downloading = [accent]Baixando...
|
downloading = [accent]Baixando...
|
||||||
saving = [accent]Salvando...
|
saving = [accent]Salvando...
|
||||||
respawn = [accent][[{0}][] para nascer no núcleo
|
respawn = [accent][[{0}][] para renascer
|
||||||
cancelbuilding = [accent][[{0}][] para cancelar a construção
|
cancelbuilding = [accent][[{0}][] para cancelar a construção
|
||||||
selectschematic = [accent][[{0}][] para selecionar + copiar
|
selectschematic = [accent][[{0}][] para selecionar + copiar
|
||||||
pausebuilding = [accent][[{0}][] para parar a construção
|
pausebuilding = [accent][[{0}][] para pausar a construção
|
||||||
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
resumebuilding = [scarlet][[{0}][] para continuar a construção
|
||||||
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
enablebuilding = [scarlet][[{0}][] para habilitar construção
|
||||||
showui = Interface escondida.\nPressione [accent][[{0}][] para mostrar a interface.
|
showui = Interface oculta.\nPressione [accent][[{0}][] para exibir a interface.
|
||||||
commandmode.name = [accent]Modo de comando
|
commandmode.name = [accent]Modo de Comando
|
||||||
commandmode.nounits = [nenhuma unidade]
|
commandmode.nounits = [sem unidades]
|
||||||
|
|
||||||
wave = [accent]Horda {0}
|
wave = [accent]Horda {0}
|
||||||
wave.cap = [accent]Horda {0}/{1}
|
wave.cap = [accent]Horda {0}/{1}
|
||||||
wave.waiting = Proxima horda em {0}
|
wave.waiting = [lightgray]Próxima horda em {0}
|
||||||
wave.waveInProgress = [lightgray]Horda em progresso
|
wave.waveInProgress = [lightgray]Horda em progresso
|
||||||
waiting = Esperando...
|
waiting = [lightgray]Esperando...
|
||||||
waiting.players = Esperando por jogadores...
|
waiting.players = Esperando por jogadores...
|
||||||
wave.enemies = [lightgray]{0} inimigos restantes
|
wave.enemies = [lightgray]{0} Inimigos Restantes
|
||||||
wave.enemycores = [accent]{0}[lightgray] núcleos inimigos
|
wave.enemycores = [accent]{0}[lightgray] Núcleos Inimigos
|
||||||
wave.enemycore = [accent]{0}[lightgray] núcleo inimigo
|
wave.enemycore = [accent]{0}[lightgray] Núcleo Inimigo
|
||||||
wave.enemy = [lightgray]{0} inimigo restante
|
wave.enemy = [lightgray]{0} Inimigo Restante
|
||||||
wave.guardianwarn = Guardião se aproximando em [accent]{0}[] hordas.
|
wave.guardianwarn = Guardião se aproximando em [accent]{0}[] hordas.
|
||||||
wave.guardianwarn.one = Guardião se aproximando em [accent]{0}[] horda.
|
wave.guardianwarn.one = Guardião se aproximando em [accent]{0}[] horda.
|
||||||
loadimage = Carregar\nimagem
|
loadimage = Carregar Imagem
|
||||||
saveimage = Salvar\nimagem
|
saveimage = Salvar Imagem
|
||||||
unknown = Desconhecido
|
unknown = Desconhecido
|
||||||
custom = Customizado
|
custom = Customizado
|
||||||
builtin = Padrão
|
builtin = Embutido
|
||||||
map.delete.confirm = Certeza que quer deletar este mapa? Isto não pode ser anulado!
|
map.delete.confirm = Você tem certeza que quer deletar este mapa? Isso não pode ser revertido!
|
||||||
map.random = [accent]Mapa aleatório
|
map.random = [accent]Mapa Aleatório
|
||||||
map.nospawn = Este mapa não possui nenhum núcleo para o jogador nascer! Adicione um núcleo {0} para este mapa no editor.
|
map.nospawn = Este mapa não possui nenhum Núcleo para o jogador nascer! Adicione um Núcleo {0} para este mapa no editor.
|
||||||
map.nospawn.pvp = Esse mapa não tem núcleos inimigos para os jogadores nascerem! Adicione [scarlet]núcleos vermelhos[] no mapa no editor.
|
map.nospawn.pvp = Esse mapa não tem Núcleos inimigos para os jogadores nascerem! Adicione [scarlet]Núcleos não-laranjas[] para este mapa no editor.
|
||||||
map.nospawn.attack = Esse mapa não tem nenhum núcleo inimigo para o jogador atacar! coloque {0} vermelhos no editor.
|
map.nospawn.attack = Esse mapa não tem nenhum Núcleo inimigo para o jogador atacar! Adicione um Núcleos {0} para este mapa no editor.
|
||||||
map.invalid = Erro ao carregar o mapa: Arquivo de mapa invalido ou corrupto.
|
map.invalid = Erro ao carregar o mapa: Arquivo de mapa invalido ou corrupto.
|
||||||
workshop.update = Atualizar item
|
workshop.update = Atualizar Item
|
||||||
workshop.error = Erro buscando os detalhes da oficina: {0}
|
workshop.error = Erro buscando os detalhes da oficina: {0}
|
||||||
map.publish.confirm = Você tem certeza de que quer publicar este mapa?\n\n[lightgray]Tenha certeza de que você concorda com o EULA da oficina primeiro, ou seus mapas não serão mostrados!
|
map.publish.confirm = Você tem certeza de que quer publicar este mapa?\n\n[lightgray]Tenha certeza de que você concorda com o EULA da oficina primeiro, ou seus mapas não serão mostrados!
|
||||||
workshop.menu = Selecione oquê você gostaria de fazer com esse item.
|
workshop.menu = Selecione oquê você gostaria de fazer com esse item.
|
||||||
@@ -721,14 +732,18 @@ loadout = Carregamento
|
|||||||
resources = Recursos
|
resources = Recursos
|
||||||
resources.max = Máximo
|
resources.max = Máximo
|
||||||
bannedblocks = Blocos Banidos
|
bannedblocks = Blocos Banidos
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objetivos
|
objectives = Objetivos
|
||||||
bannedunits = Unidades Banidas
|
bannedunits = Unidades Banidas
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Adicionar Todos
|
addall = Adicionar Todos
|
||||||
launch.from = Lançando de: [accent]{0}
|
launch.from = Lançando de: [accent]{0}
|
||||||
launch.capacity = Capacidade para Lançamento de Itens: [accent]{0}
|
launch.capacity = Capacidade para Lançamento de Itens: [accent]{0}
|
||||||
launch.destination = Destino: {0}
|
launch.destination = Destino: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = A quantidade deve ser um número entre 0 e {0}.
|
configure.invalid = A quantidade deve ser um número entre 0 e {0}.
|
||||||
add = Adicionar...
|
add = Adicionar...
|
||||||
guardian = Guardião
|
guardian = Guardião
|
||||||
@@ -767,7 +782,9 @@ sectors.stored = Armazenado:
|
|||||||
sectors.resume = Continuar
|
sectors.resume = Continuar
|
||||||
sectors.launch = Lançar
|
sectors.launch = Lançar
|
||||||
sectors.select = Selecionar
|
sectors.select = Selecionar
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]nenhum (sun)
|
sectors.nonelaunch = [lightgray]nenhum (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Renomear Setor
|
sectors.rename = Renomear Setor
|
||||||
sectors.enemybase = [scarlet]Base Inimiga
|
sectors.enemybase = [scarlet]Base Inimiga
|
||||||
sectors.vulnerable = [scarlet]Vulnerável
|
sectors.vulnerable = [scarlet]Vulnerável
|
||||||
@@ -1033,6 +1050,7 @@ stat.buildspeedmultiplier = Multiplicador de Velocidade de Construção
|
|||||||
stat.reactive = Reage
|
stat.reactive = Reage
|
||||||
stat.immunities = Imunidades
|
stat.immunities = Imunidades
|
||||||
stat.healing = Reparo
|
stat.healing = Reparo
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Campo de Força
|
ability.forcefield = Campo de Força
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1079,6 +1097,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
|
|
||||||
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
bar.onlycoredeposit = Somente depósito no núcleo permitido
|
||||||
bar.drilltierreq = Broca melhor necessária.
|
bar.drilltierreq = Broca melhor necessária.
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Recursos Insuficientes
|
bar.noresources = Recursos Insuficientes
|
||||||
bar.corereq = Base do Núcleo Necessária
|
bar.corereq = Base do Núcleo Necessária
|
||||||
bar.corefloor = Zona do Núcleo Necessária
|
bar.corefloor = Zona do Núcleo Necessária
|
||||||
@@ -1087,6 +1106,7 @@ bar.drillspeed = Velocidade da Broca: {0}/s
|
|||||||
bar.pumpspeed = Velocidade da Bomba: {0}/s
|
bar.pumpspeed = Velocidade da Bomba: {0}/s
|
||||||
bar.efficiency = Eficiência: {0}%
|
bar.efficiency = Eficiência: {0}%
|
||||||
bar.boost = Impulso: +{0}%
|
bar.boost = Impulso: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energia: {0}
|
bar.powerbalance = Energia: {0}
|
||||||
bar.powerstored = Armazenada: {0}/{1}
|
bar.powerstored = Armazenada: {0}/{1}
|
||||||
bar.poweramount = Energia: {0}
|
bar.poweramount = Energia: {0}
|
||||||
@@ -1097,6 +1117,7 @@ bar.capacity = Capacidade: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Líquido
|
bar.liquid = Líquido
|
||||||
bar.heat = Calor
|
bar.heat = Calor
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instabilidade
|
bar.instability = Instabilidade
|
||||||
bar.heatamount = Calor: {0}
|
bar.heatamount = Calor: {0}
|
||||||
bar.heatpercent = Calor: {0} ({1}%)
|
bar.heatpercent = Calor: {0} ({1}%)
|
||||||
@@ -1121,6 +1142,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
|
bullet.frags = [stat]{0}[lightgray]x balas de fragmentação:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
|
bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] Impulso
|
bullet.knockback = [stat]{0}[lightgray] Impulso
|
||||||
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
bullet.pierce = [stat]{0}[lightgray]x perfuração
|
||||||
bullet.infinitepierce = [stat]perfuração
|
bullet.infinitepierce = [stat]perfuração
|
||||||
@@ -1147,6 +1169,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /segundo
|
unit.persecond = /segundo
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x Velocidade
|
unit.timesspeed = x Velocidade
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = Saúde do escudo
|
unit.shieldhealth = Saúde do escudo
|
||||||
unit.items = itens
|
unit.items = itens
|
||||||
@@ -1223,11 +1246,13 @@ setting.mutemusic.name = Desligar Música
|
|||||||
setting.sfxvol.name = Volume de Efeitos
|
setting.sfxvol.name = Volume de Efeitos
|
||||||
setting.mutesound.name = Desligar Som
|
setting.mutesound.name = Desligar Som
|
||||||
setting.crashreport.name = Enviar denúncias anônimas de erros
|
setting.crashreport.name = Enviar denúncias anônimas de erros
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Criar salvamentos automaticamente
|
setting.savecreate.name = Criar salvamentos automaticamente
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limites de Player
|
setting.playerlimit.name = Limites de Player
|
||||||
setting.chatopacity.name = Opacidade do chat
|
setting.chatopacity.name = Opacidade do chat
|
||||||
setting.lasersopacity.name = Opacidade do laser
|
setting.lasersopacity.name = Opacidade do laser
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Opacidade da ponte
|
setting.bridgeopacity.name = Opacidade da ponte
|
||||||
setting.playerchat.name = Mostrar chat em jogo
|
setting.playerchat.name = Mostrar chat em jogo
|
||||||
setting.showweather.name = Mostrar Gráficos do Clima
|
setting.showweather.name = Mostrar Gráficos do Clima
|
||||||
@@ -1383,12 +1408,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Multiplicador de vida de unidade
|
rules.unithealthmultiplier = Multiplicador de vida de unidade
|
||||||
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
rules.unitdamagemultiplier = Multiplicador de dano de Unidade
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Multiplicador de Energia Solar
|
rules.solarmultiplier = Multiplicador de Energia Solar
|
||||||
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
rules.unitcapvariable = Núcleos contribuem para a capacidade da unidade
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Capacidade base da Unidade
|
rules.unitcap = Capacidade base da Unidade
|
||||||
rules.limitarea = Limitar área do mapa
|
rules.limitarea = Limitar área do mapa
|
||||||
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
rules.enemycorebuildradius = Raio de "não-criação" de núcleo inimigo:[lightgray] (blocos)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Espaço de tempo entre hordas:[lightgray] (seg)
|
rules.wavespacing = Espaço de tempo entre hordas:[lightgray] (seg)
|
||||||
rules.initialwavespacing = Espaçamento de onda inicial:[lightgray] (seg)
|
rules.initialwavespacing = Espaçamento de onda inicial:[lightgray] (seg)
|
||||||
rules.buildcostmultiplier = Multiplicador de custo de construção
|
rules.buildcostmultiplier = Multiplicador de custo de construção
|
||||||
@@ -1411,6 +1438,9 @@ rules.title.planet = Planeta
|
|||||||
rules.lighting = Iluminação
|
rules.lighting = Iluminação
|
||||||
rules.fog = Névoa de Guerra
|
rules.fog = Névoa de Guerra
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fogo
|
rules.fire = Fogo
|
||||||
@@ -1727,6 +1757,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Contêiner
|
block.container.name = Contêiner
|
||||||
block.launch-pad.name = Plataforma de Lançamento
|
block.launch-pad.name = Plataforma de Lançamento
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fábrica de Unidades Terrestres
|
block.ground-factory.name = Fábrica de Unidades Terrestres
|
||||||
block.air-factory.name = Fábrica de Unidades Aéreas
|
block.air-factory.name = Fábrica de Unidades Aéreas
|
||||||
@@ -2175,7 +2207,9 @@ block.vault.description = Armazena uma grande quantidade de itens de cada tipo.
|
|||||||
block.container.description = Armazena uma pequena quantidade de itens de cada tipo. Expande o armazenamento quando colocado próximo a um núcleo. O conteúdo pode ser recuperado com um descarregador.
|
block.container.description = Armazena uma pequena quantidade de itens de cada tipo. Expande o armazenamento quando colocado próximo a um núcleo. O conteúdo pode ser recuperado com um descarregador.
|
||||||
block.unloader.description = Descarrega o item selecionado dos blocos próximos.
|
block.unloader.description = Descarrega o item selecionado dos blocos próximos.
|
||||||
block.launch-pad.description = Lança lotes de itens para setores selecionados.
|
block.launch-pad.description = Lança lotes de itens para setores selecionados.
|
||||||
block.launch-pad.details = Sistema sub-orbital para transporte ponto-a-ponto de recursos. As cápsulas de carga são frágeis e incapazes de sobreviver à reentrada.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Dispara balas alternadas em inimigos.
|
block.duo.description = Dispara balas alternadas em inimigos.
|
||||||
block.scatter.description = Dispara tiros aglomerados de chumbo, sucata ou metavidro em unidades aéreas.
|
block.scatter.description = Dispara tiros aglomerados de chumbo, sucata ou metavidro em unidades aéreas.
|
||||||
block.scorch.description = Queima qualquer unidade que estiver próxima. Altamente efetivo se for de perto.
|
block.scorch.description = Queima qualquer unidade que estiver próxima. Altamente efetivo se for de perto.
|
||||||
@@ -2374,6 +2408,7 @@ unit.emanate.description = Constrói estruturas para defender o Núcelo Acrópol
|
|||||||
lst.read = Ler um número de uma célula de memória vinculada.
|
lst.read = Ler um número de uma célula de memória vinculada.
|
||||||
lst.write = Escrever um número de uma célula de memória vinculada.
|
lst.write = Escrever um número de uma célula de memória vinculada.
|
||||||
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
lst.print = Adiciona texto ao buffer de impressão.\nNão exibe nada até [accent]Print Flush[] ser usado.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
lst.draw = Adicionar uma operação ao buffer de desenho.\nNão exibe nada até [accent]Draw Flush[] ser usado.
|
||||||
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
lst.drawflush = Liberar operações [accent]Draw[] enfileiradas para um display.
|
||||||
@@ -2611,3 +2646,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -715,14 +715,18 @@ loadout = Încărcare
|
|||||||
resources = Resurse
|
resources = Resurse
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Blocuri Interzise
|
bannedblocks = Blocuri Interzise
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Unități Interzise
|
bannedunits = Unități Interzise
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Adaugă-le pe toate
|
addall = Adaugă-le pe toate
|
||||||
launch.from = Lansează Din: [accent]{0}
|
launch.from = Lansează Din: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destinație: {0}
|
launch.destination = Destinație: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Cantitatea trebuie să fie un număr între 0 și {0}.
|
configure.invalid = Cantitatea trebuie să fie un număr între 0 și {0}.
|
||||||
add = Adaugă...
|
add = Adaugă...
|
||||||
guardian = Gardian
|
guardian = Gardian
|
||||||
@@ -761,7 +765,9 @@ sectors.stored = Stocat:
|
|||||||
sectors.resume = Revino
|
sectors.resume = Revino
|
||||||
sectors.launch = Lansare
|
sectors.launch = Lansare
|
||||||
sectors.select = Selectează
|
sectors.select = Selectează
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]nimic (soarele)
|
sectors.nonelaunch = [lightgray]nimic (soarele)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Redenumește Sectorul
|
sectors.rename = Redenumește Sectorul
|
||||||
sectors.enemybase = [scarlet]Bază Inamică
|
sectors.enemybase = [scarlet]Bază Inamică
|
||||||
sectors.vulnerable = [scarlet]Vulnerabil
|
sectors.vulnerable = [scarlet]Vulnerabil
|
||||||
@@ -1024,6 +1030,7 @@ stat.buildspeedmultiplier = Multiplicator Viteză Construcție
|
|||||||
stat.reactive = Reacționează la
|
stat.reactive = Reacționează la
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Reparare
|
stat.healing = Reparare
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Câmp de Forță
|
ability.forcefield = Câmp de Forță
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1071,6 +1078,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Burghiu Mai Bun Necesar
|
bar.drilltierreq = Burghiu Mai Bun Necesar
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Resurse lipsă
|
bar.noresources = Resurse lipsă
|
||||||
bar.corereq = Plasare pe Nucleu Necesară
|
bar.corereq = Plasare pe Nucleu Necesară
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1079,6 +1087,7 @@ bar.drillspeed = Viteză Minare: {0}/s
|
|||||||
bar.pumpspeed = Viteză Pompare: {0}/s
|
bar.pumpspeed = Viteză Pompare: {0}/s
|
||||||
bar.efficiency = Eficiență: {0}%
|
bar.efficiency = Eficiență: {0}%
|
||||||
bar.boost = Efect Grăbire: +{0}%
|
bar.boost = Efect Grăbire: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Electricitate: {0}/s
|
bar.powerbalance = Electricitate: {0}/s
|
||||||
bar.powerstored = Stocată: {0}/{1}
|
bar.powerstored = Stocată: {0}/{1}
|
||||||
bar.poweramount = Electricitate: {0}
|
bar.poweramount = Electricitate: {0}
|
||||||
@@ -1089,6 +1098,7 @@ bar.capacity = Capacitate: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Lichid
|
bar.liquid = Lichid
|
||||||
bar.heat = Căldură
|
bar.heat = Căldură
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1113,6 +1123,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
bullet.frags = [stat]{0}[lightgray]x fragmente:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] împingere
|
bullet.knockback = [stat]{0}[lightgray] împingere
|
||||||
bullet.pierce = [stat]{0}[lightgray]x penetrează
|
bullet.pierce = [stat]{0}[lightgray]x penetrează
|
||||||
bullet.infinitepierce = [stat]penetrează
|
bullet.infinitepierce = [stat]penetrează
|
||||||
@@ -1139,6 +1150,7 @@ unit.minutes = min
|
|||||||
unit.persecond = /sec
|
unit.persecond = /sec
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x viteză
|
unit.timesspeed = x viteză
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = viață scut
|
unit.shieldhealth = viață scut
|
||||||
unit.items = materiale
|
unit.items = materiale
|
||||||
@@ -1215,11 +1227,13 @@ setting.mutemusic.name = Muzica pe Mut
|
|||||||
setting.sfxvol.name = Volum Efecte Sonore
|
setting.sfxvol.name = Volum Efecte Sonore
|
||||||
setting.mutesound.name = Sunetul pe Mut
|
setting.mutesound.name = Sunetul pe Mut
|
||||||
setting.crashreport.name = Trimite Rapoarte de Crash anonime
|
setting.crashreport.name = Trimite Rapoarte de Crash anonime
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Auto-Creează Salvări
|
setting.savecreate.name = Auto-Creează Salvări
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limita Jucătorilor
|
setting.playerlimit.name = Limita Jucătorilor
|
||||||
setting.chatopacity.name = Opacitate Chat
|
setting.chatopacity.name = Opacitate Chat
|
||||||
setting.lasersopacity.name = Opacitate Laser Electric
|
setting.lasersopacity.name = Opacitate Laser Electric
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Opacitate Poduri
|
setting.bridgeopacity.name = Opacitate Poduri
|
||||||
setting.playerchat.name = Vezi Chat Temporar
|
setting.playerchat.name = Vezi Chat Temporar
|
||||||
setting.showweather.name = Vezi Vremea
|
setting.showweather.name = Vezi Vremea
|
||||||
@@ -1375,12 +1389,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Multiplicatorul Vieții Unităților
|
rules.unithealthmultiplier = Multiplicatorul Vieții Unităților
|
||||||
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
rules.unitdamagemultiplier = Multiplicatorul Deteriorării Unităților
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
rules.unitcapvariable = Nucleele Contribuie la Limita Unităților
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Limita de Bază a Unităților
|
rules.unitcap = Limita de Bază a Unităților
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
rules.enemycorebuildradius = Interzisă Construirea în Jurul Nucleului Inamic:[lightgray] (pătrate)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Spațiul Dintre Valuri:[lightgray] (sec)
|
rules.wavespacing = Spațiul Dintre Valuri:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Multiplicatorul Costului Construcției
|
rules.buildcostmultiplier = Multiplicatorul Costului Construcției
|
||||||
@@ -1403,6 +1419,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Luminozitate Ambientală
|
rules.lighting = Luminozitate Ambientală
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Foc
|
rules.fire = Foc
|
||||||
@@ -1721,6 +1740,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Platformă de Lansare
|
block.launch-pad.name = Platformă de Lansare
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Fabrică Unități Artilerie
|
block.ground-factory.name = Fabrică Unități Artilerie
|
||||||
block.air-factory.name = Fabrică Unități Aeriene
|
block.air-factory.name = Fabrică Unități Aeriene
|
||||||
@@ -2161,7 +2182,9 @@ block.vault.description = Stochează o mare cantitate de materiale de orice tip.
|
|||||||
block.container.description = Stochează o mică cantitate de materiale de orice tip. Conținutul poate fi recuperat folosind un descărcător.
|
block.container.description = Stochează o mică cantitate de materiale de orice tip. Conținutul poate fi recuperat folosind un descărcător.
|
||||||
block.unloader.description = Descarcă materialele din orice bloc din apropiere, mai puțin cele de transport.
|
block.unloader.description = Descarcă materialele din orice bloc din apropiere, mai puțin cele de transport.
|
||||||
block.launch-pad.description = Lansează grămezi de materiale către sectoarele selectate.
|
block.launch-pad.description = Lansează grămezi de materiale către sectoarele selectate.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Trage cu gloanțe alternante către inamici.
|
block.duo.description = Trage cu gloanțe alternante către inamici.
|
||||||
block.scatter.description = Trage cu bucățele de plumb, fier vechi sau metasticlă către aeronavele inamice.
|
block.scatter.description = Trage cu bucățele de plumb, fier vechi sau metasticlă către aeronavele inamice.
|
||||||
block.scorch.description = Arde orice artilerie inamică din apropiere. Foarte eficient la distanță mică.
|
block.scorch.description = Arde orice artilerie inamică din apropiere. Foarte eficient la distanță mică.
|
||||||
@@ -2358,6 +2381,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
lst.read = Citește un număr dintr-o celulă de memorie conectată.
|
||||||
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
lst.write = Scrie un număr într-o celulă de memorie conectată.
|
||||||
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
lst.print = Adaugă text în bufferul de tipărire.\nNu tipărește decât când se execută [accent]Print Flush[].
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
lst.draw = Adaugă o operație în bufferul de desenare.\nNu afișează decât când se execută [accent]Draw Flush[].
|
||||||
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
lst.drawflush = Afișează pe un monitor instrucțiunile [accent]Draw[] aflate în așteptare.
|
||||||
@@ -2596,3 +2620,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -36,7 +36,7 @@ load.scripts = Скрипты
|
|||||||
|
|
||||||
be.update = Доступна новая сборка Bleeding Edge:
|
be.update = Доступна новая сборка Bleeding Edge:
|
||||||
be.update.confirm = Загрузить её и перезапустить игру сейчас?
|
be.update.confirm = Загрузить её и перезапустить игру сейчас?
|
||||||
be.updating = Обновляется…
|
be.updating = Обновляется...
|
||||||
be.ignore = Игнорировать
|
be.ignore = Игнорировать
|
||||||
be.noupdates = Обновления не найдены.
|
be.noupdates = Обновления не найдены.
|
||||||
be.check = Проверить обновления
|
be.check = Проверить обновления
|
||||||
@@ -55,12 +55,12 @@ mods.browser.sortdate = Сортировка по дате изменения
|
|||||||
mods.browser.sortstars = Сортировка по количеству звёзд
|
mods.browser.sortstars = Сортировка по количеству звёзд
|
||||||
|
|
||||||
schematic = Схема
|
schematic = Схема
|
||||||
schematic.add = Сохранить схему…
|
schematic.add = Сохранить схему...
|
||||||
schematics = Схемы
|
schematics = Схемы
|
||||||
schematic.search = Поиск схем…
|
schematic.search = Поиск схем...
|
||||||
schematic.replace = Схема с таким названием уже существует. Заменить её?
|
schematic.replace = Схема с таким названием уже существует. Заменить её?
|
||||||
schematic.exists = Схема с таким названием уже существует.
|
schematic.exists = Схема с таким названием уже существует.
|
||||||
schematic.import = Импортировать схему…
|
schematic.import = Импортировать схему...
|
||||||
schematic.exportfile = Экспортировать файл
|
schematic.exportfile = Экспортировать файл
|
||||||
schematic.importfile = Импортировать файл
|
schematic.importfile = Импортировать файл
|
||||||
schematic.browseworkshop = Просмотр Мастерской
|
schematic.browseworkshop = Просмотр Мастерской
|
||||||
@@ -211,7 +211,7 @@ players = Игроков: {0}
|
|||||||
players.single = {0} игрок
|
players.single = {0} игрок
|
||||||
players.search = поиск
|
players.search = поиск
|
||||||
players.notfound = [gray]игроки не найдены
|
players.notfound = [gray]игроки не найдены
|
||||||
server.closing = [accent]Закрытие сервера…
|
server.closing = [accent]Закрытие сервера...
|
||||||
server.kicked.kick = Вас выгнали с сервера!
|
server.kicked.kick = Вас выгнали с сервера!
|
||||||
server.kicked.whitelist = Вы не в белом списке сервера.
|
server.kicked.whitelist = Вы не в белом списке сервера.
|
||||||
server.kicked.serverClose = Сервер закрыт.
|
server.kicked.serverClose = Сервер закрыт.
|
||||||
@@ -235,7 +235,7 @@ hostserver = Запустить многопользовательский се
|
|||||||
invitefriends = Пригласить друзей
|
invitefriends = Пригласить друзей
|
||||||
hostserver.mobile = Запустить сервер
|
hostserver.mobile = Запустить сервер
|
||||||
host = Открыть сервер
|
host = Открыть сервер
|
||||||
hosting = [accent]Открытие сервера…
|
hosting = [accent]Открытие сервера...
|
||||||
hosts.refresh = Обновить
|
hosts.refresh = Обновить
|
||||||
hosts.discovering = Поиск локальных игр
|
hosts.discovering = Поиск локальных игр
|
||||||
hosts.discovering.any = Поиск игр
|
hosts.discovering.any = Поиск игр
|
||||||
@@ -257,17 +257,17 @@ trace = Отслеживать игрока
|
|||||||
trace.playername = Имя игрока: [accent]{0}
|
trace.playername = Имя игрока: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.language = Language: [accent]{0}
|
trace.language = Язык: [accent]{0}
|
||||||
trace.mobile = Мобильный клиент: [accent]{0}
|
trace.mobile = Мобильный клиент: [accent]{0}
|
||||||
trace.modclient = Пользовательский клиент: [accent]{0}
|
trace.modclient = Пользовательский клиент: [accent]{0}
|
||||||
trace.times.joined = Присоединялся раз: [accent]{0}
|
trace.times.joined = Присоединялся раз: [accent]{0}
|
||||||
trace.times.kicked = Был выгнан раз: [accent]{0}
|
trace.times.kicked = Был выгнан раз: [accent]{0}
|
||||||
trace.ips = Все адреса:
|
trace.ips = Все IP:
|
||||||
trace.names = Имена:
|
trace.names = Все имена:
|
||||||
invalidid = Недопустимый ID клиента! Отправьте отчёт об ошибке.
|
invalidid = Недопустимый ID клиента! Отправьте отчёт об ошибке.
|
||||||
player.ban = Заблокировать
|
player.ban = Заблокировать
|
||||||
player.kick = Выгнать
|
player.kick = Выгнать
|
||||||
player.trace = Статистика
|
player.trace = Отслеживать
|
||||||
player.admin = Переключить администратора
|
player.admin = Переключить администратора
|
||||||
player.team = Сменить команду
|
player.team = Сменить команду
|
||||||
server.bans = Блокировки
|
server.bans = Блокировки
|
||||||
@@ -286,7 +286,7 @@ confirmkick = Вы действительно хотите выгнать игр
|
|||||||
confirmunban = Вы действительно хотите разблокировать этого игрока?
|
confirmunban = Вы действительно хотите разблокировать этого игрока?
|
||||||
confirmadmin = Вы действительно хотите сделать игрока «{0}[white]» администратором?
|
confirmadmin = Вы действительно хотите сделать игрока «{0}[white]» администратором?
|
||||||
confirmunadmin = Вы действительно хотите убрать игрока «{0}[white]» из администраторов?
|
confirmunadmin = Вы действительно хотите убрать игрока «{0}[white]» из администраторов?
|
||||||
votekick.reason = Причина
|
votekick.reason = Причина голосования
|
||||||
votekick.reason.message = Вы уверены, что хотите голосованием выгнать "{0}[white]"?\nЕсли да, введите причину:
|
votekick.reason.message = Вы уверены, что хотите голосованием выгнать "{0}[white]"?\nЕсли да, введите причину:
|
||||||
joingame.title = Присоединиться к игре
|
joingame.title = Присоединиться к игре
|
||||||
joingame.ip = IP:
|
joingame.ip = IP:
|
||||||
@@ -297,9 +297,9 @@ disconnect.timeout = Время ожидания истекло.
|
|||||||
disconnect.data = Ошибка при загрузке данных мира!
|
disconnect.data = Ошибка при загрузке данных мира!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
||||||
cantconnect = Не удаётся присоединиться к игре ([accent]{0}[]).
|
cantconnect = Не удаётся присоединиться к игре ([accent]{0}[]).
|
||||||
connecting = [accent]Подключение…
|
connecting = [accent]Подключение...
|
||||||
reconnecting = [accent]Переподключение…
|
reconnecting = [accent]Переподключение...
|
||||||
connecting.data = [accent]Загрузка данных мира…
|
connecting.data = [accent]Загрузка данных мира...
|
||||||
server.port = Порт:
|
server.port = Порт:
|
||||||
server.invalidport = Неверный номер порта!
|
server.invalidport = Неверный номер порта!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
||||||
@@ -351,17 +351,18 @@ command.rebuild = Восстанавливать
|
|||||||
command.assist = Помогать игроку
|
command.assist = Помогать игроку
|
||||||
command.move = Двигаться
|
command.move = Двигаться
|
||||||
command.boost = Лететь
|
command.boost = Лететь
|
||||||
command.enterPayload = Enter Payload Block
|
command.enterPayload = Войти в грузовой блок
|
||||||
command.loadUnits = Load Units
|
command.loadUnits = Загрузить единицы
|
||||||
command.loadBlocks = Load Blocks
|
command.loadBlocks = Загрузить постройки
|
||||||
command.unloadPayload = Unload Payload
|
command.unloadPayload = Выгрузить груз
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Loop Unit Transfer
|
||||||
stance.stop = Cancel Orders
|
stance.stop = Отменить команду
|
||||||
stance.shoot = Stance: Shoot
|
stance.shoot = Положение: Стрелять
|
||||||
stance.holdfire = Stance: Hold Fire
|
stance.holdfire = Положение: Удерживать огонь
|
||||||
stance.pursuetarget = Stance: Pursue Target
|
stance.pursuetarget = Положение: Преследовать цель
|
||||||
stance.patrol = Stance: Patrol Path
|
stance.patrol = Положение: Патрулировать путь
|
||||||
stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding
|
stance.ram = Положение: Таран\n[lightgray]Движение по прямой, без поиска пути
|
||||||
|
|
||||||
openlink = Открыть ссылку
|
openlink = Открыть ссылку
|
||||||
copylink = Скопировать ссылку
|
copylink = Скопировать ссылку
|
||||||
back = Назад
|
back = Назад
|
||||||
@@ -377,9 +378,9 @@ data.exported = Данные экспортированы.
|
|||||||
data.invalid = Эти игровые данные являются недействительными.
|
data.invalid = Эти игровые данные являются недействительными.
|
||||||
data.import.confirm = Импорт внешних данных сотрёт[scarlet] все[] ваши игровые данные.\n[accent]Это не может быть отменено![]\n\nКак только данные будут импортированы, ваша игра немедленно закроется.
|
data.import.confirm = Импорт внешних данных сотрёт[scarlet] все[] ваши игровые данные.\n[accent]Это не может быть отменено![]\n\nКак только данные будут импортированы, ваша игра немедленно закроется.
|
||||||
quit.confirm = Вы уверены, что хотите выйти?
|
quit.confirm = Вы уверены, что хотите выйти?
|
||||||
loading = [accent]Загрузка…
|
loading = [accent]Загрузка...
|
||||||
downloading = [accent]Скачивание...
|
downloading = [accent]Скачивание...
|
||||||
saving = [accent]Сохранение…
|
saving = [accent]Сохранение...
|
||||||
respawn = [accent][[{0}][] для возрождения из ядра
|
respawn = [accent][[{0}][] для возрождения из ядра
|
||||||
cancelbuilding = [accent][[{0}][] для очистки плана
|
cancelbuilding = [accent][[{0}][] для очистки плана
|
||||||
selectschematic = [accent][[{0}][] выделить и скопировать
|
selectschematic = [accent][[{0}][] выделить и скопировать
|
||||||
@@ -393,8 +394,8 @@ wave = [accent]Волна {0}
|
|||||||
wave.cap = [accent]Волна {0}/{1}
|
wave.cap = [accent]Волна {0}/{1}
|
||||||
wave.waiting = [lightgray]Волна через {0}
|
wave.waiting = [lightgray]Волна через {0}
|
||||||
wave.waveInProgress = [lightgray]Волна продолжается
|
wave.waveInProgress = [lightgray]Волна продолжается
|
||||||
waiting = [lightgray]Ожидание…
|
waiting = [lightgray]Ожидание...
|
||||||
waiting.players = Ожидание игроков…
|
waiting.players = Ожидание игроков...
|
||||||
wave.enemies = [lightgray]Враги: {0}
|
wave.enemies = [lightgray]Враги: {0}
|
||||||
wave.enemycores = [lightgray]Вражеских ядер: [accent]{0}
|
wave.enemycores = [lightgray]Вражеских ядер: [accent]{0}
|
||||||
wave.enemycore = [accent]{0}[lightgray] вражеское ядро
|
wave.enemycore = [accent]{0}[lightgray] вражеское ядро
|
||||||
@@ -421,7 +422,7 @@ changelog = Список изменений (необязательно):
|
|||||||
updatedesc = Перезаписать заголовок и описание
|
updatedesc = Перезаписать заголовок и описание
|
||||||
eula = Лицензионное соглашение Steam с конечным пользователем
|
eula = Лицензионное соглашение Steam с конечным пользователем
|
||||||
missing = Этот предмет был удалён или перемещён.\n[lightgray]Публикация в Мастерской была автоматически удалена.
|
missing = Этот предмет был удалён или перемещён.\n[lightgray]Публикация в Мастерской была автоматически удалена.
|
||||||
publishing = [accent]Отправка…
|
publishing = [accent]Отправка...
|
||||||
publish.confirm = Вы уверены, что хотите опубликовать этот предмет?\n\n[lightgray]Убедитесь, что вы согласны с EULA Мастерской, иначе ваши предметы не будут отображаться!
|
publish.confirm = Вы уверены, что хотите опубликовать этот предмет?\n\n[lightgray]Убедитесь, что вы согласны с EULA Мастерской, иначе ваши предметы не будут отображаться!
|
||||||
publish.error = Ошибка отправки предмета: {0}
|
publish.error = Ошибка отправки предмета: {0}
|
||||||
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
|
steam.error = Не удалось инициализировать сервисы Steam.\nОшибка: {0}
|
||||||
@@ -442,12 +443,12 @@ editor.waves = Волны:
|
|||||||
editor.rules = Правила:
|
editor.rules = Правила:
|
||||||
editor.generation = Генерация:
|
editor.generation = Генерация:
|
||||||
editor.objectives = Цели
|
editor.objectives = Цели
|
||||||
editor.locales = Locale Bundles
|
editor.locales = Наборы локалей
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = Мировые процессоры
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = Изменить название
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]Не найдено ни одного блока мирового процессора\nДобавьте его в редакторе карт или воспользуйтесь кнопкой "\ue813 Добавить" ниже.
|
||||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
editor.worldprocessors.nospace = Нет свободного места для размещения мирового процессора!\n Возможно на карте всё занято структурами
|
||||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
editor.worldprocessors.delete.confirm = Вы уверены, что хотите удалить этот мировой процессор?\n\nЕсли он окружен стенами, он будет заменен стеной окружения.
|
||||||
editor.ingame = Редактировать в игре
|
editor.ingame = Редактировать в игре
|
||||||
editor.playtest = Опробовать карту
|
editor.playtest = Опробовать карту
|
||||||
editor.publish.workshop = Опубликовать в Мастерской
|
editor.publish.workshop = Опубликовать в Мастерской
|
||||||
@@ -478,7 +479,7 @@ waves.spawn.none = [scarlet]не обнаружено точек появлен
|
|||||||
waves.max = максимум единиц
|
waves.max = максимум единиц
|
||||||
waves.guardian = Страж
|
waves.guardian = Страж
|
||||||
waves.preview = Предварительный просмотр
|
waves.preview = Предварительный просмотр
|
||||||
waves.edit = Редактировать…
|
waves.edit = Редактировать...
|
||||||
waves.random = Случайно
|
waves.random = Случайно
|
||||||
waves.copy = Копировать в буфер обмена
|
waves.copy = Копировать в буфер обмена
|
||||||
waves.load = Загрузить из буфера обмена
|
waves.load = Загрузить из буфера обмена
|
||||||
@@ -499,14 +500,15 @@ waves.units.show = Показать все
|
|||||||
wavemode.counts = количество единиц
|
wavemode.counts = количество единиц
|
||||||
wavemode.totals = всего единиц
|
wavemode.totals = всего единиц
|
||||||
wavemode.health = всего прочности
|
wavemode.health = всего прочности
|
||||||
all = All
|
all = всего
|
||||||
|
|
||||||
editor.default = [lightgray]<По умолчанию>
|
editor.default = [lightgray]<По умолчанию>
|
||||||
details = Подробности…
|
details = Подробности...
|
||||||
edit = Редактировать…
|
edit = Редактировать...
|
||||||
variables = Переменные
|
variables = Переменные
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = Вы уверены, что хотите удалить весь код из этого процессора?
|
||||||
logic.globals = Built-in Variables
|
|
||||||
|
logic.globals = Встроенные переменные
|
||||||
editor.name = Название:
|
editor.name = Название:
|
||||||
editor.spawn = Создать боевую единицу
|
editor.spawn = Создать боевую единицу
|
||||||
editor.removeunit = Удалить боевую единицу
|
editor.removeunit = Удалить боевую единицу
|
||||||
@@ -518,7 +520,7 @@ editor.errorlegacy = Эта карта слишком старая и испол
|
|||||||
editor.errornot = Это не файл карты.
|
editor.errornot = Это не файл карты.
|
||||||
editor.errorheader = Этот файл карты недействителен или повреждён.
|
editor.errorheader = Этот файл карты недействителен или повреждён.
|
||||||
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
|
editor.errorname = Карта не имеет имени. Может быть, вы пытаетесь загрузить сохранение?
|
||||||
editor.errorlocales = Error reading invalid locale bundles.
|
editor.errorlocales = Ошибка при чтении недопустимых наборов локалей.
|
||||||
editor.update = Обновить
|
editor.update = Обновить
|
||||||
editor.randomize = Случайно
|
editor.randomize = Случайно
|
||||||
editor.moveup = Выше
|
editor.moveup = Выше
|
||||||
@@ -530,19 +532,19 @@ editor.sectorgenerate = Генерация сектора
|
|||||||
editor.resize = Изменить\nразмер
|
editor.resize = Изменить\nразмер
|
||||||
editor.loadmap = Загрузить\nкарту
|
editor.loadmap = Загрузить\nкарту
|
||||||
editor.savemap = Сохранить\nкарту
|
editor.savemap = Сохранить\nкарту
|
||||||
editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them?
|
editor.savechanges = [scarlet]У вас есть несохраненные изменения!\n\n[]Вы хотите сохранить их?
|
||||||
editor.saved = Сохранено!
|
editor.saved = Сохранено!
|
||||||
editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте».
|
editor.save.noname = У вашей карты нет имени! Назовите её в меню «Информация о карте».
|
||||||
editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте»
|
editor.save.overwrite = Ваша карта не может быть записана поверх встроенной карты! Введите другое название в меню «Информация о карте»
|
||||||
editor.import.exists = [scarlet]Не удалось импортировать:[] карта с именем «{0}» уже существует!
|
editor.import.exists = [scarlet]Не удалось импортировать:[] карта с именем «{0}» уже существует!
|
||||||
editor.import = Импорт…
|
editor.import = Импорт...
|
||||||
editor.importmap = Импортировать карту
|
editor.importmap = Импортировать карту
|
||||||
editor.importmap.description = Импортировать уже существующую карту
|
editor.importmap.description = Импортировать уже существующую карту
|
||||||
editor.importfile = Импортировать файл
|
editor.importfile = Импортировать файл
|
||||||
editor.importfile.description = Импортировать файл карты извне
|
editor.importfile.description = Импортировать файл карты извне
|
||||||
editor.importimage = Импортировать файл изображения
|
editor.importimage = Импортировать файл изображения
|
||||||
editor.importimage.description = Импортировать изображение карты извне
|
editor.importimage.description = Импортировать изображение карты извне
|
||||||
editor.export = Экспорт…
|
editor.export = Экспорт...
|
||||||
editor.exportfile = Экспортировать файл
|
editor.exportfile = Экспортировать файл
|
||||||
editor.exportfile.description = Экспорт файла карты
|
editor.exportfile.description = Экспорт файла карты
|
||||||
editor.exportimage = Экспортировать ландшафт
|
editor.exportimage = Экспортировать ландшафт
|
||||||
@@ -566,11 +568,11 @@ toolmode.orthogonal.description = Рисует только\nпрямоугол
|
|||||||
toolmode.square = Квадрат
|
toolmode.square = Квадрат
|
||||||
toolmode.square.description = Квадратная кисть.
|
toolmode.square.description = Квадратная кисть.
|
||||||
toolmode.eraseores = Стереть руды
|
toolmode.eraseores = Стереть руды
|
||||||
toolmode.eraseores.description = Стереть только руды.
|
toolmode.eraseores.description = Стирает только руды.
|
||||||
toolmode.fillteams = Изменить команду блоков
|
toolmode.fillteams = Изменить команду блоков
|
||||||
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
|
toolmode.fillteams.description = Изменяет принадлежность\nблоков к команде.
|
||||||
toolmode.fillerase = Стереть тип
|
toolmode.fillerase = Стереть заливкой
|
||||||
toolmode.fillerase.description = Стирает все блоки этого типа.
|
toolmode.fillerase.description = Стирает все блоки\nодного типа.
|
||||||
toolmode.drawteams = Изменить команду блока
|
toolmode.drawteams = Изменить команду блока
|
||||||
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
|
toolmode.drawteams.description = Изменяет принадлежность\nблока к команде.
|
||||||
toolmode.underliquid = Под жидкостями
|
toolmode.underliquid = Под жидкостями
|
||||||
@@ -594,7 +596,7 @@ filter.clear = Очистить
|
|||||||
filter.option.ignore = Игнорировать
|
filter.option.ignore = Игнорировать
|
||||||
filter.scatter = Сеятель
|
filter.scatter = Сеятель
|
||||||
filter.terrain = Ландшафт
|
filter.terrain = Ландшафт
|
||||||
filter.logic = Logic
|
filter.logic = Логика
|
||||||
|
|
||||||
filter.option.scale = Масштаб фильтра
|
filter.option.scale = Масштаб фильтра
|
||||||
filter.option.chance = Шанс
|
filter.option.chance = Шанс
|
||||||
@@ -618,25 +620,25 @@ filter.option.floor2 = Вторая поверхность
|
|||||||
filter.option.threshold2 = Вторичный предельный порог
|
filter.option.threshold2 = Вторичный предельный порог
|
||||||
filter.option.radius = Радиус
|
filter.option.radius = Радиус
|
||||||
filter.option.percentile = Процентиль
|
filter.option.percentile = Процентиль
|
||||||
filter.option.code = Code
|
filter.option.code = Код
|
||||||
filter.option.loop = Loop
|
filter.option.loop = Цикл
|
||||||
locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
|
locales.info = Здесь вы можете добавить на карту наборы локалей для определенных языков. В наборах локалей каждое свойство имеет имя и значение. Эти свойства могут использоваться мировыми процессорами и целями по их именам. Они поддерживают форматирование текста (заменяя пропуски реальными значениями).\n\n[cyan]Пример свойства:\n[]name: [accent]timer[]\nvalue: [accent]Пример таймера, оставшееся время: {0}[]\n\n[cyan]Использование:\n[]Установите его как текст цели: [accent]@timer\n\n[]Введите его в мировом процессоре:\n[accent]localeprint «timer»\nformat time\n[gray] (где time - отдельно вычисляемая переменная)
|
||||||
locales.deletelocale = Are you sure you want to delete this locale bundle?
|
locales.deletelocale = Вы уверены, что хотите удалить этот набор локалей?
|
||||||
locales.applytoall = Apply Changes To All Locales
|
locales.applytoall = Применить изменения ко всем локалям
|
||||||
locales.addtoother = Add To Other Locales
|
locales.addtoother = Добавить в другие локали
|
||||||
locales.rollback = Rollback to last applied
|
locales.rollback = Откат к последнему примененному значению
|
||||||
locales.filter = Property filter
|
locales.filter = Фильтр свойств
|
||||||
locales.searchname = Search name...
|
locales.searchname = Поиск по имени...
|
||||||
locales.searchvalue = Search value...
|
locales.searchvalue = Поиск значения...
|
||||||
locales.searchlocale = Search locale...
|
locales.searchlocale = Поиск локали...
|
||||||
locales.byname = By name
|
locales.byname = По имени
|
||||||
locales.byvalue = By value
|
locales.byvalue = По значению
|
||||||
locales.showcorrect = Show properties that are present in all locales and have unique values everywhere
|
locales.showcorrect = Показать свойства, которые присутствуют во всех локалях и имеют везде уникальные значения
|
||||||
locales.showmissing = Show properties that are missing in some locales
|
locales.showmissing = Показать свойства, отсутствующие в некоторых локалях
|
||||||
locales.showsame = Show properties that have same values in different locales
|
locales.showsame = Показать свойства, которые имеют одинаковые значения в разных локалях
|
||||||
locales.viewproperty = View in all locales
|
locales.viewproperty = Смотреть во всех локалях
|
||||||
locales.viewing = Viewing property "{0}"
|
locales.viewing = Просмотр свойства "{0}"
|
||||||
locales.addicon = Add Icon
|
locales.addicon = Добавить иконку
|
||||||
|
|
||||||
width = Ширина:
|
width = Ширина:
|
||||||
height = Высота:
|
height = Высота:
|
||||||
@@ -686,12 +688,12 @@ objective.destroycore.name = Уничтожить ядро
|
|||||||
objective.commandmode.name = Командовать единицей
|
objective.commandmode.name = Командовать единицей
|
||||||
objective.flag.name = Флаг
|
objective.flag.name = Флаг
|
||||||
marker.shapetext.name = Фигура с текстом
|
marker.shapetext.name = Фигура с текстом
|
||||||
marker.point.name = Point
|
marker.point.name = Точка
|
||||||
marker.shape.name = Фигура
|
marker.shape.name = Фигура
|
||||||
marker.text.name = Текст
|
marker.text.name = Текст
|
||||||
marker.line.name = Line
|
marker.line.name = Линия
|
||||||
marker.quad.name = Quad
|
marker.quad.name = Четырёхугольник
|
||||||
marker.texture.name = Texture
|
marker.texture.name = Текстура
|
||||||
marker.background = Фон
|
marker.background = Фон
|
||||||
marker.outline = Контур
|
marker.outline = Контур
|
||||||
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Исследуйте:\n[]{0}[lightgray]{1}
|
||||||
@@ -715,14 +717,18 @@ loadout = Груз
|
|||||||
resources = Ресурсы
|
resources = Ресурсы
|
||||||
resources.max = Максимум
|
resources.max = Максимум
|
||||||
bannedblocks = Запрещённые блоки
|
bannedblocks = Запрещённые блоки
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Цели
|
objectives = Цели
|
||||||
bannedunits = Запрещённые единицы
|
bannedunits = Запрещённые единицы
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Запрещенные единицы как белый список
|
bannedunits.whitelist = Запрещенные единицы как белый список
|
||||||
bannedblocks.whitelist = Запрещенные блоки как белый список
|
bannedblocks.whitelist = Запрещенные блоки как белый список
|
||||||
addall = Добавить всё
|
addall = Добавить всё
|
||||||
launch.from = Запуск из: [accent]{0}
|
launch.from = Запуск из: [accent]{0}
|
||||||
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
|
launch.capacity = Вместимость запускаемого предмета: [accent]{0}
|
||||||
launch.destination = Место назначения: {0}
|
launch.destination = Место назначения: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Количество должно быть числом между 0 и {0}.
|
configure.invalid = Количество должно быть числом между 0 и {0}.
|
||||||
add = Добавить...
|
add = Добавить...
|
||||||
guardian = Страж
|
guardian = Страж
|
||||||
@@ -762,7 +768,9 @@ sectors.stored = Накоплено:
|
|||||||
sectors.resume = Продолжить
|
sectors.resume = Продолжить
|
||||||
sectors.launch = Высадка
|
sectors.launch = Высадка
|
||||||
sectors.select = Выбор
|
sectors.select = Выбор
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]нет (солнце)
|
sectors.nonelaunch = [lightgray]нет (солнце)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Переименовать сектор
|
sectors.rename = Переименовать сектор
|
||||||
sectors.enemybase = [scarlet]Вражеская база
|
sectors.enemybase = [scarlet]Вражеская база
|
||||||
sectors.vulnerable = [scarlet]Уязвим
|
sectors.vulnerable = [scarlet]Уязвим
|
||||||
@@ -777,8 +785,8 @@ sector.curlost = Сектор потерян
|
|||||||
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
|
||||||
sector.attacked = Сектор [accent]{0}[white] атакован!
|
sector.attacked = Сектор [accent]{0}[white] атакован!
|
||||||
sector.lost = Сектор [accent]{0}[white] потерян!
|
sector.lost = Сектор [accent]{0}[white] потерян!
|
||||||
sector.capture = Sector [accent]{0}[white]Captured!
|
sector.capture = Сектор [accent]{0}[white] захвачен!
|
||||||
sector.capture.current = Sector Captured!
|
sector.capture.current = Сектор захвачен!
|
||||||
sector.changeicon = Изменить иконку
|
sector.changeicon = Изменить иконку
|
||||||
sector.noswitch.title = Перемещение между секторами
|
sector.noswitch.title = Перемещение между секторами
|
||||||
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
sector.noswitch = Вы не можете переключаться между секторами, пока существующий сектор находится под атакой.\n\nСектор: [accent]{0}[] на [accent]{1}[]
|
||||||
@@ -790,10 +798,10 @@ threat.high = Высокая
|
|||||||
threat.extreme = Экстремальная
|
threat.extreme = Экстремальная
|
||||||
threat.eradication = Истребляющая
|
threat.eradication = Истребляющая
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Casual
|
||||||
difficulty.easy = Easy
|
difficulty.easy = Лёгкая
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Нормальная
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Сложная
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Истребляющая
|
||||||
|
|
||||||
planets = Планеты
|
planets = Планеты
|
||||||
|
|
||||||
@@ -830,7 +838,7 @@ sector.weatheredChannels.name = Weathered Channels
|
|||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mycelial Bastion
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Frontier
|
||||||
|
|
||||||
sector.groundZero.description = Оптимальная локация для повторных игр. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
|
sector.groundZero.description = Оптимальная локация чтобы начать сначала. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
|
||||||
sector.frozenForest.description = Даже здесь, ближе к горам, споры распространились. Холодные температуры не могут сдерживать их вечно.\n\nНачните вкладываться в энергию. Постройте генераторы внутреннего сгорания. Научитесь пользоваться регенератором.
|
sector.frozenForest.description = Даже здесь, ближе к горам, споры распространились. Холодные температуры не могут сдерживать их вечно.\n\nНачните вкладываться в энергию. Постройте генераторы внутреннего сгорания. Научитесь пользоваться регенератором.
|
||||||
sector.saltFlats.description = На окраине пустыни лежат соляные равнины. В этой местности можно найти немного ресурсов.\n\nВраги возвели здесь комплекс хранения ресурсов. Искорените их ядро. Не оставьте камня на камне.
|
sector.saltFlats.description = На окраине пустыни лежат соляные равнины. В этой местности можно найти немного ресурсов.\n\nВраги возвели здесь комплекс хранения ресурсов. Искорените их ядро. Не оставьте камня на камне.
|
||||||
sector.craters.description = Вода скопилась в этом кратере, реликвии времён старых войн. Восстановите область. Соберите песок. Выплавьте метастекло. Качайте воду для охлаждения турелей и буров.
|
sector.craters.description = Вода скопилась в этом кратере, реликвии времён старых войн. Восстановите область. Соберите песок. Выплавьте метастекло. Качайте воду для охлаждения турелей и буров.
|
||||||
@@ -921,7 +929,7 @@ settings.controls = Управление
|
|||||||
settings.game = Игра
|
settings.game = Игра
|
||||||
settings.sound = Звук
|
settings.sound = Звук
|
||||||
settings.graphics = Графика
|
settings.graphics = Графика
|
||||||
settings.cleardata = Очистить игровые данные…
|
settings.cleardata = Очистить игровые данные...
|
||||||
settings.clear.confirm = Вы действительно хотите очистить свои данные?\nЭто нельзя отменить!
|
settings.clear.confirm = Вы действительно хотите очистить свои данные?\nЭто нельзя отменить!
|
||||||
settings.clearall.confirm = [scarlet]ОСТОРОЖНО![]\nЭто сотрёт все данные, включая сохранения, карты, прогресс кампании и настройки управления.\nПосле того как вы нажмёте [accent][ОК][], игра уничтожит все данные и автоматически закроется.
|
settings.clearall.confirm = [scarlet]ОСТОРОЖНО![]\nЭто сотрёт все данные, включая сохранения, карты, прогресс кампании и настройки управления.\nПосле того как вы нажмёте [accent][ОК][], игра уничтожит все данные и автоматически закроется.
|
||||||
settings.clearsaves.confirm = Вы уверены, что хотите удалить все сохранения?
|
settings.clearsaves.confirm = Вы уверены, что хотите удалить все сохранения?
|
||||||
@@ -1016,7 +1024,7 @@ stat.abilities = Способности
|
|||||||
stat.canboost = Может взлететь
|
stat.canboost = Может взлететь
|
||||||
stat.flying = Летающий
|
stat.flying = Летающий
|
||||||
stat.ammouse = Использование боеприпасов
|
stat.ammouse = Использование боеприпасов
|
||||||
stat.ammocapacity = Ammo Capacity
|
stat.ammocapacity = Вместимость боеприпасов
|
||||||
stat.damagemultiplier = Множитель урона
|
stat.damagemultiplier = Множитель урона
|
||||||
stat.healthmultiplier = Множитель прочности
|
stat.healthmultiplier = Множитель прочности
|
||||||
stat.speedmultiplier = Множитель скорости
|
stat.speedmultiplier = Множитель скорости
|
||||||
@@ -1025,52 +1033,55 @@ stat.buildspeedmultiplier = Множитель скорости строител
|
|||||||
stat.reactive = Реактивен
|
stat.reactive = Реактивен
|
||||||
stat.immunities = Невосприимчив
|
stat.immunities = Невосприимчив
|
||||||
stat.healing = Ремонт
|
stat.healing = Ремонт
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Силовое поле
|
ability.forcefield = Силовое поле
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Создает силовой щит, поглощающий пули
|
||||||
ability.repairfield = Ремонтирующее поле
|
ability.repairfield = Ремонтирующее поле
|
||||||
ability.repairfield.description = Repairs nearby units
|
ability.repairfield.description = Ремонтирует близлежащие единицы
|
||||||
ability.statusfield = Усиливающее поле
|
ability.statusfield = Усиливающее поле
|
||||||
ability.statusfield.description = Applies a status effect to nearby units
|
ability.statusfield.description = Накладывает эффект на ближайшие единицы
|
||||||
ability.unitspawn = Завод единиц <20>
|
ability.unitspawn = Завод единиц <20>
|
||||||
ability.unitspawn.description = Constructs units
|
ability.unitspawn.description = Конструирует единицы
|
||||||
ability.shieldregenfield = Поле восстановления щита
|
ability.shieldregenfield = Поле восстановления щита
|
||||||
ability.shieldregenfield.description = Regenerates shields of nearby units
|
ability.shieldregenfield.description = Восстанавливает щиты ближайших юнитов
|
||||||
ability.movelightning = Молнии при движении
|
ability.movelightning = Молнии при движении
|
||||||
ability.movelightning.description = Releases lightning while moving
|
ability.movelightning.description = Выпускает молнии при движении
|
||||||
ability.armorplate = Armor Plate
|
ability.armorplate = Бронепластина
|
||||||
ability.armorplate.description = Reduces damage taken while shooting
|
ability.armorplate.description = Снижает урон, получаемый при стрельбе
|
||||||
ability.shieldarc = Дуговой щит
|
ability.shieldarc = Дуговой щит
|
||||||
ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
|
ability.shieldarc.description = Выпускает силовой щит по дуге, поглощающий пули
|
||||||
ability.suppressionfield = Поле подавления регенерации
|
ability.suppressionfield = Поле подавления регенерации
|
||||||
ability.suppressionfield.description = Stops nearby repair buildings
|
ability.suppressionfield.description = Останавливает ремонтные здания
|
||||||
ability.energyfield = Энергетическое поле
|
ability.energyfield = Энергетическое поле
|
||||||
ability.energyfield.description = Zaps nearby enemies
|
ability.energyfield.description = Электризует ближайших врагов
|
||||||
ability.energyfield.healdescription = Zaps nearby enemies and heals allies
|
ability.energyfield.healdescription = Электризует ближайших врагов и лечит союзников
|
||||||
ability.regen = Regeneration
|
ability.regen = Регенерация
|
||||||
ability.regen.description = Regenerates own health over time
|
ability.regen.description = Восстанавливает собственное здоровье с течением времени
|
||||||
ability.liquidregen = Liquid Absorption
|
ability.liquidregen = Поглощение жидкости
|
||||||
ability.liquidregen.description = Absorbs liquid to heal itself
|
ability.liquidregen.description = Поглощает жидкость для самовосстановления
|
||||||
ability.spawndeath = Death Spawns
|
ability.spawndeath = Смертельное порождение
|
||||||
ability.spawndeath.description = Releases units on death
|
ability.spawndeath.description = Создает единицы после смерти
|
||||||
ability.liquidexplode = Death Spillage
|
ability.liquidexplode = Смертельное разлитие
|
||||||
ability.liquidexplode.description = Spills liquid on death
|
ability.liquidexplode.description = Разливает жидкость при смерти
|
||||||
ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
|
ability.stat.firingrate = [stat]{0}/сек[lightgray] темп стрельбы
|
||||||
ability.stat.regen = [stat]{0}[lightgray] health/sec
|
ability.stat.regen = [stat]{0}[lightgray] здоровья/сек
|
||||||
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
|
||||||
ability.stat.shield = [stat]{0}[lightgray] shield
|
ability.stat.shield = [stat]{0}[lightgray] щит
|
||||||
ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
|
ability.stat.repairspeed = [stat]{0}/sec[lightgray] скорость регенерации
|
||||||
ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
|
ability.stat.slurpheal = [stat]{0}[lightgray] здоровья/единица жидкости
|
||||||
ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
|
ability.stat.cooldown = [stat]{0} сек[lightgray] перезарядка
|
||||||
ability.stat.maxtargets = [stat]{0}[lightgray] max targets
|
ability.stat.maxtargets = [stat]{0}[lightgray] максимум целей
|
||||||
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
|
ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] тот же тип ремонта
|
||||||
ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
|
ability.stat.damagereduction = [stat]{0}%[lightgray] снижение урона
|
||||||
ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
|
ability.stat.minspeed = [stat]{0} плиток/сек[lightgray] минимальная скорость
|
||||||
ability.stat.duration = [stat]{0} sec[lightgray] duration
|
ability.stat.duration = [stat]{0} сек[lightgray] продолжительность
|
||||||
ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
ability.stat.buildtime = [stat]{0} сек[lightgray] время постройки
|
||||||
|
|
||||||
bar.onlycoredeposit = Доступен перенос только в ядро
|
bar.onlycoredeposit = Доступен перенос только в ядро
|
||||||
|
|
||||||
bar.drilltierreq = Требуется бур получше
|
bar.drilltierreq = Требуется бур получше
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Недостаточно ресурсов
|
bar.noresources = Недостаточно ресурсов
|
||||||
bar.corereq = Требуется основа ядра
|
bar.corereq = Требуется основа ядра
|
||||||
bar.corefloor = Требуется зона ядра
|
bar.corefloor = Требуется зона ядра
|
||||||
@@ -1079,6 +1090,7 @@ bar.drillspeed = Скорость бурения: {0}/с
|
|||||||
bar.pumpspeed = Скорость выкачивания: {0}/с
|
bar.pumpspeed = Скорость выкачивания: {0}/с
|
||||||
bar.efficiency = Эффективность: {0}%
|
bar.efficiency = Эффективность: {0}%
|
||||||
bar.boost = Ускорение: +{0}%
|
bar.boost = Ускорение: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Энергия: {0}/с
|
bar.powerbalance = Энергия: {0}/с
|
||||||
bar.powerstored = Накоплено: {0}/{1}
|
bar.powerstored = Накоплено: {0}/{1}
|
||||||
bar.poweramount = Энергия: {0}
|
bar.poweramount = Энергия: {0}
|
||||||
@@ -1089,6 +1101,7 @@ bar.capacity = Вместимость: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Жидкости
|
bar.liquid = Жидкости
|
||||||
bar.heat = Нагрев
|
bar.heat = Нагрев
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Нестабильность
|
bar.instability = Нестабильность
|
||||||
bar.heatamount = Нагрев: {0}
|
bar.heatamount = Нагрев: {0}
|
||||||
bar.heatpercent = Нагрев: {0} ({1}%)
|
bar.heatpercent = Нагрев: {0} ({1}%)
|
||||||
@@ -1113,6 +1126,7 @@ bullet.interval = [stat]{0}/сек[lightgray] интервальный(ых) с
|
|||||||
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
bullet.frags = [stat]{0}[lightgray]x осколочный(ых) снаряд(ов):
|
||||||
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
bullet.lightning = [stat]{0}[lightgray]x молнии ~ [stat]{1}[lightgray] урона
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
bullet.knockback = [stat]{0}[lightgray] отбрасывания
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробития
|
bullet.pierce = [stat]{0}[lightgray]x пробития
|
||||||
bullet.infinitepierce = [stat]бесконечное пробитие
|
bullet.infinitepierce = [stat]бесконечное пробитие
|
||||||
@@ -1139,13 +1153,14 @@ unit.minutes = мин
|
|||||||
unit.persecond = /сек
|
unit.persecond = /сек
|
||||||
unit.perminute = /мин
|
unit.perminute = /мин
|
||||||
unit.timesspeed = x скорость
|
unit.timesspeed = x скорость
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = прочность щита
|
unit.shieldhealth = прочность щита
|
||||||
unit.items = предметов
|
unit.items = предметов
|
||||||
unit.thousands = к
|
unit.thousands = к
|
||||||
unit.millions = М
|
unit.millions = М
|
||||||
unit.billions = кM
|
unit.billions = кM
|
||||||
unit.shots = shots
|
unit.shots = выстрелы
|
||||||
unit.pershot = /выстрел
|
unit.pershot = /выстрел
|
||||||
category.purpose = Назначение
|
category.purpose = Назначение
|
||||||
category.general = Основные
|
category.general = Основные
|
||||||
@@ -1155,8 +1170,9 @@ category.items = Предметы
|
|||||||
category.crafting = Ввод/вывод
|
category.crafting = Ввод/вывод
|
||||||
category.function = Действие
|
category.function = Действие
|
||||||
category.optional = Дополнительные улучшения
|
category.optional = Дополнительные улучшения
|
||||||
setting.alwaysmusic.name = Always Play Music
|
setting.alwaysmusic.name = Всегда играть музыку
|
||||||
setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
|
setting.alwaysmusic.description = Если включить эту функцию, музыка всегда будет воспроизводиться в игре по кругу.\nЕсли выключить, она будет воспроизводиться только через случайные промежутки времени.
|
||||||
|
|
||||||
setting.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
|
setting.skipcoreanimation.name = Пропускать анимацию запуска/приземления ядра
|
||||||
setting.landscape.name = Только альбомный (горизонтальный) режим
|
setting.landscape.name = Только альбомный (горизонтальный) режим
|
||||||
setting.shadows.name = Тени
|
setting.shadows.name = Тени
|
||||||
@@ -1168,7 +1184,7 @@ setting.backgroundpause.name = Фоновая пауза
|
|||||||
setting.buildautopause.name = Автоматическая приостановка строительства
|
setting.buildautopause.name = Автоматическая приостановка строительства
|
||||||
setting.doubletapmine.name = Добыча руды двойным нажатием
|
setting.doubletapmine.name = Добыча руды двойным нажатием
|
||||||
setting.commandmodehold.name = Удерживать для командования боевыми единицами
|
setting.commandmodehold.name = Удерживать для командования боевыми единицами
|
||||||
setting.distinctcontrolgroups.name = Limit One Control Group Per Unit
|
setting.distinctcontrolgroups.name = Ограничение на одну контрольную группу на единицу
|
||||||
setting.modcrashdisable.name = Отключение модификаций после вылета при запуске
|
setting.modcrashdisable.name = Отключение модификаций после вылета при запуске
|
||||||
setting.animatedwater.name = Анимированные поверхности
|
setting.animatedwater.name = Анимированные поверхности
|
||||||
setting.animatedshields.name = Анимированные щиты
|
setting.animatedshields.name = Анимированные щиты
|
||||||
@@ -1215,11 +1231,13 @@ setting.mutemusic.name = Заглушить музыку
|
|||||||
setting.sfxvol.name = Громкость эффектов
|
setting.sfxvol.name = Громкость эффектов
|
||||||
setting.mutesound.name = Заглушить звук
|
setting.mutesound.name = Заглушить звук
|
||||||
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Автоматическое создание сохранений
|
setting.savecreate.name = Автоматическое создание сохранений
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Видимость публичной игры
|
||||||
setting.playerlimit.name = Ограничение игроков
|
setting.playerlimit.name = Ограничение игроков
|
||||||
setting.chatopacity.name = Непрозрачность чата
|
setting.chatopacity.name = Непрозрачность чата
|
||||||
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
setting.lasersopacity.name = Непрозрачность лазеров энергоснабжения
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Непрозрачность мостов
|
setting.bridgeopacity.name = Непрозрачность мостов
|
||||||
setting.playerchat.name = Отображать облака чата над игроками
|
setting.playerchat.name = Отображать облака чата над игроками
|
||||||
setting.showweather.name = Отображать погоду
|
setting.showweather.name = Отображать погоду
|
||||||
@@ -1229,22 +1247,22 @@ setting.macnotch.description = Для вступления изменений в
|
|||||||
steam.friendsonly = Только друзья
|
steam.friendsonly = Только друзья
|
||||||
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
|
steam.friendsonly.tooltip = Только ли друзья из Steam могут присоединяться к вашей игре.\nУбрав эту галочку, вы сделаете вашу игру публичной - присоединиться сможет любой желающий.
|
||||||
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
public.beta = Имейте в виду, что бета-версия игры не может делать игры публичными.
|
||||||
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд…
|
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд...
|
||||||
uiscale.cancel = Отменить & Выйти
|
uiscale.cancel = Отменить & Выйти
|
||||||
setting.bloom.name = Свечение
|
setting.bloom.name = Свечение
|
||||||
keybind.title = Настройка управления
|
keybind.title = Настройка управления
|
||||||
keybinds.mobile = [scarlet]Большинство комбинаций клавиш здесь не работает на мобильных устройствах. Поддерживается только базовое движение.
|
keybinds.mobile = [scarlet]Большинство комбинаций клавиш здесь не работает на мобильных устройствах. Поддерживается только базовое движение.
|
||||||
category.general.name = Основное
|
category.general.name = Основное
|
||||||
category.view.name = Просмотр
|
category.view.name = Просмотр
|
||||||
category.command.name = Unit Command
|
category.command.name = Командование единицой
|
||||||
category.multiplayer.name = Сетевая игра
|
category.multiplayer.name = Сетевая игра
|
||||||
category.blocks.name = Выбор блока
|
category.blocks.name = Выбор блока
|
||||||
placement.blockselectkeys = \n[lightgray]Клавиша: [{0},
|
placement.blockselectkeys = \n[lightgray]Клавиша: [{0},
|
||||||
keybind.respawn.name = Возрождение в ядре
|
keybind.respawn.name = Возрождение в ядре
|
||||||
keybind.control.name = Перехватить контроль над единицей
|
keybind.control.name = Перехватить контроль над единицей
|
||||||
keybind.clear_building.name = Очистить план строительства
|
keybind.clear_building.name = Очистить план строительства
|
||||||
keybind.press = Нажмите клавишу…
|
keybind.press = Нажмите клавишу...
|
||||||
keybind.press.axis = Нажмите ось или клавишу…
|
keybind.press.axis = Нажмите ось или клавишу...
|
||||||
keybind.screenshot.name = Скриншот карты
|
keybind.screenshot.name = Скриншот карты
|
||||||
keybind.toggle_power_lines.name = Отображение лазеров энергоснабжения
|
keybind.toggle_power_lines.name = Отображение лазеров энергоснабжения
|
||||||
keybind.toggle_block_status.name = Отображение статусов блоков
|
keybind.toggle_block_status.name = Отображение статусов блоков
|
||||||
@@ -1375,12 +1393,14 @@ rules.unitcostmultiplier = Множитель стоимости боев. ед.
|
|||||||
rules.unithealthmultiplier = Множитель прочности боев. ед.
|
rules.unithealthmultiplier = Множитель прочности боев. ед.
|
||||||
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
rules.unitdamagemultiplier = Множитель урона боев. ед.
|
||||||
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
rules.unitcrashdamagemultiplier = Множитель урона от падения боев. ед.
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Множитель солнечной энергии
|
rules.solarmultiplier = Множитель солнечной энергии
|
||||||
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
rules.unitcapvariable = Ядра увеличивают лимит единиц
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Начальный лимит единиц
|
rules.unitcap = Начальный лимит единиц
|
||||||
rules.limitarea = Ограничить область карты
|
rules.limitarea = Ограничить область карты
|
||||||
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
rules.enemycorebuildradius = Радиус защиты враж. ядер:[lightgray] (блок.)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Интервал волн:[lightgray] (сек)
|
rules.wavespacing = Интервал волн:[lightgray] (сек)
|
||||||
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
|
rules.initialwavespacing = Время до первой волны:[lightgray] (сек)
|
||||||
rules.buildcostmultiplier = Множитель затрат на строительство
|
rules.buildcostmultiplier = Множитель затрат на строительство
|
||||||
@@ -1402,9 +1422,13 @@ rules.title.teams = Команды
|
|||||||
rules.title.planet = Планета
|
rules.title.planet = Планета
|
||||||
rules.lighting = Освещение
|
rules.lighting = Освещение
|
||||||
rules.fog = Туман войны
|
rules.fog = Туман войны
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Вторжения врагов на сектора
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
|
rules.showspawns = Показывать появление врагов
|
||||||
|
rules.randomwaveai = Непредсказуемый ИИ волн
|
||||||
|
|
||||||
rules.fire = Огонь
|
rules.fire = Огонь
|
||||||
rules.anyenv = <Любая>
|
rules.anyenv = <Любая>
|
||||||
rules.explosions = Урон от взрывов блоков/единиц
|
rules.explosions = Урон от взрывов блоков/единиц
|
||||||
@@ -1721,6 +1745,8 @@ block.meltdown.name = Испепелитель
|
|||||||
block.foreshadow.name = Знамение
|
block.foreshadow.name = Знамение
|
||||||
block.container.name = Контейнер
|
block.container.name = Контейнер
|
||||||
block.launch-pad.name = Пусковая площадка
|
block.launch-pad.name = Пусковая площадка
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Наземная фабрика
|
block.ground-factory.name = Наземная фабрика
|
||||||
block.air-factory.name = Воздушная фабрика
|
block.air-factory.name = Воздушная фабрика
|
||||||
@@ -2163,7 +2189,9 @@ block.vault.description = Хранит большое количество пр
|
|||||||
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
|
block.container.description = Хранит небольшое количество предметов каждого типа. Предметы можно извлечь при помощи разгрузчика.
|
||||||
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
|
block.unloader.description = Выгружает выбранный предмет из соседних блоков.
|
||||||
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
|
block.launch-pad.description = Запускает партии предметов в выбранные секторы.
|
||||||
block.launch-pad.details = Суборбитальная система транспортировки ресурсов методом «point-to-point». Разгрузочные капсулы хрупки и не способны выжить при повторном входе.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Стреляет по врагам чередующимися пулями.
|
block.duo.description = Стреляет по врагам чередующимися пулями.
|
||||||
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
|
block.scatter.description = Стреляет кусками свинца, металлолома или метастекла по вражеским воздушным единицам.
|
||||||
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
|
block.scorch.description = Сжигает любых наземных врагов рядом с ним. Высокоэффективен на близком расстоянии.
|
||||||
@@ -2360,6 +2388,7 @@ unit.emanate.description = Защищает ядро «Акрополь» от
|
|||||||
lst.read = Считывает число из соединённой ячейки памяти.
|
lst.read = Считывает число из соединённой ячейки памяти.
|
||||||
lst.write = Записывает число в соединённую ячейку памяти.
|
lst.write = Записывает число в соединённую ячейку памяти.
|
||||||
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
lst.print = Добавляет текст в текстовый буфер. Ничего не отображает, пока не будет вызван [accent]Print Flush[].
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
lst.draw = Добавляет операцию в буфер отрисовки. Ничего не отображает, пока не будет вызван [accent]Draw Flush[].
|
||||||
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
lst.drawflush = Сбрасывает буфер [accent]Draw[] операций на дисплей.
|
||||||
@@ -2446,15 +2475,15 @@ lenum.shoot = Стрельба в определённую позицию.
|
|||||||
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
lenum.shootp = Стрельба в единицу/постройку с расчётом скорости.
|
||||||
lenum.config = Конфигурация постройки, например, предмет сортировки.
|
lenum.config = Конфигурация постройки, например, предмет сортировки.
|
||||||
lenum.enabled = Включён ли блок.
|
lenum.enabled = Включён ли блок.
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Текущий боеприпас турели.
|
||||||
|
|
||||||
laccess.color = Цвет осветителя.
|
laccess.color = Цвет осветителя.
|
||||||
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
laccess.controller = Командующий единицей. Если единица управляется процессором, возвращает процессор. Если в строю, возвращает командующего.\nВ противном случае возвращает саму единицу.
|
||||||
laccess.dead = Является ли единица/постройка неработающей или несуществующей.
|
laccess.dead = Является ли единица/постройка неработающей или несуществующей.
|
||||||
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
|
laccess.controlled = Возвращает:\n[accent]@ctrlProcessor[] если единица управляется процессором\n[accent]@ctrlPlayer[] если единица/постройка управляется игроком\n[accent]@ctrlFormation[] если единица в строю\nВ противном случае — 0.
|
||||||
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
|
laccess.progress = Прогресс действия от 0 до 1. Возвращает прогресс производства, перезарядку турели или прогресс постройки.
|
||||||
laccess.speed = Максимальная скорость единицы, в тайлах/сек.
|
laccess.speed = Максимальная скорость единицы, в плитках/сек.
|
||||||
laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup operation.
|
laccess.id = Идентификатор единицы/блока/предмета/жидкости.\nЭто обратная операция поиска.
|
||||||
lcategory.unknown = Неизвестно
|
lcategory.unknown = Неизвестно
|
||||||
lcategory.unknown.description = Нет категории.
|
lcategory.unknown.description = Нет категории.
|
||||||
lcategory.io = Ввод и вывод
|
lcategory.io = Ввод и вывод
|
||||||
@@ -2569,7 +2598,7 @@ unitlocate.building = Переменная для записи обнаруже
|
|||||||
unitlocate.outx = Вывод X координаты.
|
unitlocate.outx = Вывод X координаты.
|
||||||
unitlocate.outy = Вывод Y координаты.
|
unitlocate.outy = Вывод Y координаты.
|
||||||
unitlocate.group = Группа построек для поиска.
|
unitlocate.group = Группа построек для поиска.
|
||||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
playsound.limit = Если значение равно true, предотвращает воспроизведение этого звука,\n если он уже воспроизводился в том же кадре.
|
||||||
|
|
||||||
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
|
lenum.idle = Остановка движения, но продолжение строительства/копания.\nСостояние по умолчанию.
|
||||||
lenum.stop = Остановка движения/копания/строительства.
|
lenum.stop = Остановка движения/копания/строительства.
|
||||||
@@ -2577,7 +2606,7 @@ lenum.unbind = Полностью отключает управление лог
|
|||||||
lenum.move = Перемещение в определённую позицию.
|
lenum.move = Перемещение в определённую позицию.
|
||||||
lenum.approach = Приближение к позиции с указанным радиусом.
|
lenum.approach = Приближение к позиции с указанным радиусом.
|
||||||
lenum.pathfind = Перемещение к точке появления врагов.
|
lenum.pathfind = Перемещение к точке появления врагов.
|
||||||
lenum.autopathfind = Automatically pathfinds to the nearest enemy core or drop point.\nThis is the same as standard wave enemy pathfinding.
|
lenum.autopathfind = Автоматический поиск пути к ближайшему вражескому ядру или точке высадки.\nЭто то же самое, что и стандартный поиск пути к врагу во время волны.
|
||||||
lenum.target = Стрельба в определённую позицию.
|
lenum.target = Стрельба в определённую позицию.
|
||||||
lenum.targetp = Стрельба в единицу/постройку с расчётом скорости.
|
lenum.targetp = Стрельба в единицу/постройку с расчётом скорости.
|
||||||
lenum.itemdrop = Сбрасывание предметов.
|
lenum.itemdrop = Сбрасывание предметов.
|
||||||
@@ -2588,13 +2617,39 @@ lenum.payenter = Войти/приземлиться на грузовой бл
|
|||||||
lenum.flag = Числовой флаг единицы.
|
lenum.flag = Числовой флаг единицы.
|
||||||
lenum.mine = Копание в заданной позиции.
|
lenum.mine = Копание в заданной позиции.
|
||||||
lenum.build = Строительство блоков.
|
lenum.build = Строительство блоков.
|
||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = Получает тип постройки, пола и блока по заданным координатам.\nЕдиница должна быть в диапазоне позиции, иначе возвращается null.
|
||||||
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
lenum.within = Проверка на нахождение единицы рядом с позицией.
|
||||||
lenum.boost = Включение/выключение полёта.
|
lenum.boost = Включение/выключение полёта.
|
||||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
lenum.flushtext = Сбрасывает содержимое текстового буфера, если применимо. \nЕсли значение fetch равно true, пытаеся получить свойства из набора локали карты или набора локали игры.
|
||||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
lenum.texture = Имя текстуры прямо из атласа текстур игры (используя стиль написания с дефисами, например: build-tower) .\nЕсли printFlush имеет значение true, то в качестве текстового аргумента используется содержимое текстового буфера.
|
||||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
lenum.texturesize = Размер текстуры в плитках. Нулевое значение масштабирует ширину маркера до размера исходной текстуры.
|
||||||
lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
lenum.autoscale = Масштабировать ли маркер в соответствии с уровнем масштабирования игрока.
|
||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Индексированная позиция, используемая для линейных и квадратных маркеров с нулевым индексом в качестве первой позиции.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Положение текстуры в диапазоне от нуля до единицы, используется для квадратных маркеров.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Индексируемая позиция, используемая для линейных и квадратных маркеров с нулевым индексом, являющимся первым цветом.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -716,14 +716,18 @@ loadout = Loadout
|
|||||||
resources = Resursi
|
resources = Resursi
|
||||||
resources.max = Maksimum
|
resources.max = Maksimum
|
||||||
bannedblocks = Nedozvoljeni Blokovi
|
bannedblocks = Nedozvoljeni Blokovi
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Zadaci
|
objectives = Zadaci
|
||||||
bannedunits = Nedozvoljene Jedinice
|
bannedunits = Nedozvoljene Jedinice
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Nedozvoljene Jedinice Kao Bela Lista
|
bannedunits.whitelist = Nedozvoljene Jedinice Kao Bela Lista
|
||||||
bannedblocks.whitelist = Nedozvoljeni Blokovi Kao Bela Lista
|
bannedblocks.whitelist = Nedozvoljeni Blokovi Kao Bela Lista
|
||||||
addall = Dodaj Sve
|
addall = Dodaj Sve
|
||||||
launch.from = Lansirati Od: [accent]{0}
|
launch.from = Lansirati Od: [accent]{0}
|
||||||
launch.capacity = Lansirni Kapacitet Materijala: [accent]{0}
|
launch.capacity = Lansirni Kapacitet Materijala: [accent]{0}
|
||||||
launch.destination = Destinacija: {0}
|
launch.destination = Destinacija: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Količina mora biti između 0 i {0}.
|
configure.invalid = Količina mora biti između 0 i {0}.
|
||||||
add = Dodaj...
|
add = Dodaj...
|
||||||
guardian = Čuvar
|
guardian = Čuvar
|
||||||
@@ -762,7 +766,9 @@ sectors.stored = Skladišćeno:
|
|||||||
sectors.resume = Nastavi
|
sectors.resume = Nastavi
|
||||||
sectors.launch = Lansiraj
|
sectors.launch = Lansiraj
|
||||||
sectors.select = Izaberi
|
sectors.select = Izaberi
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]nema (sunce)
|
sectors.nonelaunch = [lightgray]nema (sunce)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Preimenuj Sektor
|
sectors.rename = Preimenuj Sektor
|
||||||
sectors.enemybase = [scarlet]Neprijateljska Baza
|
sectors.enemybase = [scarlet]Neprijateljska Baza
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1026,6 +1032,7 @@ stat.buildspeedmultiplier = Umnožavač brzine gradnje
|
|||||||
stat.reactive = Reaguje sa
|
stat.reactive = Reaguje sa
|
||||||
stat.immunities = Imuniteti
|
stat.immunities = Imuniteti
|
||||||
stat.healing = Popravlja
|
stat.healing = Popravlja
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Polje Sile
|
ability.forcefield = Polje Sile
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1073,6 +1080,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
bar.onlycoredeposit = Dozvoljeno Dostavljanje Samo Unutar Jezgra
|
||||||
|
|
||||||
bar.drilltierreq = Bolja Bušilica Potrebna
|
bar.drilltierreq = Bolja Bušilica Potrebna
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Nedostaju Resursi
|
bar.noresources = Nedostaju Resursi
|
||||||
bar.corereq = Potrebno Jezgro kao Osnova
|
bar.corereq = Potrebno Jezgro kao Osnova
|
||||||
bar.corefloor = Zahteva Zonu Jezgra
|
bar.corefloor = Zahteva Zonu Jezgra
|
||||||
@@ -1081,6 +1089,7 @@ bar.drillspeed = Brzina Bušenja: {0}/s
|
|||||||
bar.pumpspeed = Brzina Pumpanja: {0}/s
|
bar.pumpspeed = Brzina Pumpanja: {0}/s
|
||||||
bar.efficiency = Efikasnost: {0}%
|
bar.efficiency = Efikasnost: {0}%
|
||||||
bar.boost = Pojačanje: +{0}%
|
bar.boost = Pojačanje: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Energija: {0}/s
|
bar.powerbalance = Energija: {0}/s
|
||||||
bar.powerstored = Skladišćeno: {0}/{1}
|
bar.powerstored = Skladišćeno: {0}/{1}
|
||||||
bar.poweramount = Količina: {0}
|
bar.poweramount = Količina: {0}
|
||||||
@@ -1091,6 +1100,7 @@ bar.capacity = Kapacitet: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Tečnost
|
bar.liquid = Tečnost
|
||||||
bar.heat = Toplota
|
bar.heat = Toplota
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Nestabilnost
|
bar.instability = Nestabilnost
|
||||||
bar.heatamount = Količina Toplote: {0}
|
bar.heatamount = Količina Toplote: {0}
|
||||||
bar.heatpercent = Količina Toplote: {0} ({1}%)
|
bar.heatpercent = Količina Toplote: {0} ({1}%)
|
||||||
@@ -1115,6 +1125,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x šrapnela:
|
bullet.frags = [stat]{0}[lightgray]x šrapnela:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
|
bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
|
bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] odbacivanje
|
bullet.knockback = [stat]{0}[lightgray] odbacivanje
|
||||||
bullet.pierce = [stat]{0}[lightgray]x probijanje
|
bullet.pierce = [stat]{0}[lightgray]x probijanje
|
||||||
bullet.infinitepierce = [stat]proboj
|
bullet.infinitepierce = [stat]proboj
|
||||||
@@ -1141,6 +1152,7 @@ unit.minutes = minuti
|
|||||||
unit.persecond = /sekundi
|
unit.persecond = /sekundi
|
||||||
unit.perminute = /minuti
|
unit.perminute = /minuti
|
||||||
unit.timesspeed = x brzina
|
unit.timesspeed = x brzina
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = snaga štita
|
unit.shieldhealth = snaga štita
|
||||||
unit.items = materijali
|
unit.items = materijali
|
||||||
@@ -1217,11 +1229,13 @@ setting.mutemusic.name = Nema Muzike
|
|||||||
setting.sfxvol.name = Jačina Zvučnih Efekata
|
setting.sfxvol.name = Jačina Zvučnih Efekata
|
||||||
setting.mutesound.name = Nema Zvuka
|
setting.mutesound.name = Nema Zvuka
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Automatski Snimaj Igru
|
setting.savecreate.name = Automatski Snimaj Igru
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Limit Igrača
|
setting.playerlimit.name = Limit Igrača
|
||||||
setting.chatopacity.name = Prozirnost Četa
|
setting.chatopacity.name = Prozirnost Četa
|
||||||
setting.lasersopacity.name = Prozirnost Energetskih Lasera
|
setting.lasersopacity.name = Prozirnost Energetskih Lasera
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Prozirnost Mostova
|
setting.bridgeopacity.name = Prozirnost Mostova
|
||||||
setting.playerchat.name = Prikazuj Čet Mehure Igrača
|
setting.playerchat.name = Prikazuj Čet Mehure Igrača
|
||||||
setting.showweather.name = Prikazuj Grafiku Vremena
|
setting.showweather.name = Prikazuj Grafiku Vremena
|
||||||
@@ -1377,12 +1391,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Unit Health Multiplier
|
rules.unithealthmultiplier = Unit Health Multiplier
|
||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
rules.unitcapvariable = Jezgara Povećavaju Maksimalni Broj Jedinica
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
rules.unitcap = Maksimalni Broj Jedinica (ne računajući jezgra)
|
||||||
rules.limitarea = Ograniči Prostor Mape
|
rules.limitarea = Ograniči Prostor Mape
|
||||||
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
rules.enemycorebuildradius = Radius Neprijateljskog jezgra bez gradnje:[lightgray] (polja)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Razmak Između Talasa:[lightgray] (sec)
|
rules.wavespacing = Razmak Između Talasa:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Početni Razmak Talasa:[lightgray] (sec)
|
rules.initialwavespacing = Početni Razmak Talasa:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Build Cost Multiplier
|
rules.buildcostmultiplier = Build Cost Multiplier
|
||||||
@@ -1405,6 +1421,9 @@ rules.title.planet = Planeta
|
|||||||
rules.lighting = Osvetljenje
|
rules.lighting = Osvetljenje
|
||||||
rules.fog = Magla Rata
|
rules.fog = Magla Rata
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Plamen
|
rules.fire = Plamen
|
||||||
@@ -1723,6 +1742,8 @@ block.meltdown.name = Istopitelj
|
|||||||
block.foreshadow.name = Predznak
|
block.foreshadow.name = Predznak
|
||||||
block.container.name = Kontejner
|
block.container.name = Kontejner
|
||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Zemna Fabrika
|
block.ground-factory.name = Zemna Fabrika
|
||||||
block.air-factory.name = Vazdušna Fabrika
|
block.air-factory.name = Vazdušna Fabrika
|
||||||
@@ -2164,7 +2185,9 @@ block.vault.description = Skladišti veliku količinu od svake vrste materijala.
|
|||||||
block.container.description = Skladišti malu količinu od svake vrste materijala. Contents can be retrieved with an unloader.
|
block.container.description = Skladišti malu količinu od svake vrste materijala. Contents can be retrieved with an unloader.
|
||||||
block.unloader.description = Istovaruje određeni materijal iz obližnih blokova.
|
block.unloader.description = Istovaruje određeni materijal iz obližnih blokova.
|
||||||
block.launch-pad.description = Lansira bačve resursa u izabrani sektor.
|
block.launch-pad.description = Lansira bačve resursa u izabrani sektor.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Ispaljuje metke naizmenično na neprijatelje.
|
block.duo.description = Ispaljuje metke naizmenično na neprijatelje.
|
||||||
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
@@ -2361,6 +2384,7 @@ unit.emanate.description = Gradi građevine da odbrani Veliki Grad jezgro. Popra
|
|||||||
lst.read = Čita broj iz povezane memorijske ćelije.
|
lst.read = Čita broj iz povezane memorijske ćelije.
|
||||||
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
lst.write = Piše broj u povezanu memorijsku ćeliju.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2599,3 +2623,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -707,14 +707,18 @@ loadout = Loadout
|
|||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Banned Blocks
|
bannedblocks = Banned Blocks
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Add All
|
addall = Add All
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Amount must be a number between 0 and {0}.
|
configure.invalid = Amount must be a number between 0 and {0}.
|
||||||
add = Lägg till...
|
add = Lägg till...
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -753,7 +757,9 @@ sectors.stored = Lagrade:
|
|||||||
sectors.resume = Återuppta
|
sectors.resume = Återuppta
|
||||||
sectors.launch = Skjuta upp
|
sectors.launch = Skjuta upp
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Byt namn på sektor
|
sectors.rename = Byt namn på sektor
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1013,6 +1019,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1060,6 +1067,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Bättre Borr Krävs
|
bar.drilltierreq = Bättre Borr Krävs
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1068,6 +1076,7 @@ bar.drillspeed = Drill Speed: {0}/s
|
|||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Effektivitet: {0}%
|
bar.efficiency = Effektivitet: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Power: {0}/s
|
bar.powerbalance = Power: {0}/s
|
||||||
bar.powerstored = Stored: {0}/{1}
|
bar.powerstored = Stored: {0}/{1}
|
||||||
bar.poweramount = Power: {0}
|
bar.poweramount = Power: {0}
|
||||||
@@ -1078,6 +1087,7 @@ bar.capacity = Capacity: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Vätska
|
bar.liquid = Vätska
|
||||||
bar.heat = Hetta
|
bar.heat = Hetta
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1102,6 +1112,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1128,6 +1139,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /sek
|
unit.persecond = /sek
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x hastighet
|
unit.timesspeed = x hastighet
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = föremål
|
unit.items = föremål
|
||||||
@@ -1204,11 +1216,13 @@ setting.mutemusic.name = Stäng Av Musik
|
|||||||
setting.sfxvol.name = Ljudeffektvolym
|
setting.sfxvol.name = Ljudeffektvolym
|
||||||
setting.mutesound.name = Stäng Av Ljudeffekter
|
setting.mutesound.name = Stäng Av Ljudeffekter
|
||||||
setting.crashreport.name = Skicka Anonyma Krashrapporter
|
setting.crashreport.name = Skicka Anonyma Krashrapporter
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chattgenomskinlighet
|
setting.chatopacity.name = Chattgenomskinlighet
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Bridge Opacity
|
||||||
setting.playerchat.name = Visa
|
setting.playerchat.name = Visa
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1364,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Unit Health Multiplier
|
rules.unithealthmultiplier = Unit Health Multiplier
|
||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Build Cost Multiplier
|
rules.buildcostmultiplier = Build Cost Multiplier
|
||||||
@@ -1392,6 +1408,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1708,6 +1727,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -2146,7 +2167,9 @@ block.vault.description = Stores a large amount of items of each type. An unload
|
|||||||
block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container.
|
block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container.
|
||||||
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping.
|
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping.
|
||||||
block.launch-pad.description = Launches batches of items without any need for a core launch.
|
block.launch-pad.description = Launches batches of items without any need for a core launch.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = A small, cheap turret. Useful against ground units.
|
block.duo.description = A small, cheap turret. Useful against ground units.
|
||||||
block.scatter.description = An essential anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
block.scatter.description = An essential anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
@@ -2341,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2560,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -716,14 +716,18 @@ loadout = ทรัพยากรเริ่มต้น
|
|||||||
resources = ทรัพยากร
|
resources = ทรัพยากร
|
||||||
resources.max = เต็ม
|
resources.max = เต็ม
|
||||||
bannedblocks = บล็อกต้องห้าม
|
bannedblocks = บล็อกต้องห้าม
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = เป้าหมาย
|
objectives = เป้าหมาย
|
||||||
bannedunits = ยูนิตต้องห้าม
|
bannedunits = ยูนิตต้องห้าม
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = ตั้งยูนิตต้องห้ามเป็นไวท์ลิสต์
|
bannedunits.whitelist = ตั้งยูนิตต้องห้ามเป็นไวท์ลิสต์
|
||||||
bannedblocks.whitelist = ตั้งบล็อกต้องห้ามเป็นไวท์ลิสต์
|
bannedblocks.whitelist = ตั้งบล็อกต้องห้ามเป็นไวท์ลิสต์
|
||||||
addall = เพิ่มทั้งหมด
|
addall = เพิ่มทั้งหมด
|
||||||
launch.from = ลงจอดจากเซ็กเตอร์: [accent]{0}
|
launch.from = ลงจอดจากเซ็กเตอร์: [accent]{0}
|
||||||
launch.capacity = ความจุไอเท็มลงจอด: [accent]{0}
|
launch.capacity = ความจุไอเท็มลงจอด: [accent]{0}
|
||||||
launch.destination = จุดหมายปลายทาง: {0}
|
launch.destination = จุดหมายปลายทาง: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = จำนวนต้องอยู่ระหว่าง 0 ถึง {0}
|
configure.invalid = จำนวนต้องอยู่ระหว่าง 0 ถึง {0}
|
||||||
add = เพิ่ม...
|
add = เพิ่ม...
|
||||||
guardian = ผู้พิทักษ์
|
guardian = ผู้พิทักษ์
|
||||||
@@ -763,7 +767,9 @@ sectors.stored = คลังไอเท็ม:
|
|||||||
sectors.resume = ไปต่อ
|
sectors.resume = ไปต่อ
|
||||||
sectors.launch = ลงจอด
|
sectors.launch = ลงจอด
|
||||||
sectors.select = เลือก
|
sectors.select = เลือก
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]ไม่มี (ดวงอาทิตย์)
|
sectors.nonelaunch = [lightgray]ไม่มี (ดวงอาทิตย์)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
|
sectors.rename = เปลี่ยนชื่อเซ็กเตอร์
|
||||||
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
sectors.enemybase = [scarlet]ฐานทัพศัตรู
|
||||||
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
sectors.vulnerable = [scarlet]เสี่ยงภัย
|
||||||
@@ -1027,6 +1033,7 @@ stat.buildspeedmultiplier = พหุคูณความเร็วการ
|
|||||||
stat.reactive = ปฏิกิริยา
|
stat.reactive = ปฏิกิริยา
|
||||||
stat.immunities = ต่อต้านสถานะ
|
stat.immunities = ต่อต้านสถานะ
|
||||||
stat.healing = การรักษา
|
stat.healing = การรักษา
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = โล่พลังงาน
|
ability.forcefield = โล่พลังงาน
|
||||||
ability.forcefield.description = ฉายโล่พลังงานที่ดูดซับกระสุนต่างๆ
|
ability.forcefield.description = ฉายโล่พลังงานที่ดูดซับกระสุนต่างๆ
|
||||||
@@ -1074,6 +1081,7 @@ ability.stat.buildtime = [stat]{0} วิ[lightgray] ความในการ
|
|||||||
|
|
||||||
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
bar.onlycoredeposit = ขนย้ายทรัพยากรลงแกนกลางได้เท่านั้น
|
||||||
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
bar.drilltierreq = ต้องมีเครื่องขุดที่ดีกว่านี้
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = ขาดทรัพยากร
|
bar.noresources = ขาดทรัพยากร
|
||||||
bar.corereq = ต้องวางบนแกนกลาง
|
bar.corereq = ต้องวางบนแกนกลาง
|
||||||
bar.corefloor = ต้องวางบนช่องโซนแกนกลาง
|
bar.corefloor = ต้องวางบนช่องโซนแกนกลาง
|
||||||
@@ -1082,6 +1090,7 @@ bar.drillspeed = ความเร็วการขุด: {0}/วิ
|
|||||||
bar.pumpspeed = ความเร็วการปั้ม: {0}/วิ
|
bar.pumpspeed = ความเร็วการปั้ม: {0}/วิ
|
||||||
bar.efficiency = ประสิทธิภาพ: {0}%
|
bar.efficiency = ประสิทธิภาพ: {0}%
|
||||||
bar.boost = การเร่ง: +{0}%
|
bar.boost = การเร่ง: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = พลังงาน: {0}/วิ
|
bar.powerbalance = พลังงาน: {0}/วิ
|
||||||
bar.powerstored = สะสมไว้: {0}/{1}
|
bar.powerstored = สะสมไว้: {0}/{1}
|
||||||
bar.poweramount = พลังงาน: {0}
|
bar.poweramount = พลังงาน: {0}
|
||||||
@@ -1092,6 +1101,7 @@ bar.capacity = ความจุ: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = ของเหลว
|
bar.liquid = ของเหลว
|
||||||
bar.heat = ความร้อน
|
bar.heat = ความร้อน
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = ความไม่เสถียร
|
bar.instability = ความไม่เสถียร
|
||||||
bar.heatamount = ความร้อน: {0}
|
bar.heatamount = ความร้อน: {0}
|
||||||
bar.heatpercent = ความร้อน: {0} ({1}%)
|
bar.heatpercent = ความร้อน: {0} ({1}%)
|
||||||
@@ -1116,6 +1126,7 @@ bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงร
|
|||||||
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
|
bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
|
bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ
|
||||||
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
|
bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray]
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
|
bullet.knockback = [stat]{0}[lightgray] ดันกลับ
|
||||||
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
|
bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x
|
||||||
bullet.infinitepierce = [stat]เจาะทะลุ
|
bullet.infinitepierce = [stat]เจาะทะลุ
|
||||||
@@ -1142,6 +1153,7 @@ unit.minutes = นาที
|
|||||||
unit.persecond = /วิ
|
unit.persecond = /วิ
|
||||||
unit.perminute = /นาที
|
unit.perminute = /นาที
|
||||||
unit.timesspeed = x เร็วขึ้น
|
unit.timesspeed = x เร็วขึ้น
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = พลังชีวิตโล่
|
unit.shieldhealth = พลังชีวิตโล่
|
||||||
unit.items = ไอเท็ม
|
unit.items = ไอเท็ม
|
||||||
@@ -1218,11 +1230,13 @@ setting.mutemusic.name = ปิดเสียงเพลง
|
|||||||
setting.sfxvol.name = ระดับเสียง SFX
|
setting.sfxvol.name = ระดับเสียง SFX
|
||||||
setting.mutesound.name = ปิดเสียง
|
setting.mutesound.name = ปิดเสียง
|
||||||
setting.crashreport.name = ส่งรายงานข้อขัดข้องแบบไม่ระบุตัวตน
|
setting.crashreport.name = ส่งรายงานข้อขัดข้องแบบไม่ระบุตัวตน
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = สร้างเซฟโดยอัตโนมัติ
|
setting.savecreate.name = สร้างเซฟโดยอัตโนมัติ
|
||||||
setting.steampublichost.name = การมองเห็นเกมสาธารณะ
|
setting.steampublichost.name = การมองเห็นเกมสาธารณะ
|
||||||
setting.playerlimit.name = จำกัดผู้เล่น
|
setting.playerlimit.name = จำกัดผู้เล่น
|
||||||
setting.chatopacity.name = ความโปร่งแสงของแชท
|
setting.chatopacity.name = ความโปร่งแสงของแชท
|
||||||
setting.lasersopacity.name = ความโปร่งแสงของลำแสงพลังงาน
|
setting.lasersopacity.name = ความโปร่งแสงของลำแสงพลังงาน
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = ความโปร่งแสงของสะพาน
|
setting.bridgeopacity.name = ความโปร่งแสงของสะพาน
|
||||||
setting.playerchat.name = แสดงกล่องแชทบนผู้เล่น
|
setting.playerchat.name = แสดงกล่องแชทบนผู้เล่น
|
||||||
setting.showweather.name = แสดงกราฟิกสภาพอากาศ
|
setting.showweather.name = แสดงกราฟิกสภาพอากาศ
|
||||||
@@ -1378,12 +1392,14 @@ rules.unitcostmultiplier = พหูคุณราคาทรัพยาก
|
|||||||
rules.unithealthmultiplier = พหุคูณพลังชีวิตของยูนิต
|
rules.unithealthmultiplier = พหุคูณพลังชีวิตของยูนิต
|
||||||
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
|
rules.unitdamagemultiplier = พหุคูณพลังโจมตีของยูนิต
|
||||||
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
rules.unitcrashdamagemultiplier = พหูคูณดาเมจการตกของยานยูนิต
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
rules.solarmultiplier = พหูคุณพลังงานแสงอาทิตย์
|
||||||
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
rules.unitcapvariable = เพิ่มจำนวนยูนิตสูงสุดต่อแกนกลาง
|
||||||
rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
|
rules.unitpayloadsexplode = สิ่งบรรทุกระเบิดไปพร้อมกับยูนิต
|
||||||
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
rules.unitcap = ขีดกำจัดยูนิตสูงสุดพื้นฐาน
|
||||||
rules.limitarea = จำกัดพื้นที่แมพ
|
rules.limitarea = จำกัดพื้นที่แมพ
|
||||||
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
rules.enemycorebuildradius = รัศมีห้ามสร้างบริเวณแกนกลางของศัตรู:[lightgray] (ช่อง)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = ระยะเวลาระหว่างคลื่น:[lightgray] (วินาที)
|
rules.wavespacing = ระยะเวลาระหว่างคลื่น:[lightgray] (วินาที)
|
||||||
rules.initialwavespacing = ระยะเวลาระหว่างคลื่นแรก:[lightgray] (วินาที)
|
rules.initialwavespacing = ระยะเวลาระหว่างคลื่นแรก:[lightgray] (วินาที)
|
||||||
rules.buildcostmultiplier = พหุคูณราคาทรัพยากรในการสร้าง
|
rules.buildcostmultiplier = พหุคูณราคาทรัพยากรในการสร้าง
|
||||||
@@ -1406,6 +1422,9 @@ rules.title.planet = ดาว
|
|||||||
rules.lighting = แสง
|
rules.lighting = แสง
|
||||||
rules.fog = หมอกแห่งสงคราม
|
rules.fog = หมอกแห่งสงคราม
|
||||||
rules.invasions = การรุกรานของฐานทัพศัตรู
|
rules.invasions = การรุกรานของฐานทัพศัตรู
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = แสดงจุดเกิดศัตรู
|
rules.showspawns = แสดงจุดเกิดศัตรู
|
||||||
rules.randomwaveai = AI คลื่นแบบคาดเดาไม่ได้
|
rules.randomwaveai = AI คลื่นแบบคาดเดาไม่ได้
|
||||||
rules.fire = ไฟ
|
rules.fire = ไฟ
|
||||||
@@ -1725,6 +1744,8 @@ block.meltdown.name = เมลท์ดาวน์
|
|||||||
block.foreshadow.name = ฟอร์ชาโดว์
|
block.foreshadow.name = ฟอร์ชาโดว์
|
||||||
block.container.name = ตู้เก็บของ
|
block.container.name = ตู้เก็บของ
|
||||||
block.launch-pad.name = ฐานส่งทรัพยากร
|
block.launch-pad.name = ฐานส่งทรัพยากร
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = เซ็กเมนต์
|
block.segment.name = เซ็กเมนต์
|
||||||
block.ground-factory.name = โรงงานยูนิตพื้นดิน
|
block.ground-factory.name = โรงงานยูนิตพื้นดิน
|
||||||
block.air-factory.name = โรงงานยูนิตอากาศ
|
block.air-factory.name = โรงงานยูนิตอากาศ
|
||||||
@@ -2174,7 +2195,9 @@ block.vault.description = เก็บไอเท็มแต่ละชนิ
|
|||||||
block.container.description = เก็บไอเท็มแต่ละชนิดได้นิดหน่อย สามารถใช้ตัวถ่ายไอเท็มในการดึงไอเท็มออกมาได้
|
block.container.description = เก็บไอเท็มแต่ละชนิดได้นิดหน่อย สามารถใช้ตัวถ่ายไอเท็มในการดึงไอเท็มออกมาได้
|
||||||
block.unloader.description = ดึงไอเท็มที่กำหนดไว้ออกมาจากบล็อกใกล้เคียง
|
block.unloader.description = ดึงไอเท็มที่กำหนดไว้ออกมาจากบล็อกใกล้เคียง
|
||||||
block.launch-pad.description = ส่งไอเท็มเป็นชุดๆ ไปยังเซ็กเตอร์ที่กำหนดไว้
|
block.launch-pad.description = ส่งไอเท็มเป็นชุดๆ ไปยังเซ็กเตอร์ที่กำหนดไว้
|
||||||
block.launch-pad.details = ระบบขนส่งทรัพยากรวงโคจรย่อยจากจุดหนึ่งไปอีกจุดหนึ่ง แคปซูลบรรทุกทรัพยากรนั้นเปราะบางและไม่สามารถทนความร้อนจากชั้นบรรยากาศได้
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = ป้อมปืนขนาดเล็ก ยิงกระสุนที่อยู่ในตัวมันใส่เป้าหมายศัตรู
|
block.duo.description = ป้อมปืนขนาดเล็ก ยิงกระสุนที่อยู่ในตัวมันใส่เป้าหมายศัตรู
|
||||||
block.scatter.description = ยิงก้อนตะกั่ว เศษเหล็กหรือกระจกเมต้าใส่ยานบินศัตรูที่อยู่ใกล้เคียง
|
block.scatter.description = ยิงก้อนตะกั่ว เศษเหล็กหรือกระจกเมต้าใส่ยานบินศัตรูที่อยู่ใกล้เคียง
|
||||||
block.scorch.description = เผาศัตรูพื้นดินที่อยู่ใกล้ๆ มีประสิทธิภาพสูงสุดเมื่อใช้ในระยะใกล้
|
block.scorch.description = เผาศัตรูพื้นดินที่อยู่ใกล้ๆ มีประสิทธิภาพสูงสุดเมื่อใช้ในระยะใกล้
|
||||||
@@ -2375,6 +2398,7 @@ unit.emanate.description = สร้างสิ่งต่างๆ เพื
|
|||||||
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
lst.read = อ่านเลขจากเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
lst.write = เขียนเลขไปยังเซลล์ความจำที่เชื่อมต่อไว้
|
||||||
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
lst.print = เพิ่มข้อความไปยังคิวข้อความ\nข้อความจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Print Flush[]
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = แทนที่ข้อความตัวแทนถัดไปในบัฟเฟอร์ข้อความด้วยค่า\nจะไม่ทำอะไรหากรูปแบบข้อความแทนที่นั้นไม่ถูกต้อง\nรูปแบบข้อความแทนที่: "{[accent]ตัวเลข 0-9[]}"\nตัวอย่าง:\n[accent]print "ทดสอบ {0}"\nformat "สวัสดี"
|
lst.format = แทนที่ข้อความตัวแทนถัดไปในบัฟเฟอร์ข้อความด้วยค่า\nจะไม่ทำอะไรหากรูปแบบข้อความแทนที่นั้นไม่ถูกต้อง\nรูปแบบข้อความแทนที่: "{[accent]ตัวเลข 0-9[]}"\nตัวอย่าง:\n[accent]print "ทดสอบ {0}"\nformat "สวัสดี"
|
||||||
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
lst.draw = เพิ่มรูปไปยังคิวการวาด\nภาพจะยังไม่แสดงจนกว่าจะใช้คำสั่ง [accent]Draw Flush[]
|
||||||
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
lst.drawflush = ปล่อยคิว [accent]Draw[] ไปยังหน้าจอลอจิกที่เชื่อมต่อไว้
|
||||||
@@ -2614,3 +2638,29 @@ lenum.autoscale = ว่าจะให้เครื่องหมายเ
|
|||||||
lenum.posi = ตำแหน่งในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นตำแหน่งเริ่มต้น
|
lenum.posi = ตำแหน่งในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นตำแหน่งเริ่มต้น
|
||||||
lenum.uvi = ตำแหน่งของเทกเจอร์ในคาบระหว่างศูนย์ถึงหนึ่ง ใช้สำหรับเครื่องหมายสี่เหลี่ยม
|
lenum.uvi = ตำแหน่งของเทกเจอร์ในคาบระหว่างศูนย์ถึงหนึ่ง ใช้สำหรับเครื่องหมายสี่เหลี่ยม
|
||||||
lenum.colori = ค่าสีในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นสีเริ่มต้น
|
lenum.colori = ค่าสีในดัชนี ใช้สำหรับเครื่องหมายเส้นตรงและสี่เหลี่ยมที่มีดัชนีศูนย์เป็นสีเริ่มต้น
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -707,14 +707,18 @@ loadout = Loadout
|
|||||||
resources = Resources
|
resources = Resources
|
||||||
resources.max = Max
|
resources.max = Max
|
||||||
bannedblocks = Banned Blocks
|
bannedblocks = Banned Blocks
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Objectives
|
objectives = Objectives
|
||||||
bannedunits = Banned Units
|
bannedunits = Banned Units
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Banned Units As Whitelist
|
bannedunits.whitelist = Banned Units As Whitelist
|
||||||
bannedblocks.whitelist = Banned Blocks As Whitelist
|
bannedblocks.whitelist = Banned Blocks As Whitelist
|
||||||
addall = Add All
|
addall = Add All
|
||||||
launch.from = Launching From: [accent]{0}
|
launch.from = Launching From: [accent]{0}
|
||||||
launch.capacity = Launching Item Capacity: [accent]{0}
|
launch.capacity = Launching Item Capacity: [accent]{0}
|
||||||
launch.destination = Destination: {0}
|
launch.destination = Destination: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Amount must be a number between 0 and {0}.
|
configure.invalid = Amount must be a number between 0 and {0}.
|
||||||
add = Add...
|
add = Add...
|
||||||
guardian = Guardian
|
guardian = Guardian
|
||||||
@@ -753,7 +757,9 @@ sectors.stored = Stored:
|
|||||||
sectors.resume = Resume
|
sectors.resume = Resume
|
||||||
sectors.launch = Launch
|
sectors.launch = Launch
|
||||||
sectors.select = Select
|
sectors.select = Select
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]none (sun)
|
sectors.nonelaunch = [lightgray]none (sun)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Rename Sector
|
sectors.rename = Rename Sector
|
||||||
sectors.enemybase = [scarlet]Enemy Base
|
sectors.enemybase = [scarlet]Enemy Base
|
||||||
sectors.vulnerable = [scarlet]Vulnerable
|
sectors.vulnerable = [scarlet]Vulnerable
|
||||||
@@ -1013,6 +1019,7 @@ stat.buildspeedmultiplier = Build Speed Multiplier
|
|||||||
stat.reactive = Reacts
|
stat.reactive = Reacts
|
||||||
stat.immunities = Immunities
|
stat.immunities = Immunities
|
||||||
stat.healing = Healing
|
stat.healing = Healing
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Force Field
|
ability.forcefield = Force Field
|
||||||
ability.forcefield.description = Projects a force shield that absorbs bullets
|
ability.forcefield.description = Projects a force shield that absorbs bullets
|
||||||
@@ -1060,6 +1067,7 @@ ability.stat.buildtime = [stat]{0} sec[lightgray] build time
|
|||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
bar.drilltierreq = Better Drill Required
|
bar.drilltierreq = Better Drill Required
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Missing Resources
|
bar.noresources = Missing Resources
|
||||||
bar.corereq = Core Base Required
|
bar.corereq = Core Base Required
|
||||||
bar.corefloor = Core Zone Tile Required
|
bar.corefloor = Core Zone Tile Required
|
||||||
@@ -1068,6 +1076,7 @@ bar.drillspeed = Drill Speed: {0}/s
|
|||||||
bar.pumpspeed = Pump Speed: {0}/s
|
bar.pumpspeed = Pump Speed: {0}/s
|
||||||
bar.efficiency = Efficiency: {0}%
|
bar.efficiency = Efficiency: {0}%
|
||||||
bar.boost = Boost: +{0}%
|
bar.boost = Boost: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Power: {0}
|
bar.powerbalance = Power: {0}
|
||||||
bar.powerstored = Stored: {0}/{1}
|
bar.powerstored = Stored: {0}/{1}
|
||||||
bar.poweramount = Power: {0}
|
bar.poweramount = Power: {0}
|
||||||
@@ -1078,6 +1087,7 @@ bar.capacity = Capacity: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Liquid
|
bar.liquid = Liquid
|
||||||
bar.heat = Heat
|
bar.heat = Heat
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Instability
|
bar.instability = Instability
|
||||||
bar.heatamount = Heat: {0}
|
bar.heatamount = Heat: {0}
|
||||||
bar.heatpercent = Heat: {0} ({1}%)
|
bar.heatpercent = Heat: {0} ({1}%)
|
||||||
@@ -1102,6 +1112,7 @@ bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
bullet.frags = [stat]{0}[lightgray]x frag bullets:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
bullet.buildingdamage = [stat]{0}%[lightgray] building damage
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||||
bullet.pierce = [stat]{0}[lightgray]x pierce
|
bullet.pierce = [stat]{0}[lightgray]x pierce
|
||||||
bullet.infinitepierce = [stat]pierce
|
bullet.infinitepierce = [stat]pierce
|
||||||
@@ -1128,6 +1139,7 @@ unit.minutes = mins
|
|||||||
unit.persecond = /sec
|
unit.persecond = /sec
|
||||||
unit.perminute = /min
|
unit.perminute = /min
|
||||||
unit.timesspeed = x speed
|
unit.timesspeed = x speed
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = shield health
|
unit.shieldhealth = shield health
|
||||||
unit.items = esya
|
unit.items = esya
|
||||||
@@ -1204,11 +1216,13 @@ setting.mutemusic.name = Sesi kapat
|
|||||||
setting.sfxvol.name = Ses seviyesi
|
setting.sfxvol.name = Ses seviyesi
|
||||||
setting.mutesound.name = Sesi kapat
|
setting.mutesound.name = Sesi kapat
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.steampublichost.name = Public Game Visibility
|
setting.steampublichost.name = Public Game Visibility
|
||||||
setting.playerlimit.name = Player Limit
|
setting.playerlimit.name = Player Limit
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Chat Opacity
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Power Laser Opacity
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Bridge Opacity
|
||||||
setting.playerchat.name = Display In-Game Chat
|
setting.playerchat.name = Display In-Game Chat
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
@@ -1364,12 +1378,14 @@ rules.unitcostmultiplier = Unit Cost Multiplier
|
|||||||
rules.unithealthmultiplier = Unit Health Multiplier
|
rules.unithealthmultiplier = Unit Health Multiplier
|
||||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||||
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Solar Power Multiplier
|
rules.solarmultiplier = Solar Power Multiplier
|
||||||
rules.unitcapvariable = Cores Contribute To Unit Cap
|
rules.unitcapvariable = Cores Contribute To Unit Cap
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Base Unit Cap
|
rules.unitcap = Base Unit Cap
|
||||||
rules.limitarea = Limit Map Area
|
rules.limitarea = Limit Map Area
|
||||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
rules.wavespacing = Wave Spacing:[lightgray] (sec)
|
||||||
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec)
|
||||||
rules.buildcostmultiplier = Build Cost Multiplier
|
rules.buildcostmultiplier = Build Cost Multiplier
|
||||||
@@ -1392,6 +1408,9 @@ rules.title.planet = Planet
|
|||||||
rules.lighting = Lighting
|
rules.lighting = Lighting
|
||||||
rules.fog = Fog of War
|
rules.fog = Fog of War
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Fire
|
rules.fire = Fire
|
||||||
@@ -1708,6 +1727,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Container
|
block.container.name = Container
|
||||||
block.launch-pad.name = Launch Pad
|
block.launch-pad.name = Launch Pad
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Ground Factory
|
block.ground-factory.name = Ground Factory
|
||||||
block.air-factory.name = Air Factory
|
block.air-factory.name = Air Factory
|
||||||
@@ -2146,7 +2167,9 @@ block.vault.description = Stores a large amount of items. Use it for creating bu
|
|||||||
block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[lightgray] unloader[] can be used to retrieve items from the container.
|
block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[lightgray] unloader[] can be used to retrieve items from the container.
|
||||||
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
||||||
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = A small, cheap turret.
|
block.duo.description = A small, cheap turret.
|
||||||
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
@@ -2341,6 +2364,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
|
|||||||
lst.read = Read a number from a linked memory cell.
|
lst.read = Read a number from a linked memory cell.
|
||||||
lst.write = Write a number to a linked memory cell.
|
lst.write = Write a number to a linked memory cell.
|
||||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
|
||||||
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
lst.drawflush = Flush queued [accent]Draw[] operations to a display.
|
||||||
@@ -2560,3 +2584,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -1,20 +1,20 @@
|
|||||||
credits.text = [royal]Anuken[] tarafından yapıldı - [sky]anukendev@gmail.com[]
|
credits.text = [royal]Anuken[] tarafından yapıldı - [sky]anukendev@gmail.com[]
|
||||||
credits = Jenerik
|
credits = Jenerik
|
||||||
contributors = Çevirmenler ve Katkıda Bulunanlar
|
contributors = Çevirmenler ve Katkıda Bulunanlar
|
||||||
discord = Mindustry'nin Discord sunucusuna Katıl!
|
discord = Mindustry Discord sunucusuna katıl!
|
||||||
link.discord.description = Resmî Mindustry Discord sunucusu
|
link.discord.description = Resmi Mindustry Discord sunucusu
|
||||||
link.reddit.description = Mindustry subreddit'i
|
link.reddit.description = Mindustry subredditi
|
||||||
link.github.description = Oyun Kaynak Kodu
|
link.github.description = Oyun kaynak kodu
|
||||||
link.changelog.description = Güncelleme değişikliklerinin listesi
|
link.changelog.description = Güncelleme değişikliklerinin listesi
|
||||||
link.dev-builds.description = Dengesiz Oyun Sürümleri
|
link.dev-builds.description = Kararsız oyun sürümleri
|
||||||
link.trello.description = Planlanan özellikler için resmî Trello Sayfası
|
link.trello.description = Planlanan özellikler için resmi Trello sayfası
|
||||||
link.itch.io.description = itch.io sayfası
|
link.itch.io.description = itch.io sayfası
|
||||||
link.google-play.description = Google Play mağaza sayfası
|
link.google-play.description = Google Play mağaza sayfası
|
||||||
link.f-droid.description = F-Droid kataloğu
|
link.f-droid.description = F-Droid sayfası
|
||||||
link.wiki.description = Resmî Mindustry wikisi
|
link.wiki.description = Resmi Mindustry vikisi
|
||||||
link.suggestions.description = Yeni özellikler öner
|
link.suggestions.description = Yeni özellikler öner
|
||||||
link.bug.description = Hata mı buldun? Hemen şikayet et!
|
link.bug.description = Hata mı buldun? Hemen şikayet et!
|
||||||
linkopen = Bu Server sana bir link gönderdi. Açmak istediğine emin misin?\n\n[sky]{0}
|
linkopen = Bu server sana bir link gönderdi. Açmak istediğine emin misin?\n\n[sky]{0}
|
||||||
linkfail = Link açılamadı!\nURL kopyalandı.
|
linkfail = Link açılamadı!\nURL kopyalandı.
|
||||||
screenshot = Ekran görüntüsü {0} konumuna kaydedildi
|
screenshot = Ekran görüntüsü {0} konumuna kaydedildi
|
||||||
screenshot.invalid = Harita çok büyük, muhtemelen ekran görüntüsü için yeterli bellek yok.
|
screenshot.invalid = Harita çok büyük, muhtemelen ekran görüntüsü için yeterli bellek yok.
|
||||||
@@ -49,27 +49,27 @@ mods.browser.view-releases = Sürümleri İncele
|
|||||||
mods.browser.noreleases = [scarlet]Sürüm Bulunamadı\n[accent]Bu mod için yayımlanmış bir sürüm bulunamadı.
|
mods.browser.noreleases = [scarlet]Sürüm Bulunamadı\n[accent]Bu mod için yayımlanmış bir sürüm bulunamadı.
|
||||||
mods.browser.latest = <En Son>
|
mods.browser.latest = <En Son>
|
||||||
mods.browser.releases = Yayımlar
|
mods.browser.releases = Yayımlar
|
||||||
mods.github.open = Repo
|
mods.github.open = Depo
|
||||||
mods.github.open-release = Yayım Sayfası
|
mods.github.open-release = Yayım Sayfası
|
||||||
mods.browser.sortdate = En Yeniye göre Sırala
|
mods.browser.sortdate = En yeniye göre sırala
|
||||||
mods.browser.sortstars = Yıldıza göre Sırala
|
mods.browser.sortstars = Yıldız sayısına göre sırala
|
||||||
|
|
||||||
schematic = Şema
|
schematic = Şema
|
||||||
schematic.add = Şemayı Kaydet...
|
schematic.add = Şemayı Kaydet...
|
||||||
schematics = Şemalar
|
schematics = Şemalar
|
||||||
schematic.search = Şema Arat...
|
schematic.search = Şema ara...
|
||||||
schematic.replace = Aynı isimde bir şema zaten var. Üzerine yazılsın mı?
|
schematic.replace = Aynı adda bir şema zaten var. Üzerine yazılsın mı?
|
||||||
schematic.exists = Aynı isimde bir şema zaten var.
|
schematic.exists = Aynı adda bir şema zaten var.
|
||||||
schematic.import = Şemayı İçeri Aktar
|
schematic.import = Şemayı İçeri Aktar...
|
||||||
schematic.exportfile = Dışa Aktar
|
schematic.exportfile = Dışarı Aktar
|
||||||
schematic.importfile = İçe Aktar
|
schematic.importfile = İçeri Aktar
|
||||||
schematic.browseworkshop = Atölyeyi araştır
|
schematic.browseworkshop = Atölyeyi araştır
|
||||||
schematic.copy = Panoya Kopyala
|
schematic.copy = Panoya Kopyala
|
||||||
schematic.copy.import = Panodan İçeri Aktar
|
schematic.copy.import = Panodan Yapıştır
|
||||||
schematic.shareworkshop = Atölyede paylaş
|
schematic.shareworkshop = Atölyede paylaş
|
||||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
|
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Şemayı döndür
|
||||||
schematic.saved = Şema Kaydedildi.
|
schematic.saved = Şema Kaydedildi.
|
||||||
schematic.delete.confirm = Bu şema tamamen silinecek.
|
schematic.delete.confirm = Bu şema tamamen yok edilecek.
|
||||||
schematic.edit = Şemayı Düzenle
|
schematic.edit = Şemayı Düzenle
|
||||||
schematic.info = {0}x{1}, {2} blok
|
schematic.info = {0}x{1}, {2} blok
|
||||||
schematic.disabled = [scarlet]Şema devre dışı bırakıldı[]\nBu şemayı [accent]bu haritada[] veya [accent]server'da kullanma iznin yok.
|
schematic.disabled = [scarlet]Şema devre dışı bırakıldı[]\nBu şemayı [accent]bu haritada[] veya [accent]server'da kullanma iznin yok.
|
||||||
@@ -79,18 +79,18 @@ schematic.addtag = Etiket Ekle
|
|||||||
schematic.texttag = Yazı Etiketi
|
schematic.texttag = Yazı Etiketi
|
||||||
schematic.icontag = İkon Etiketi
|
schematic.icontag = İkon Etiketi
|
||||||
schematic.renametag = Etiketi Yeniden Adlandır
|
schematic.renametag = Etiketi Yeniden Adlandır
|
||||||
schematic.tagged = {0} etiketli
|
schematic.tagged = {0} etiketlendi
|
||||||
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
|
schematic.tagdelconfirm = Bu Etiketi Silmek istediğine emin misin?
|
||||||
schematic.tagexists = Böyle bir Etiket zaten var.
|
schematic.tagexists = Böyle bir Etiket zaten var.
|
||||||
|
|
||||||
stats = İstatistikler
|
stats = İstatistikler
|
||||||
stats.wave = Dalga Fethedilidi
|
stats.wave = Kazanılan Dalgalar
|
||||||
stats.unitsCreated = Birim Üretildi
|
stats.unitsCreated = Üretilen Birimler
|
||||||
stats.enemiesDestroyed = Düşman Yokedildi
|
stats.enemiesDestroyed = Yok Edilen Düşmanlar
|
||||||
stats.built = Bina İnşaa Edildi
|
stats.built = İnşa Edilen Yapılar
|
||||||
stats.destroyed = Bina Yokedildi
|
stats.destroyed = Yıkılan Yapılar
|
||||||
stats.deconstructed = Bina Kırıldı
|
stats.deconstructed = Kaldırılan Yapılar
|
||||||
stats.playtime = Oyun Süresi
|
stats.playtime = Oynanan Süre
|
||||||
|
|
||||||
globalitems = [accent]Toplanan Kaynaklar
|
globalitems = [accent]Toplanan Kaynaklar
|
||||||
map.delete = "[accent]{0}[]" haritasını silmek istediğine emin misin?
|
map.delete = "[accent]{0}[]" haritasını silmek istediğine emin misin?
|
||||||
@@ -109,10 +109,10 @@ newgame = Yeni Oyun
|
|||||||
none = <yok>
|
none = <yok>
|
||||||
none.found = [lightgray]<Bulunamadı>
|
none.found = [lightgray]<Bulunamadı>
|
||||||
none.inmap = [lightgray]<Haritada Bulunamadı>
|
none.inmap = [lightgray]<Haritada Bulunamadı>
|
||||||
minimap = Harita
|
minimap = Küçük Harita
|
||||||
position = Konum
|
position = Konum
|
||||||
close = Kapat
|
close = Kapat
|
||||||
website = Websitesi
|
website = Genel ağ sayfası
|
||||||
quit = Çık
|
quit = Çık
|
||||||
save.quit = Kaydet & Çık
|
save.quit = Kaydet & Çık
|
||||||
maps = Haritalar
|
maps = Haritalar
|
||||||
@@ -194,7 +194,7 @@ campaign.select = Başlangıç Mücadelesi Seç
|
|||||||
campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu seçim herhangi bir zamanda değiştirlebilir.
|
campaign.none = [lightgray]Başlamak için bir gezegen seç.\nBu seçim herhangi bir zamanda değiştirlebilir.
|
||||||
campaign.erekir = Daha yeni ve cilalanmış içerikler. Genellikle kararlı ilerleme.\n\nDaha kaliteli haritalar ve deneyim (herhalde).
|
campaign.erekir = Daha yeni ve cilalanmış içerikler. Genellikle kararlı ilerleme.\n\nDaha kaliteli haritalar ve deneyim (herhalde).
|
||||||
campaign.serpulo = Eski içerik; klasik deneyim. Daha serbest.\n\nDaha dengesiz harita ve deneyim. Cilayı unutmuşlar işte...
|
campaign.serpulo = Eski içerik; klasik deneyim. Daha serbest.\n\nDaha dengesiz harita ve deneyim. Cilayı unutmuşlar işte...
|
||||||
campaign.difficulty = Difficulty
|
campaign.difficulty = Zorluk
|
||||||
completed = [accent]Tamamlandı
|
completed = [accent]Tamamlandı
|
||||||
techtree = Teknoloji Ağacı
|
techtree = Teknoloji Ağacı
|
||||||
techtree.select = Teknoloji Ağacı Seç
|
techtree.select = Teknoloji Ağacı Seç
|
||||||
@@ -262,7 +262,7 @@ trace.mobile = Mobil Sürüm: [accent]{0}
|
|||||||
trace.modclient = Özel Sürüm: [accent]{0}
|
trace.modclient = Özel Sürüm: [accent]{0}
|
||||||
trace.times.joined = Girme Sayısı: [accent]{0}
|
trace.times.joined = Girme Sayısı: [accent]{0}
|
||||||
trace.times.kicked = Atılma Sayısı: [accent]{0}
|
trace.times.kicked = Atılma Sayısı: [accent]{0}
|
||||||
trace.ips = IPs:
|
trace.ips = IPler:
|
||||||
trace.names = İsimler:
|
trace.names = İsimler:
|
||||||
invalidid = Geçersiz Sürüm Kimliği! Bir hata raporu gönder.
|
invalidid = Geçersiz Sürüm Kimliği! Bir hata raporu gönder.
|
||||||
player.ban = Yasakla
|
player.ban = Yasakla
|
||||||
@@ -302,7 +302,7 @@ reconnecting = [accent]Yeniden Bağlanılıyor...
|
|||||||
connecting.data = [accent]Dünya verisi yükleniyor...
|
connecting.data = [accent]Dünya verisi yükleniyor...
|
||||||
server.port = Port:
|
server.port = Port:
|
||||||
server.invalidport = Geçersiz port sayısı!
|
server.invalidport = Geçersiz port sayısı!
|
||||||
server.error.addressinuse = [scarlet]Failed to open server on port 6567.[]\n\nMake sure no other Mindustry servers are running on your device or network!
|
server.error.addressinuse = [scarlet]Port 6567 açılamadı.[]\n\nCihaz ve internetinde başka bir Mindustry sunucusu açık olmadığından emin ol!
|
||||||
server.error = [crimson]Sunucu kurulamadı: [accent]{0}
|
server.error = [crimson]Sunucu kurulamadı: [accent]{0}
|
||||||
save.new = Yeni kayıt
|
save.new = Yeni kayıt
|
||||||
save.overwrite = Bu kaydın üstüne yazmak istediğine\nemin misin?
|
save.overwrite = Bu kaydın üstüne yazmak istediğine\nemin misin?
|
||||||
@@ -355,7 +355,7 @@ command.enterPayload = Kargo Bloğu Seç
|
|||||||
command.loadUnits = Birim Yükle
|
command.loadUnits = Birim Yükle
|
||||||
command.loadBlocks = Blok Yükle
|
command.loadBlocks = Blok Yükle
|
||||||
command.unloadPayload = Birim Bırak
|
command.unloadPayload = Birim Bırak
|
||||||
command.loopPayload = Loop Unit Transfer
|
command.loopPayload = Birim Transferini Döngüye Sok
|
||||||
stance.stop = Emri İptal Et
|
stance.stop = Emri İptal Et
|
||||||
stance.shoot = Duruş: Saldırı
|
stance.shoot = Duruş: Saldırı
|
||||||
stance.holdfire = Duruş: Hazır Ol
|
stance.holdfire = Duruş: Hazır Ol
|
||||||
@@ -442,12 +442,12 @@ editor.waves = Dalgalar:
|
|||||||
editor.rules = Kurallar:
|
editor.rules = Kurallar:
|
||||||
editor.generation = Oluşum:
|
editor.generation = Oluşum:
|
||||||
editor.objectives = Görevler:
|
editor.objectives = Görevler:
|
||||||
editor.locales = Yerel Paketler
|
editor.locales = Dil Paketleri
|
||||||
editor.worldprocessors = Evrensel İşlemciler
|
editor.worldprocessors = Evrensel İşlemciler
|
||||||
editor.worldprocessors.editname = İsmi Değiştir
|
editor.worldprocessors.editname = Adı Düzenle
|
||||||
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bulunamadı!\nEditörden bu muazzam bloğu ekle veya şu düğmeye bas: \ue813 Ekle
|
editor.worldprocessors.none = [lightgray]Evrensel İşlemci bloğu bulunamadı!\nHarita düzenleyicisinden ekleyin veya aşağıdaki \ue813 Ekle butonunu kullanın.
|
||||||
editor.worldprocessors.nospace = Evrensel İşlemci koycak yer yok!\nCidden tüm mapi binalarla mı doldurdun? Oyunun kasmıyor mu? İşsiz misin? Harbi NPC...
|
editor.worldprocessors.nospace = Evrensel İşlemci yerleştirecek yer yok!\n Gerçekten bütün haritayı yapılarla mı doldurdun? Bunu neden yaparsın?
|
||||||
editor.worldprocessors.delete.confirm = Bu Evrensel İşlemciyi silmek istediğine emin misin?\n\nEğer etrafında duvar varsa doğal bir duvarla yer değiştiricek.
|
editor.worldprocessors.delete.confirm = Bu Evrensel İşlemciyi silmek istediğine emin misin?\n\nEğer etrafında duvar varsa bir doğal duvarla yer değiştirilecek.
|
||||||
editor.ingame = Oyun içinde düzenle
|
editor.ingame = Oyun içinde düzenle
|
||||||
editor.playtest = Test Et
|
editor.playtest = Test Et
|
||||||
editor.publish.workshop = Atölyede Yayınla
|
editor.publish.workshop = Atölyede Yayınla
|
||||||
@@ -499,14 +499,14 @@ waves.units.show = Hepsini Göster
|
|||||||
wavemode.counts = miktarlar
|
wavemode.counts = miktarlar
|
||||||
wavemode.totals = toplamlar
|
wavemode.totals = toplamlar
|
||||||
wavemode.health = can
|
wavemode.health = can
|
||||||
all = All
|
all = Tüm
|
||||||
|
|
||||||
editor.default = [lightgray]<Varsayılan>
|
editor.default = [lightgray]<Varsayılan>
|
||||||
details = Detaylar...
|
details = Detaylar...
|
||||||
edit = Düzenle...
|
edit = Düzenle...
|
||||||
variables = Değişkenler
|
variables = Değişkenler
|
||||||
logic.clear.confirm = Bu işlemcideki tüm kodu silmek istediğine emin misin?
|
logic.clear.confirm = Bu işlemciden bütün kodları silmek istediğinze emin misiniz?
|
||||||
logic.globals = Yerleşik Değişkenler
|
logic.globals = Dahili Değişkenler
|
||||||
editor.name = İsim:
|
editor.name = İsim:
|
||||||
editor.spawn = Birim Oluştur
|
editor.spawn = Birim Oluştur
|
||||||
editor.removeunit = Birim Kaldır
|
editor.removeunit = Birim Kaldır
|
||||||
@@ -530,7 +530,7 @@ editor.sectorgenerate = Sektör Oluştur
|
|||||||
editor.resize = Yeniden Boyutlandır
|
editor.resize = Yeniden Boyutlandır
|
||||||
editor.loadmap = Harita Yükle
|
editor.loadmap = Harita Yükle
|
||||||
editor.savemap = Haritayı Kaydet
|
editor.savemap = Haritayı Kaydet
|
||||||
editor.savechanges = [scarlet]Kaydedilmemiş değişiklerin var!\n\n[]Onları kaydetsen mi acaba?
|
editor.savechanges = [scarlet]Kaydedilmemiş değişiklikleriniz var!\n\n[]Kaydetmek ister misiniz?
|
||||||
editor.saved = Kaydedildi!
|
editor.saved = Kaydedildi!
|
||||||
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
|
editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç.
|
||||||
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
|
editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç.
|
||||||
@@ -569,8 +569,8 @@ toolmode.eraseores = Maden Sil
|
|||||||
toolmode.eraseores.description = Sadece madenleri siler..
|
toolmode.eraseores.description = Sadece madenleri siler..
|
||||||
toolmode.fillteams = Takımları Doldur
|
toolmode.fillteams = Takımları Doldur
|
||||||
toolmode.fillteams.description = Bloklar yerine takımları doldurur.
|
toolmode.fillteams.description = Bloklar yerine takımları doldurur.
|
||||||
toolmode.fillerase = Doldurarak Sil
|
toolmode.fillerase = Doldur Sil
|
||||||
toolmode.fillerase.description = Anyı tip blokları sil.
|
toolmode.fillerase.description = Aynı türden blokları sil.
|
||||||
toolmode.drawteams = Takım Çiz
|
toolmode.drawteams = Takım Çiz
|
||||||
toolmode.drawteams.description = Bloklar yerine takımları çizer..
|
toolmode.drawteams.description = Bloklar yerine takımları çizer..
|
||||||
toolmode.underliquid = Sıvı Altı
|
toolmode.underliquid = Sıvı Altı
|
||||||
@@ -620,23 +620,23 @@ filter.option.radius = Yarıçap
|
|||||||
filter.option.percentile = Yüzdelik
|
filter.option.percentile = Yüzdelik
|
||||||
filter.option.code = Kod
|
filter.option.code = Kod
|
||||||
filter.option.loop = Döngü
|
filter.option.loop = Döngü
|
||||||
locales.info = Buraya oyun içi kullanmak için yerel dil paketleri yükleyebilirsin. Yerel dil paketlerinde her değişkenin bir ismi ve değeri var. Bu değişkenler Evrensel İşlemciler ve Görevler tarafından okunabilir. Yazı formatlanabilir.\n\n[cyan]Örnek:\n[]name: [accent]zamanlayıcı[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Görev yazısı olarak ayarla: [accent]@zamanlayıcı\n\n[]Evrensel İşlemciye yaz:\n[accent]localeprint "zamanlayıcı"\nformat zaman\n[gray](zaman başka hesaplanan bir değişken)
|
locales.info = Burada, haritanız için dil paketleri ekleyebilirsiniz. Dil paketlerinde, her sabitin bir adı ve de bir değeri olur. Bu sabitler adları ile evrensel işlemciler ve hedefler tarafından kullanılabilirler. Metin biçimlendirme desteklerler (placeholder değerleri asıllarıyla değiştirmeyi).\n\n[cyan]Örnek sabit:\n[]ad: [accent]timer[]\ndeğer: [accent]Örnek zamanlayıcı, kalan zaman: {0}[]\n\n[cyan]Kullanım:\n[]Bir görevin metni olarak ayarla: [accent]@timer\n\n[]Evrensel işlemcide yazdır:\n[accent]localeprint "timer"\nformat time\n[gray](time burada ayrıca hesaplanan bir değişken)
|
||||||
locales.deletelocale = Bu yerel dil paketini silmek istediğine emin misin?
|
locales.deletelocale = Bu dil paketini silmek istediğinze emin misiniz?
|
||||||
locales.applytoall = Değişiklikleri TÜM yerel paketlere uygula
|
locales.applytoall = Değişiklikleri Tüm Dil Paketlerine Uygula
|
||||||
locales.addtoother = Başka yerel paket ekle
|
locales.addtoother = Diğer Dil Paketlerine Ekle
|
||||||
locales.rollback = En sonki değişikliğe geri al
|
locales.rollback = Son uygulanana geri dön
|
||||||
locales.filter = Özellik Filtresi
|
locales.filter = Sabit filtresi
|
||||||
locales.searchname = İsim arat...
|
locales.searchname = Ad ara...
|
||||||
locales.searchvalue = Değer arat...
|
locales.searchvalue = Değer ara...
|
||||||
locales.searchlocale = Yerel Paket arat...
|
locales.searchlocale = Dil paketi ara...
|
||||||
locales.byname = İsme göre
|
locales.byname = Ada göre
|
||||||
locales.byvalue = Değere göre
|
locales.byvalue = Değere göre
|
||||||
locales.showcorrect = Tüm yerel paketlerde bulunan ve her yerde olan değerleri her yerde göster
|
locales.showcorrect = Bütün dil paketlerinde bulunan ve her yerde özel değeri olan sabitleri göster
|
||||||
locales.showmissing = Bazı yerel paketlerde eksik olan değerleri göster
|
locales.showmissing = Bazı dil paketlerinde eksik olan sabitleri göster
|
||||||
locales.showsame = Başka yerel paketlerde aynı isme sahip değerleri göster
|
locales.showsame = Farklı dil paketlerinde aynı değere sahip sabitleri göster
|
||||||
locales.viewproperty = Tüm yerel paketlerde göster
|
locales.viewproperty = Bütün dillerde göster
|
||||||
locales.viewing = Görünüm tipi "{0}"
|
locales.viewing = Sabit "{0}" gösteriliyor.
|
||||||
locales.addicon = İkon ekle
|
locales.addicon = Simge Ekle
|
||||||
|
|
||||||
width = En:
|
width = En:
|
||||||
height = Boy:
|
height = Boy:
|
||||||
@@ -686,7 +686,7 @@ objective.destroycore.name = Merkezi Yok Et
|
|||||||
objective.commandmode.name = Komuta Et
|
objective.commandmode.name = Komuta Et
|
||||||
objective.flag.name = Bayrak
|
objective.flag.name = Bayrak
|
||||||
marker.shapetext.name = Şekilli Yazı
|
marker.shapetext.name = Şekilli Yazı
|
||||||
marker.point.name = Point
|
marker.point.name = Nokta
|
||||||
marker.shape.name = Şekil
|
marker.shape.name = Şekil
|
||||||
marker.text.name = Yazı
|
marker.text.name = Yazı
|
||||||
marker.line.name = Hat
|
marker.line.name = Hat
|
||||||
@@ -715,14 +715,18 @@ loadout = Yükleme
|
|||||||
resources = Kaynaklar
|
resources = Kaynaklar
|
||||||
resources.max = Maks
|
resources.max = Maks
|
||||||
bannedblocks = Yasaklı Bloklar
|
bannedblocks = Yasaklı Bloklar
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Görevler
|
objectives = Görevler
|
||||||
bannedunits = Yasaklı Birimler
|
bannedunits = Yasaklı Birimler
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Yasaklı Birimleri Beyazlisteye Ata
|
bannedunits.whitelist = Yasaklı Birimleri Beyazlisteye Ata
|
||||||
bannedblocks.whitelist = Yasaklı Binaları Beyazlisteye Ata
|
bannedblocks.whitelist = Yasaklı Binaları Beyazlisteye Ata
|
||||||
addall = Hepsini Ekle
|
addall = Hepsini Ekle
|
||||||
launch.from = [accent]{0} dan fırlatılıyor.
|
launch.from = [accent]{0} dan fırlatılıyor.
|
||||||
launch.capacity = Fırlatılan Malzeme Kapasitesi: [accent]{0}
|
launch.capacity = Fırlatılan Malzeme Kapasitesi: [accent]{0}
|
||||||
launch.destination = Varış Yeri: {0}
|
launch.destination = Varış Yeri: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Miktar 0 ve {0} arasında bir sayı olmalı.
|
configure.invalid = Miktar 0 ve {0} arasında bir sayı olmalı.
|
||||||
add = Ekle...
|
add = Ekle...
|
||||||
guardian = Gardiyan
|
guardian = Gardiyan
|
||||||
@@ -737,7 +741,7 @@ error.mapnotfound = Harita dosyası bulunamadı!
|
|||||||
error.io = Ağ I/O hatası.
|
error.io = Ağ I/O hatası.
|
||||||
error.any = Bilinmeyen ağ hatası.
|
error.any = Bilinmeyen ağ hatası.
|
||||||
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
error.bloom = Kamaşma başlatılamadı.\nCihazınız bu özelliği desteklemiyor olabilir.
|
||||||
error.moddex = Mindustry is unable to load this mod.\nYour device is blocking import of Java mods due to recent changes in Android.\nThere is no known workaround to this issue.
|
error.moddex = Mindustry bu modu yükleyemedi.\nAndroid'de son değişimlerden dolayı cihazın Java modlarını yükleyemiyor.\nBu sorunun bilinen bir çözümü yok, zaten oyunu git pc de oyna, mobil kontroller kanser...
|
||||||
|
|
||||||
weather.rain.name = Yağmur
|
weather.rain.name = Yağmur
|
||||||
weather.snowing.name = Kar
|
weather.snowing.name = Kar
|
||||||
@@ -761,7 +765,9 @@ sectors.stored = Depolanan:
|
|||||||
sectors.resume = Devam Et
|
sectors.resume = Devam Et
|
||||||
sectors.launch = Fırlat
|
sectors.launch = Fırlat
|
||||||
sectors.select = Seç
|
sectors.select = Seç
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]yok (güneş)
|
sectors.nonelaunch = [lightgray]yok (güneş)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Sektörü Yeniden Adlandır
|
sectors.rename = Sektörü Yeniden Adlandır
|
||||||
sectors.enemybase = [scarlet]Düşman Üs
|
sectors.enemybase = [scarlet]Düşman Üs
|
||||||
sectors.vulnerable = [scarlet]Dayanıksız
|
sectors.vulnerable = [scarlet]Dayanıksız
|
||||||
@@ -788,11 +794,11 @@ threat.medium = Orta
|
|||||||
threat.high = Yüksek
|
threat.high = Yüksek
|
||||||
threat.extreme = Aşırı
|
threat.extreme = Aşırı
|
||||||
threat.eradication = İmkansız
|
threat.eradication = İmkansız
|
||||||
difficulty.casual = Casual
|
difficulty.casual = Sakin
|
||||||
difficulty.easy = Easy
|
difficulty.easy = Kolay
|
||||||
difficulty.normal = Normal
|
difficulty.normal = Normal
|
||||||
difficulty.hard = Hard
|
difficulty.hard = Zor
|
||||||
difficulty.eradication = Eradication
|
difficulty.eradication = Absürd
|
||||||
|
|
||||||
planets = Gezegenler
|
planets = Gezegenler
|
||||||
|
|
||||||
@@ -800,7 +806,7 @@ planet.serpulo.name = Serpulo
|
|||||||
planet.erekir.name = Erekir
|
planet.erekir.name = Erekir
|
||||||
planet.sun.name = Güneş
|
planet.sun.name = Güneş
|
||||||
|
|
||||||
sector.impact0078.name = 0078 Darbesi
|
sector.impact0078.name = Darbe 0078
|
||||||
sector.groundZero.name = Sıfır Noktası
|
sector.groundZero.name = Sıfır Noktası
|
||||||
sector.craters.name = Kraterler
|
sector.craters.name = Kraterler
|
||||||
sector.frozenForest.name = Donmuş Orman
|
sector.frozenForest.name = Donmuş Orman
|
||||||
@@ -812,22 +818,22 @@ sector.overgrowth.name = Sarmaşık Sporlar
|
|||||||
sector.tarFields.name = Katran Çölü
|
sector.tarFields.name = Katran Çölü
|
||||||
sector.saltFlats.name = Tuz Düzlükleri
|
sector.saltFlats.name = Tuz Düzlükleri
|
||||||
sector.fungalPass.name = Mantar Geçidi
|
sector.fungalPass.name = Mantar Geçidi
|
||||||
sector.biomassFacility.name = Sentetik BioMadde Santrali
|
sector.biomassFacility.name = Sentetik Biyokütle Tesisi
|
||||||
sector.windsweptIslands.name = Rüzgarlı Adalar
|
sector.windsweptIslands.name = Rüzgarlı Adalar
|
||||||
sector.extractionOutpost.name = Kazı Üssü
|
sector.extractionOutpost.name = Kazı Üssü
|
||||||
sector.facility32m.name = Facility 32 M
|
sector.facility32m.name = 32 M Üssü
|
||||||
sector.taintedWoods.name = Tainted Woods
|
sector.taintedWoods.name = İsli Orman
|
||||||
sector.infestedCanyons.name = Infested Canyons
|
sector.infestedCanyons.name = İstila Edilmiş Canyon
|
||||||
sector.planetaryTerminal.name = Gezegenler Arası Terminal
|
sector.planetaryTerminal.name = Gezegenler Arası Terminal
|
||||||
sector.coastline.name = Kıyı Şeridi
|
sector.coastline.name = Kıyı Şeridi
|
||||||
sector.navalFortress.name = Deniz Kalesi
|
sector.navalFortress.name = Deniz Kalesi
|
||||||
sector.polarAerodrome.name = Polar Aerodrome
|
sector.polarAerodrome.name = Polar Havaalanı
|
||||||
sector.atolls.name = Atolls
|
sector.atolls.name = Atoller
|
||||||
sector.testingGrounds.name = Testing Grounds
|
sector.testingGrounds.name = Test Arazisi
|
||||||
sector.seaPort.name = Sea Port
|
sector.seaPort.name = Deniz Limanı
|
||||||
sector.weatheredChannels.name = Weathered Channels
|
sector.weatheredChannels.name = Erezyonlu Kanallar
|
||||||
sector.mycelialBastion.name = Mycelial Bastion
|
sector.mycelialBastion.name = Mantar Kale
|
||||||
sector.frontier.name = Frontier
|
sector.frontier.name = Öncü Üs
|
||||||
|
|
||||||
sector.groundZero.description = Yeniden başlamak için ideal bölge. Düşük düşman tehlikesi ve az miktarda kaynak mevcut. Mümkün olduğunca çok bakır ve kurşun topla.\nİlerle.
|
sector.groundZero.description = Yeniden başlamak için ideal bölge. Düşük düşman tehlikesi ve az miktarda kaynak mevcut. Mümkün olduğunca çok bakır ve kurşun topla.\nİlerle.
|
||||||
sector.frozenForest.description = Burada, dağlara yakın bölgelerde bile sporlar etrafa yayıldı. Dondurucu soğuk onları sonsuza dek durduramaz.\n\nEnerji kullanmaya başla. Termik jeneratörler inşa et. Tamircileri kullanmayı öğren.
|
sector.frozenForest.description = Burada, dağlara yakın bölgelerde bile sporlar etrafa yayıldı. Dondurucu soğuk onları sonsuza dek durduramaz.\n\nEnerji kullanmaya başla. Termik jeneratörler inşa et. Tamircileri kullanmayı öğren.
|
||||||
@@ -847,8 +853,8 @@ sector.impact0078.description = Burası, eskiden buraya düşmüş bir yıldızl
|
|||||||
sector.planetaryTerminal.description = Son aşama.\n\nBu üs, başka gezegenlere gitmeyi sağlayan teknolojiyi barıdırıyor. Aşırı iyi bir şekilde korunuyor.\n\nOlabildiğince hızlı bir şekilde gemi üret ve düşman üssü elegeçir. Gezegenler Arası Hızladırıcıyı aç!
|
sector.planetaryTerminal.description = Son aşama.\n\nBu üs, başka gezegenlere gitmeyi sağlayan teknolojiyi barıdırıyor. Aşırı iyi bir şekilde korunuyor.\n\nOlabildiğince hızlı bir şekilde gemi üret ve düşman üssü elegeçir. Gezegenler Arası Hızladırıcıyı aç!
|
||||||
sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntıları tespit edildi. Düşman saldırılarını püskürt, sektörü ele geçir ve teknolojiyi kurtar.
|
sector.coastline.description = Bu bölgede denizel birim teknoloji kalıntıları tespit edildi. Düşman saldırılarını püskürt, sektörü ele geçir ve teknolojiyi kurtar.
|
||||||
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
sector.navalFortress.description = Düşman bu uzak adaya doğal olarak korunan bir üs kurmuş. Bu üssü yok et. Onların gelişmiş savaş gemisi teknolojilerini elde et ve araştır.
|
||||||
sector.cruxscape.name = Cruxscape
|
sector.cruxscape.name = Crux Düzlüğü
|
||||||
sector.geothermalStronghold.name = Geothermal Stronghold
|
sector.geothermalStronghold.name = Jeotermal Sığınağı
|
||||||
sector.facility32m.description = WIP, map submission by Stormride_R
|
sector.facility32m.description = WIP, map submission by Stormride_R
|
||||||
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
sector.taintedWoods.description = WIP, map submission by Stormride_R
|
||||||
sector.atolls.description = WIP, map submission by Stormride_R
|
sector.atolls.description = WIP, map submission by Stormride_R
|
||||||
@@ -920,7 +926,7 @@ settings.game = Oyun
|
|||||||
settings.sound = Ses
|
settings.sound = Ses
|
||||||
settings.graphics = Grafikler
|
settings.graphics = Grafikler
|
||||||
settings.cleardata = ⚠ Tüm Oyun Verisini Sil ⚠
|
settings.cleardata = ⚠ Tüm Oyun Verisini Sil ⚠
|
||||||
settings.clear.confirm = Verileri silmek istediğinizden emin misiniz?\nBu işlemi geri alamazsınız!
|
settings.clear.confirm = Verileri silmek istediğinizden emin misiniz?\nBu işlemi geri alamazsınız!!!
|
||||||
settings.clearall.confirm = [scarlet]Uyarı![]\nBu işlem kayıtlar, haritalar açılan bloklar ve tuş atamaları dahil bütün verileri silecektir.\n"Tamam" tuşuna bastığınızda bütün verileriniz silinecek ve oyun kapanacaktır.
|
settings.clearall.confirm = [scarlet]Uyarı![]\nBu işlem kayıtlar, haritalar açılan bloklar ve tuş atamaları dahil bütün verileri silecektir.\n"Tamam" tuşuna bastığınızda bütün verileriniz silinecek ve oyun kapanacaktır.
|
||||||
settings.clearsaves.confirm = Tüm kayıtlarınızı silmek istediğinizden emin misiniz?
|
settings.clearsaves.confirm = Tüm kayıtlarınızı silmek istediğinizden emin misiniz?
|
||||||
settings.clearsaves = Kayıtları Sil
|
settings.clearsaves = Kayıtları Sil
|
||||||
@@ -1023,6 +1029,7 @@ stat.buildspeedmultiplier = İnşa Hızı Çarpanı
|
|||||||
stat.reactive = Tepki Verir
|
stat.reactive = Tepki Verir
|
||||||
stat.immunities = Bağışıklıklar
|
stat.immunities = Bağışıklıklar
|
||||||
stat.healing = Tamir Eder
|
stat.healing = Tamir Eder
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Güç Kalkanı
|
ability.forcefield = Güç Kalkanı
|
||||||
ability.forcefield.description = Mermilere karşı bir güç kalkanı açar
|
ability.forcefield.description = Mermilere karşı bir güç kalkanı açar
|
||||||
@@ -1069,6 +1076,7 @@ ability.stat.buildtime = [stat]{0} sn[lightgray] inşa süresi
|
|||||||
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
bar.onlycoredeposit = Sadece Merkeze Aktarım Mümkün
|
||||||
|
|
||||||
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
bar.drilltierreq = Daha Güçlü Matkap Gerekli
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Kaynak Yetersiz
|
bar.noresources = Kaynak Yetersiz
|
||||||
bar.corereq = Merkez Tabanı Gerekli
|
bar.corereq = Merkez Tabanı Gerekli
|
||||||
bar.corefloor = Merkez Alan Zemini Gerekli
|
bar.corefloor = Merkez Alan Zemini Gerekli
|
||||||
@@ -1077,6 +1085,7 @@ bar.drillspeed = Matkap Hızı: {0}/s
|
|||||||
bar.pumpspeed = Pompa Hızı: {0}/s
|
bar.pumpspeed = Pompa Hızı: {0}/s
|
||||||
bar.efficiency = Verim: {0}%
|
bar.efficiency = Verim: {0}%
|
||||||
bar.boost = Hızlanış: +{0}%
|
bar.boost = Hızlanış: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Enerji: {0}/sn
|
bar.powerbalance = Enerji: {0}/sn
|
||||||
bar.powerstored = Depolanan: {0}/{1}
|
bar.powerstored = Depolanan: {0}/{1}
|
||||||
bar.poweramount = Enerji: {0}
|
bar.poweramount = Enerji: {0}
|
||||||
@@ -1087,6 +1096,7 @@ bar.capacity = Kapasite: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Sıvı
|
bar.liquid = Sıvı
|
||||||
bar.heat = Isı
|
bar.heat = Isı
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Dengesizlik
|
bar.instability = Dengesizlik
|
||||||
bar.heatamount = Isı: {0}
|
bar.heatamount = Isı: {0}
|
||||||
bar.heatpercent = Isı: {0} ({1}%)
|
bar.heatpercent = Isı: {0} ({1}%)
|
||||||
@@ -1111,6 +1121,7 @@ bullet.interval = [stat]{0}/sn[lightgray] ara mermiler:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
bullet.frags = [stat]{0}[lightgray]x parçalı mermiler:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0} [lightgray]savurma
|
bullet.knockback = [stat]{0} [lightgray]savurma
|
||||||
bullet.pierce = [stat]{0}[lightgray]x delme
|
bullet.pierce = [stat]{0}[lightgray]x delme
|
||||||
bullet.infinitepierce = [stat]delme
|
bullet.infinitepierce = [stat]delme
|
||||||
@@ -1119,8 +1130,8 @@ bullet.healamount = [stat]{0}[lightgray] direkt tamir
|
|||||||
bullet.multiplier = [stat]{0}[lightgray]x mermi çarpanı
|
bullet.multiplier = [stat]{0}[lightgray]x mermi çarpanı
|
||||||
bullet.reload = [stat]{0}[lightgray]x atış hızı
|
bullet.reload = [stat]{0}[lightgray]x atış hızı
|
||||||
bullet.range = [stat]{0}[lightgray] blok menzil
|
bullet.range = [stat]{0}[lightgray] blok menzil
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] binaları görmezden gelir
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] füzeleri görmezden gelir
|
||||||
|
|
||||||
unit.blocks = blok
|
unit.blocks = blok
|
||||||
unit.blockssquared = blok²
|
unit.blockssquared = blok²
|
||||||
@@ -1137,6 +1148,7 @@ unit.minutes = dakika
|
|||||||
unit.persecond = /sn
|
unit.persecond = /sn
|
||||||
unit.perminute = /dk
|
unit.perminute = /dk
|
||||||
unit.timesspeed = x hız
|
unit.timesspeed = x hız
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = kalkan canı
|
unit.shieldhealth = kalkan canı
|
||||||
unit.items = eşya
|
unit.items = eşya
|
||||||
@@ -1158,18 +1170,18 @@ setting.alwaysmusic.description = When enabled, music will always play on loop i
|
|||||||
setting.skipcoreanimation.name = Merkez Fırlatma/İnme Animasyonunu Atla
|
setting.skipcoreanimation.name = Merkez Fırlatma/İnme Animasyonunu Atla
|
||||||
setting.landscape.name = Yatayda sabitle
|
setting.landscape.name = Yatayda sabitle
|
||||||
setting.shadows.name = Gölgeler
|
setting.shadows.name = Gölgeler
|
||||||
setting.blockreplace.name = Otomatik Blok önerileri
|
setting.blockreplace.name = Otomatik Blok Önerileri
|
||||||
setting.linear.name = Lineer Filtreleme
|
setting.linear.name = Lineer Filtreleme
|
||||||
setting.hints.name = İpuçları
|
setting.hints.name = İpuçları
|
||||||
setting.logichints.name = İşemci İpuçları
|
setting.logichints.name = İşlemci İpuçları
|
||||||
setting.backgroundpause.name = Arka Planda Durdur
|
setting.backgroundpause.name = Arka Planda Durdur
|
||||||
setting.buildautopause.name = İnşa etmeyi otomatik olarak durdur
|
setting.buildautopause.name = İnşa Etmeyi Otomatik Olarak Durdur
|
||||||
setting.doubletapmine.name = İki Tıklamayla Kaz
|
setting.doubletapmine.name = Çift Tıklamayla Kaz
|
||||||
setting.commandmodehold.name = Komuta Modu için Basılı Tut
|
setting.commandmodehold.name = Komuta Modu için Basılı Tut
|
||||||
setting.distinctcontrolgroups.name = Birim başına bir kontrol grubuna sınırla
|
setting.distinctcontrolgroups.name = Birim Başı Bir Kontrol Grubuna Sınırla
|
||||||
setting.modcrashdisable.name = Modları Çökmede Kapa
|
setting.modcrashdisable.name = Çökmede Modları Kapa
|
||||||
setting.animatedwater.name = Animasyonlu Su
|
setting.animatedwater.name = Hareketli Su
|
||||||
setting.animatedshields.name = Animasyonlu Kalkanlar
|
setting.animatedshields.name = Hareketli Kalkanlar
|
||||||
setting.playerindicators.name = Oyuncu Belirteçleri
|
setting.playerindicators.name = Oyuncu Belirteçleri
|
||||||
setting.indicators.name = Düşman/Müttefik Belirteçleri
|
setting.indicators.name = Düşman/Müttefik Belirteçleri
|
||||||
setting.autotarget.name = Otomatik Hedef Alma
|
setting.autotarget.name = Otomatik Hedef Alma
|
||||||
@@ -1213,11 +1225,13 @@ setting.mutemusic.name = Müziği Kapat
|
|||||||
setting.sfxvol.name = Oyun Sesi
|
setting.sfxvol.name = Oyun Sesi
|
||||||
setting.mutesound.name = Sesi Kapat
|
setting.mutesound.name = Sesi Kapat
|
||||||
setting.crashreport.name = Anonim Çökme Raporları Gönder
|
setting.crashreport.name = Anonim Çökme Raporları Gönder
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Otomatik Kayıt Oluştur
|
setting.savecreate.name = Otomatik Kayıt Oluştur
|
||||||
setting.steampublichost.name = Herkese Açık Oyun Görünürlüğü
|
setting.steampublichost.name = Herkese Açık Oyun Görünürlüğü
|
||||||
setting.playerlimit.name = Oyuncu Limiti
|
setting.playerlimit.name = Oyuncu Limiti
|
||||||
setting.chatopacity.name = Mesajlaşma Opaklığı
|
setting.chatopacity.name = Mesajlaşma Opaklığı
|
||||||
setting.lasersopacity.name = Enerji Lazeri Opaklığı
|
setting.lasersopacity.name = Enerji Lazeri Opaklığı
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Köprü Opaklığı
|
setting.bridgeopacity.name = Köprü Opaklığı
|
||||||
setting.playerchat.name = Oyun-içi Konuşmayı Göster
|
setting.playerchat.name = Oyun-içi Konuşmayı Göster
|
||||||
setting.showweather.name = Hava Durmu Grafiklerini Göster
|
setting.showweather.name = Hava Durmu Grafiklerini Göster
|
||||||
@@ -1346,18 +1360,18 @@ rules.disableworldprocessors = Evrensel İşlemcileri Devredışı Bırak
|
|||||||
rules.schematic = Şema Kullanılabilir
|
rules.schematic = Şema Kullanılabilir
|
||||||
rules.wavetimer = Dalga Zamanlayıcısı
|
rules.wavetimer = Dalga Zamanlayıcısı
|
||||||
rules.wavesending = Dalga Gönderiliyor
|
rules.wavesending = Dalga Gönderiliyor
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = Ayaraları Düzenlemeye İzin Ver
|
||||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
rules.allowedit.info = Açıldığında, oyuncular durdurma tuşunun altındaki bir tuş ile ayarları düzenleyebilir.
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Evrensel İşlemcileri Düzenlemeye İzin Ver
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = Açıldığında, oyuncular evren işlemcileri oyun içinde düzenleyebilir.
|
||||||
rules.waves = Dalgalar
|
rules.waves = Dalgalar
|
||||||
rules.airUseSpawns = Hava Birimleri doğuş bölgelerini kullanır
|
rules.airUseSpawns = Hava Birimleri Doğum Noktalarını Kullanır
|
||||||
rules.attack = Saldırı Modu
|
rules.attack = Saldırı Modu
|
||||||
rules.buildai = Üs inşa edici YZ
|
rules.buildai = Üs inşa edici YZ
|
||||||
rules.buildaitier = İnşaatçı YZ sınıfı
|
rules.buildaitier = İnşaatçı YZ sınıfı
|
||||||
rules.rtsai = RTS YZ
|
rules.rtsai = RTS YZ
|
||||||
rules.rtsai.campaign = RTS Attack AI
|
rules.rtsai.campaign = RTS Saldırı YZ
|
||||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
rules.rtsai.campaign.info = Saldırı Haritalarında, yapay zekayı daha 'zeki' yapar.
|
||||||
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
rules.rtsminsquadsize = Asgari Gurup Boyutu
|
||||||
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
rules.rtsmaxsquadsize = Azami Gurup Boyutu
|
||||||
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
rules.rtsminattackweight = Asgari Saldırı Boyutu
|
||||||
@@ -1365,7 +1379,7 @@ rules.cleanupdeadteams = Kaybeden Takımın Bloklarını Temizle (PvP)
|
|||||||
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
rules.corecapture = Yıkımda Çekirdeği Elegeçir
|
||||||
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
rules.polygoncoreprotection = Çokgenli Merkez Koruması
|
||||||
rules.placerangecheck = İnşa Menzilini Doğrula
|
rules.placerangecheck = İnşa Menzilini Doğrula
|
||||||
rules.enemyCheat = Sınırsız AI (Düşman Takım) Kaynakları
|
rules.enemyCheat = Sınırsız YZ (Düşman Takım) Kaynakları
|
||||||
rules.blockhealthmultiplier = Blok Can Çarpanı
|
rules.blockhealthmultiplier = Blok Can Çarpanı
|
||||||
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
rules.blockdamagemultiplier = Blok Hasar Çarpanı
|
||||||
rules.unitbuildspeedmultiplier = Birim Üretim Hız Çarpanı
|
rules.unitbuildspeedmultiplier = Birim Üretim Hız Çarpanı
|
||||||
@@ -1373,12 +1387,14 @@ rules.unitcostmultiplier = Birim Fiyat Çarpanı
|
|||||||
rules.unithealthmultiplier = Birim Can Çarpanı
|
rules.unithealthmultiplier = Birim Can Çarpanı
|
||||||
rules.unitdamagemultiplier = Birim Hasar Çapanı
|
rules.unitdamagemultiplier = Birim Hasar Çapanı
|
||||||
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
rules.unitcrashdamagemultiplier = Birim Çakılma Hasar Çarpanı
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
rules.solarmultiplier = Güneş Paneli Üretim Çarpanı
|
||||||
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
rules.unitcapvariable = Merkezler Birim Sınırını Etkiler
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Sabit Birim Sınırı
|
rules.unitcap = Sabit Birim Sınırı
|
||||||
rules.limitarea = Haritayı Sınırla
|
rules.limitarea = Haritayı Sınırla
|
||||||
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
rules.enemycorebuildradius = Düşman Merkezi İnşa Yasağı Yarıçapı: [lightgray](kare)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Dalga Aralığı: [lightgray](sn)
|
rules.wavespacing = Dalga Aralığı: [lightgray](sn)
|
||||||
rules.initialwavespacing = Başlangıç Dalga Aralığı:[lightgray] (sn)
|
rules.initialwavespacing = Başlangıç Dalga Aralığı:[lightgray] (sn)
|
||||||
rules.buildcostmultiplier = İnşa Ücreti Çarpanı
|
rules.buildcostmultiplier = İnşa Ücreti Çarpanı
|
||||||
@@ -1400,9 +1416,12 @@ rules.title.teams = Takımlar
|
|||||||
rules.title.planet = Gezegen
|
rules.title.planet = Gezegen
|
||||||
rules.lighting = Işıklandırma
|
rules.lighting = Işıklandırma
|
||||||
rules.fog = Savaş Sisi
|
rules.fog = Savaş Sisi
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Düşman Sektör Saldırıları
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
|
rules.showspawns = Düşman Doğuş Noktalarını Göster
|
||||||
|
rules.randomwaveai = Tahmin Edilemez Dalgalar
|
||||||
rules.fire = Ateş
|
rules.fire = Ateş
|
||||||
rules.anyenv = <Herhangi>
|
rules.anyenv = <Herhangi>
|
||||||
rules.explosions = Blok/Birlik Patlama Hasarı
|
rules.explosions = Blok/Birlik Patlama Hasarı
|
||||||
@@ -1411,7 +1430,7 @@ rules.weather = Hava Durumu
|
|||||||
rules.weather.frequency = Sıklık:
|
rules.weather.frequency = Sıklık:
|
||||||
rules.weather.always = Her zaman
|
rules.weather.always = Her zaman
|
||||||
rules.weather.duration = Süreklilik:
|
rules.weather.duration = Süreklilik:
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Düşman Birimler Rastgele Saldırır ve direkt çekirdeğe veya enerji kaynaklarına gitmezler.
|
||||||
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
rules.placerangecheck.info = Oyuncuların düşman üssüne yakın inşa etmesini engeller. Bu, silah kurarken daha da fazla.
|
||||||
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
rules.onlydepositcore.info = Birimlerin Merkez dışında malzeme aktarmasını engeller.
|
||||||
|
|
||||||
@@ -1430,7 +1449,7 @@ item.coal.name = Kömür
|
|||||||
item.graphite.name = Grafit
|
item.graphite.name = Grafit
|
||||||
item.titanium.name = Titanyum
|
item.titanium.name = Titanyum
|
||||||
item.thorium.name = Toryum
|
item.thorium.name = Toryum
|
||||||
item.silicon.name = Silikon
|
item.silicon.name = Silisyum
|
||||||
item.plastanium.name = Plastanyum
|
item.plastanium.name = Plastanyum
|
||||||
item.phase-fabric.name = Faz Örgüsü
|
item.phase-fabric.name = Faz Örgüsü
|
||||||
item.surge-alloy.name = Akı Alaşımı
|
item.surge-alloy.name = Akı Alaşımı
|
||||||
@@ -1554,8 +1573,8 @@ block.graphite-press.name = Grafit Ezici
|
|||||||
block.multi-press.name = Çoklu-Ezici
|
block.multi-press.name = Çoklu-Ezici
|
||||||
block.constructing = {0} [lightgray](İnşa Ediliyor)
|
block.constructing = {0} [lightgray](İnşa Ediliyor)
|
||||||
block.spawn.name = Düşman Doğum Noktası
|
block.spawn.name = Düşman Doğum Noktası
|
||||||
block.remove-wall.name = Remove Wall
|
block.remove-wall.name = Duvar Kaldır
|
||||||
block.remove-ore.name = Remove Ore
|
block.remove-ore.name = Maden Kaldır
|
||||||
block.core-shard.name = Merkez: Parçacık
|
block.core-shard.name = Merkez: Parçacık
|
||||||
block.core-foundation.name = Merkez: Temel
|
block.core-foundation.name = Merkez: Temel
|
||||||
block.core-nucleus.name = Merkez: Çekirdek
|
block.core-nucleus.name = Merkez: Çekirdek
|
||||||
@@ -1639,7 +1658,7 @@ block.world-switch.name = Evrensel Şalter
|
|||||||
block.illuminator.name = Aydınlatıcı
|
block.illuminator.name = Aydınlatıcı
|
||||||
block.overflow-gate.name = Taşma Geçidi
|
block.overflow-gate.name = Taşma Geçidi
|
||||||
block.underflow-gate.name = Ters Taşma Geçidi
|
block.underflow-gate.name = Ters Taşma Geçidi
|
||||||
block.silicon-smelter.name = Silikon Fırını
|
block.silicon-smelter.name = Silisyum Fırını
|
||||||
block.phase-weaver.name = Faz Örücü
|
block.phase-weaver.name = Faz Örücü
|
||||||
block.pulverizer.name = Ufalayıcı
|
block.pulverizer.name = Ufalayıcı
|
||||||
block.cryofluid-mixer.name = Kriyosıvı Karıştırıcı
|
block.cryofluid-mixer.name = Kriyosıvı Karıştırıcı
|
||||||
@@ -1719,6 +1738,8 @@ block.meltdown.name = Meltdown
|
|||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Konteyner
|
block.container.name = Konteyner
|
||||||
block.launch-pad.name = Fıralatış Rampası
|
block.launch-pad.name = Fıralatış Rampası
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Yer Birimi Fabrikası
|
block.ground-factory.name = Yer Birimi Fabrikası
|
||||||
block.air-factory.name = Hava Birimi Fabrikası
|
block.air-factory.name = Hava Birimi Fabrikası
|
||||||
@@ -1736,7 +1757,7 @@ block.large-payload-mass-driver.name = Büyük Kargo Kütle Sürücü
|
|||||||
block.payload-void.name = Kargo Yokedici
|
block.payload-void.name = Kargo Yokedici
|
||||||
block.payload-source.name = Kargo Kaynağı
|
block.payload-source.name = Kargo Kaynağı
|
||||||
block.disassembler.name = Sökücü
|
block.disassembler.name = Sökücü
|
||||||
block.silicon-crucible.name = Silikon Kazanı
|
block.silicon-crucible.name = Silisyum Krozesi
|
||||||
block.overdrive-dome.name = Hızlandırma Kubbesi
|
block.overdrive-dome.name = Hızlandırma Kubbesi
|
||||||
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı
|
block.interplanetary-accelerator.name = Gezegenler Arası Hızlandırıcı
|
||||||
#Düzgün tutun bu TR translatei uğraştırıyonuz beni. -RTOmega (harbi ya XD)
|
#Düzgün tutun bu TR translatei uğraştırıyonuz beni. -RTOmega (harbi ya XD)
|
||||||
@@ -1817,9 +1838,9 @@ block.heat-redirector.name = Isı Aktarıcı
|
|||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Small Heat Redirector
|
||||||
block.heat-router.name = Isı Yönlendirici
|
block.heat-router.name = Isı Yönlendirici
|
||||||
block.slag-incinerator.name = Cürüf Yakıcı
|
block.slag-incinerator.name = Cürüf Yakıcı
|
||||||
block.carbide-crucible.name = Karbür Kazanı
|
block.carbide-crucible.name = Karbür Krozesi
|
||||||
block.slag-centrifuge.name = Cürüf Sentrifüjü
|
block.slag-centrifuge.name = Cürüf Sentrifüjü
|
||||||
block.surge-crucible.name = Akı Kazanı
|
block.surge-crucible.name = Akı Krozesi
|
||||||
block.cyanogen-synthesizer.name = Siyanojen Sentezleyici
|
block.cyanogen-synthesizer.name = Siyanojen Sentezleyici
|
||||||
block.phase-synthesizer.name = Faz Sentezleyici
|
block.phase-synthesizer.name = Faz Sentezleyici
|
||||||
block.heat-reactor.name = Isı Reaktörü
|
block.heat-reactor.name = Isı Reaktörü
|
||||||
@@ -1857,7 +1878,7 @@ block.reinforced-liquid-tank.name = Güçlendirilmiş Sıvı Tankı
|
|||||||
block.beam-node.name = Işın Noktası
|
block.beam-node.name = Işın Noktası
|
||||||
block.beam-tower.name = Işın Kulesi
|
block.beam-tower.name = Işın Kulesi
|
||||||
block.beam-link.name = Işın Bağlantısı
|
block.beam-link.name = Işın Bağlantısı
|
||||||
block.turbine-condenser.name = Türbin Sıkıştırıcı
|
block.turbine-condenser.name = Türbin Kondensatörü
|
||||||
block.chemical-combustion-chamber.name = Kimyasal Yanma Odası
|
block.chemical-combustion-chamber.name = Kimyasal Yanma Odası
|
||||||
block.pyrolysis-generator.name = Piroliz Jeneratörü
|
block.pyrolysis-generator.name = Piroliz Jeneratörü
|
||||||
block.vent-condenser.name = Baca Sıkıştırıcı
|
block.vent-condenser.name = Baca Sıkıştırıcı
|
||||||
@@ -1888,7 +1909,7 @@ block.mech-assembler.name = Robot İnşaatcı
|
|||||||
block.reinforced-payload-conveyor.name = Güçlendirilmiş Kargo Konveyör
|
block.reinforced-payload-conveyor.name = Güçlendirilmiş Kargo Konveyör
|
||||||
block.reinforced-payload-router.name = Güçlendirilmiş Kargo Yönlendirici
|
block.reinforced-payload-router.name = Güçlendirilmiş Kargo Yönlendirici
|
||||||
block.payload-mass-driver.name = Kargo Kütle Sürücü
|
block.payload-mass-driver.name = Kargo Kütle Sürücü
|
||||||
block.small-deconstructor.name = Küçük YapıSökücü
|
block.small-deconstructor.name = Küçük Yapı Sökücü
|
||||||
block.canvas.name = Tuval
|
block.canvas.name = Tuval
|
||||||
block.world-processor.name = Evrensel İşlemci
|
block.world-processor.name = Evrensel İşlemci
|
||||||
block.world-cell.name = Evrensel Bellek Hücresi
|
block.world-cell.name = Evrensel Bellek Hücresi
|
||||||
@@ -1989,8 +2010,8 @@ onset.ducts = \uf799[accent]Tüp[]'ü aç ve konveyör gibi kullanarak madenleri
|
|||||||
onset.ducts.mobile = \uf799[accent]Tüp[]'ü aç ve konveyör gibi kullanarak madenleri merkeze taşı.\nTıklayığ basılı tutarak birden fazla tüp koy.
|
onset.ducts.mobile = \uf799[accent]Tüp[]'ü aç ve konveyör gibi kullanarak madenleri merkeze taşı.\nTıklayığ basılı tutarak birden fazla tüp koy.
|
||||||
onset.moremine = Kazı operasyonunu genişlet.\nDaha fazla Plazma Kayalık Kazıcı inşa et.\n200 Berilyum kaz.
|
onset.moremine = Kazı operasyonunu genişlet.\nDaha fazla Plazma Kayalık Kazıcı inşa et.\n200 Berilyum kaz.
|
||||||
onset.graphite = Daha gelişmiş bloklar\uf835 [accent]grafit[] gerektirir.\nGafit kazmak için Plazma Kayalık Kazıcıları inşa et.
|
onset.graphite = Daha gelişmiş bloklar\uf835 [accent]grafit[] gerektirir.\nGafit kazmak için Plazma Kayalık Kazıcıları inşa et.
|
||||||
onset.research2 = [accent]Fabrikaları[] araştırmaya başla.\n\uf74d[accent]Kayalık Delici[] ve\uf779 [accent]Ark Silikon Fırını[]'nı araştır.
|
onset.research2 = [accent]Fabrikaları[] araştırmaya başla.\n\uf74d[accent]Kayalık Delici[] ve\uf779 [accent]Ark Silisyum Fırını[]'nı araştır.
|
||||||
onset.arcfurnace = Ark Fırın,\uf834 [accent]kum[] ve \uf835 [accent]grafit[]'ten \uf82f [accent]silikon[] üret.\nBu işlem [accent]Enerji[] de gerektirir.
|
onset.arcfurnace = Ark Fırın,\uf834 [accent]kum[] ve \uf835 [accent]grafit[]'ten \uf82f [accent]silisyum[] üret.\nBu işlem [accent]Enerji[] de gerektirir.
|
||||||
onset.crusher = \uf74d [accent]Kayalık Delici[] kullanarak kum kaz.
|
onset.crusher = \uf74d [accent]Kayalık Delici[] kullanarak kum kaz.
|
||||||
onset.fabricator = [accent]Birim[] kullanarak haritayı gez, binalarını koru ve düşmanları alt et. \uf6a2 [accent]Tank İnşaatcı[]'sını araştır ve inşa et.
|
onset.fabricator = [accent]Birim[] kullanarak haritayı gez, binalarını koru ve düşmanları alt et. \uf6a2 [accent]Tank İnşaatcı[]'sını araştır ve inşa et.
|
||||||
onset.makeunit = Bir Birim üret.\n"?" tuşunu kullanarak gereksinimleri görebilirsin.
|
onset.makeunit = Bir Birim üret.\n"?" tuşunu kullanarak gereksinimleri görebilirsin.
|
||||||
@@ -2029,7 +2050,7 @@ item.plastanium.description = Gelişmiş uçak ve parçalama için kullanılan h
|
|||||||
item.phase-fabric.description = Gelişmiş elektronik ve kendi kendini tamir etme teknolojisınde kullanılan neredeyse ağırlıksız bir madde.
|
item.phase-fabric.description = Gelişmiş elektronik ve kendi kendini tamir etme teknolojisınde kullanılan neredeyse ağırlıksız bir madde.
|
||||||
item.surge-alloy.description = Kendine özgü elektriksel özelliklere sahip gelişmiş bir alaşım.
|
item.surge-alloy.description = Kendine özgü elektriksel özelliklere sahip gelişmiş bir alaşım.
|
||||||
item.spore-pod.description = Endüstriyel kullanım için atmosferik partiküllerden üretilen sentetik sporlarla dolu bir kapsül. Yağ, patlayıcı ve yakıt yapımı için kullanılır.
|
item.spore-pod.description = Endüstriyel kullanım için atmosferik partiküllerden üretilen sentetik sporlarla dolu bir kapsül. Yağ, patlayıcı ve yakıt yapımı için kullanılır.
|
||||||
item.spore-pod.details = Spor.Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
|
item.spore-pod.details = Spor. Büyük ihtimalle sentetik bir yaşam formu. Tokisk bir gaz yayıyor. Aşırı istilacı. Aşırı yanıcı.
|
||||||
item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez.
|
item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez.
|
||||||
item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde.
|
item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde.
|
||||||
item.beryllium.description = Erekirde mermi olarak kullanılır.
|
item.beryllium.description = Erekirde mermi olarak kullanılır.
|
||||||
@@ -2057,11 +2078,11 @@ block.reinforced-message.description = Dostlarınla muhabbet için bir mesaj blo
|
|||||||
block.world-message.description = Harita yapımcıları için bir mesaj bloğu. Yokedilemez.
|
block.world-message.description = Harita yapımcıları için bir mesaj bloğu. Yokedilemez.
|
||||||
block.graphite-press.description = Kömür parçalarını sıkıştırıp saf grafit tabakaları üretir.
|
block.graphite-press.description = Kömür parçalarını sıkıştırıp saf grafit tabakaları üretir.
|
||||||
block.multi-press.description = Grafit presinin yükseltilmiş versiyonu. Kömürün hızlı ve verimli bir şekilde işlenmesi için su ve enerji kullanır.
|
block.multi-press.description = Grafit presinin yükseltilmiş versiyonu. Kömürün hızlı ve verimli bir şekilde işlenmesi için su ve enerji kullanır.
|
||||||
block.silicon-smelter.description = Kumu saf kömürle eritip silikon üretir.
|
block.silicon-smelter.description = Kumu saf kömürle eritip silisyum üretir.
|
||||||
block.kiln.description = Kum ve kurşunu eritir ve metacam olarak bilinen malzemeyi oluşturur. Çalıştırması için az miktar enerji gerekir.
|
block.kiln.description = Kum ve kurşunu eritir ve metacam olarak bilinen malzemeyi oluşturur. Çalıştırması için az miktar enerji gerekir.
|
||||||
block.plastanium-compressor.description = Petrol ve titanyumdan plastanyum üretir.
|
block.plastanium-compressor.description = Petrol ve titanyumdan plastanyum üretir.
|
||||||
block.phase-weaver.description = Kum ve radyoaktif toryumdan faz örgüsü üretir. Çalışması için çok miktarda enerji gerekir.
|
block.phase-weaver.description = Kum ve radyoaktif toryumdan faz örgüsü üretir. Çalışması için çok miktarda enerji gerekir.
|
||||||
block.surge-smelter.description = Akı alaşımı üretmek için titanyum, kurşun, silikon ve bakırı birleştirir.
|
block.surge-smelter.description = Akı alaşımı üretmek için titanyum, kurşun, silisyum ve bakırı birleştirir.
|
||||||
block.cryofluid-mixer.description = Su ve titanyum tozunu karıştırıp kriyosıvı üretir. Toryum reaktörü kullanımı için gereklidir.
|
block.cryofluid-mixer.description = Su ve titanyum tozunu karıştırıp kriyosıvı üretir. Toryum reaktörü kullanımı için gereklidir.
|
||||||
block.blast-mixer.description = Patlayıcı bileşen üretmek için spor kapsüllerini Piratit ile ezer ve karıştırır.
|
block.blast-mixer.description = Patlayıcı bileşen üretmek için spor kapsüllerini Piratit ile ezer ve karıştırır.
|
||||||
block.pyratite-mixer.description = Kömür, kurşun ve kumu karıştırıp oldukça yanıcı olan Piratit üretir.
|
block.pyratite-mixer.description = Kömür, kurşun ve kumu karıştırıp oldukça yanıcı olan Piratit üretir.
|
||||||
@@ -2091,13 +2112,13 @@ block.phase-wall.description = Özel faz örgüsü bazlı yansıtıcı materyal
|
|||||||
block.phase-wall-large.description = Özel faz bazlı yansıtıcı bileşik ile kaplanmış bir duvar. Çoğu mermi çarpma anında geri sektirir.\nBirçok blok alan kaplar.
|
block.phase-wall-large.description = Özel faz bazlı yansıtıcı bileşik ile kaplanmış bir duvar. Çoğu mermi çarpma anında geri sektirir.\nBirçok blok alan kaplar.
|
||||||
block.surge-wall.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü toplar ve bu yükü rastgele serbest bırakır.
|
block.surge-wall.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü toplar ve bu yükü rastgele serbest bırakır.
|
||||||
block.surge-wall-large.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü toplar ve bu yükü rastgele serbest bırakır.\nBirçok blok alan kaplar.
|
block.surge-wall-large.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü toplar ve bu yükü rastgele serbest bırakır.\nBirçok blok alan kaplar.
|
||||||
block.scrap-wall.description = Protects structures from enemy projectiles.
|
block.scrap-wall.description = Binaları düşman mermilerinden korur.
|
||||||
block.scrap-wall-large.description = Protects structures from enemy projectiles.
|
block.scrap-wall-large.description = Binaları düşman mermilerinden korur.
|
||||||
block.scrap-wall-huge.description = Protects structures from enemy projectiles.
|
block.scrap-wall-huge.description = Binaları düşman mermilerinden korur.
|
||||||
block.scrap-wall-gigantic.description = Protects structures from enemy projectiles.
|
block.scrap-wall-gigantic.description = Binaları düşman mermilerinden korur.
|
||||||
block.door.description = Küçük bir kapı. Dokunarak açılabilir veya kapatılabilir.
|
block.door.description = Küçük bir kapı. Dokunarak açılabilir veya kapatılabilir.
|
||||||
block.door-large.description = Büyük bir kapı. Dokunarak açılabilir veya kapatılabilir.\nBirçok blok alan kaplar.
|
block.door-large.description = Büyük bir kapı. Dokunarak açılabilir veya kapatılabilir.\nBirçok blok alan kaplar.
|
||||||
block.mender.description = Çevresindeki blokları periyodik olarak tamir eder. Savunmaları dalgalar arasında tamir eder.\nİsteğe bağlı olarak menzili ve verimi arttırmak için silikon kullanılabilir.
|
block.mender.description = Çevresindeki blokları periyodik olarak tamir eder. Savunmaları dalgalar arasında tamir eder.\nİsteğe bağlı olarak menzili ve verimi arttırmak için silisyum kullanılabilir.
|
||||||
block.mend-projector.description = Tamircinin yükseltilmiş bir versiyonu. Çevresindeki blokları onarır.\nİsteğe bağlı olarak menzili ve verimliliği artırmak için faz örgüsü kullanılabilir.
|
block.mend-projector.description = Tamircinin yükseltilmiş bir versiyonu. Çevresindeki blokları onarır.\nİsteğe bağlı olarak menzili ve verimliliği artırmak için faz örgüsü kullanılabilir.
|
||||||
block.overdrive-projector.description = Yakınındaki binaların hızını artırır.\nİsteğe bağlı olarak menzili ve verimliliği artırmak için faz örgüsü kullanılabilir.
|
block.overdrive-projector.description = Yakınındaki binaların hızını artırır.\nİsteğe bağlı olarak menzili ve verimliliği artırmak için faz örgüsü kullanılabilir.
|
||||||
block.force-projector.description = Kendi etrafında altıgen güç alanı oluşturur. Çok fazla zarar gördüğünde aşırı ısınır ve kapanır.\nİsteğe bağlı olarak aşırı ısınmasını önlemek için soğutma sıvısı,koruyucu boyutunu artırmak için ise faz örgüsü kullanılabilir.
|
block.force-projector.description = Kendi etrafında altıgen güç alanı oluşturur. Çok fazla zarar gördüğünde aşırı ısınır ve kapanır.\nİsteğe bağlı olarak aşırı ısınmasını önlemek için soğutma sıvısı,koruyucu boyutunu artırmak için ise faz örgüsü kullanılabilir.
|
||||||
@@ -2139,10 +2160,10 @@ block.thermal-generator.description = Sıcak bölgelere konulduğunda enerji ür
|
|||||||
block.steam-generator.description = Daha gelişmiş bir termik jeneratör. Daha verimlidir, ama buhar üretebilmek için suya ihtiyaç duyar.
|
block.steam-generator.description = Daha gelişmiş bir termik jeneratör. Daha verimlidir, ama buhar üretebilmek için suya ihtiyaç duyar.
|
||||||
block.differential-generator.description = Çok miktarda enerji üretir. Kriyosıvı ve yanan Piratit arasındaki sıcaklık farkından yararlanır.
|
block.differential-generator.description = Çok miktarda enerji üretir. Kriyosıvı ve yanan Piratit arasındaki sıcaklık farkından yararlanır.
|
||||||
block.rtg-generator.description = Basit, güvenilir bir reaktör. Bozunan radyoaktif materyallerin ısısını kullanır.
|
block.rtg-generator.description = Basit, güvenilir bir reaktör. Bozunan radyoaktif materyallerin ısısını kullanır.
|
||||||
block.solar-panel.description = Güneşten küçük miktarda enerji üretir.
|
block.solar-panel.description = Güneşten az miktarda enerji üretir.
|
||||||
block.solar-panel-large.description = Standart güneş panelinin daha verimli bir versiyonu.
|
block.solar-panel-large.description = Standart güneş panelinin daha verimli bir versiyonu.
|
||||||
block.thorium-reactor.description = Toryumdan, yüksek miktarda enerji üretir. Devamlı soğutulmaya ihtiyacı vardır. Yeterli soğutucu temin edilmezse şiddetle patlar. ürettiği enerji doluluk oranına bağlıdır, tam dolu iken temel düzeyde enerji üretir.
|
block.thorium-reactor.description = Toryumdan, yüksek miktarda enerji üretir. Devamlı soğutulmaya ihtiyacı vardır. Yeterli soğutucu temin edilmezse şiddetle patlar. ürettiği enerji doluluk oranına bağlıdır, tam dolu iken temel düzeyde enerji üretir.
|
||||||
block.impact-reactor.description = Gelişmiş bir jeneratör, tam verimle dev miktarda enerji üretebilir. İşlemi başlatmak için dışarıdan bir miktar enerjiye ihtiyacı vardır.
|
block.impact-reactor.description = Gelişmiş bir jeneratör, tam verimle çok yüksek miktarda enerji üretebilir. İşlemi başlatmak için dışarıdan bir miktar enerjiye ihtiyacı vardır.
|
||||||
block.mechanical-drill.description = Ucuz bir matkap. Doğru karelere konulduğunda, bir materyalden yavaş ama durmaksızın üretir. Sadece temel kaynaklardan kazabilir.
|
block.mechanical-drill.description = Ucuz bir matkap. Doğru karelere konulduğunda, bir materyalden yavaş ama durmaksızın üretir. Sadece temel kaynaklardan kazabilir.
|
||||||
block.pneumatic-drill.description = Titanyumu kazabilen, daha gelişmiş bir matkap. Mekanik matkaptan daha hızlıdır.
|
block.pneumatic-drill.description = Titanyumu kazabilen, daha gelişmiş bir matkap. Mekanik matkaptan daha hızlıdır.
|
||||||
block.laser-drill.description = Lazer teknolojisi sayesinde daha da hızlı kazmaya izin verir ancak çalışması için enerji gerekir. Toryumu kazabilir.
|
block.laser-drill.description = Lazer teknolojisi sayesinde daha da hızlı kazmaya izin verir ancak çalışması için enerji gerekir. Toryumu kazabilir.
|
||||||
@@ -2155,13 +2176,15 @@ block.core-shard.description = Merkez kapsülünün ilk versiyonu. Yok edilirse,
|
|||||||
block.core-shard.details = İlk aşama. Bu üstün makine, kendini kopyalama ve tek inişlik roket özelliklerine sahip. Gezegenler arası ulaşımda kullanılamaz!
|
block.core-shard.details = İlk aşama. Bu üstün makine, kendini kopyalama ve tek inişlik roket özelliklerine sahip. Gezegenler arası ulaşımda kullanılamaz!
|
||||||
block.core-foundation.description = Merkez kapsülünün ikinci versiyonu. Daha iyi zırhlı ve daha çok materyal depolayabilir.
|
block.core-foundation.description = Merkez kapsülünün ikinci versiyonu. Daha iyi zırhlı ve daha çok materyal depolayabilir.
|
||||||
block.core-foundation.details = İkinci Aşama.
|
block.core-foundation.details = İkinci Aşama.
|
||||||
block.core-nucleus.description = Merkez kapsülünün üçüncü ve son versiyonu. Aşırı derecede zırhlı ve dev miktarda materyal depolayabilir.
|
block.core-nucleus.description = Merkez kapsülünün üçüncü ve son versiyonu. Aşırı derecede zırhlı ve çok yüksek miktarda materyal depolayabilir.
|
||||||
block.core-nucleus.details = Üçüncü ve Son Aşama. Daha sonrası var mı acaba?
|
block.core-nucleus.details = Üçüncü ve Son Aşama. Daha sonrası var mı acaba?
|
||||||
block.vault.description = Her materyalden az miktarda saklar. Materyalleri kasadan almak için bir boşaltıcı bloğu kullanılabilir.
|
block.vault.description = Her materyalden az miktarda saklar. Materyalleri kasadan almak için bir boşaltıcı bloğu kullanılabilir.
|
||||||
block.container.description = Her materyalden az miktarda saklar. Materyalleri konteynerden almak için bir boşaltıcı bloğu kullanılabilir.
|
block.container.description = Her materyalden az miktarda saklar. Materyalleri konteynerden almak için bir boşaltıcı bloğu kullanılabilir.
|
||||||
block.unloader.description = Materyalleri bir konteyner, depo veya merkezden çıkarıp; bir konveyöre veya dibindeki bir bloğa koyar. Çıkardığı materyal türü dokunularak değiştirilebilir.
|
block.unloader.description = Materyalleri bir konteyner, depo veya merkezden çıkarıp; bir konveyöre veya dibindeki bir bloğa koyar. Çıkardığı materyal türü dokunularak değiştirilebilir.
|
||||||
block.launch-pad.description = Başka Bir Sektöre item gönderir.
|
block.launch-pad.description = Başka Bir Sektöre item gönderir.
|
||||||
block.launch-pad.details = Yörüngesel Nokta-dan-Nokta ya malzeme aktarım sistemi. Kargo Kapsülleri dayanıksızdır ve yörüngeye girerken parçalanırlar.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Küçük, ucuz bir taret. Yer birimlerine karşı etkilidir.
|
block.duo.description = Küçük, ucuz bir taret. Yer birimlerine karşı etkilidir.
|
||||||
block.scatter.description = Önemli bir uçaksavar tareti. Düşman birimlerine hurda ya da kurşun uçaksavar mermileri atar.
|
block.scatter.description = Önemli bir uçaksavar tareti. Düşman birimlerine hurda ya da kurşun uçaksavar mermileri atar.
|
||||||
block.scorch.description = Etrafındaki düşmanları ateşe verir. Yakın mesafede çok etkilidir.
|
block.scorch.description = Etrafındaki düşmanları ateşe verir. Yakın mesafede çok etkilidir.
|
||||||
@@ -2181,9 +2204,9 @@ block.repair-point.description = Kendisine en yakın hasarlı birimi tamir eder.
|
|||||||
block.segment.description = Gelen mermilere zarar verir ve onları yok eder. Lazer mermilere etki etmez.
|
block.segment.description = Gelen mermilere zarar verir ve onları yok eder. Lazer mermilere etki etmez.
|
||||||
block.parallax.description = Çekici bir ışın fırlatarak hava düşmanlarını kendine çeker. Onlara az da olsa zarar verir.
|
block.parallax.description = Çekici bir ışın fırlatarak hava düşmanlarını kendine çeker. Onlara az da olsa zarar verir.
|
||||||
block.tsunami.description = Düşmanlara yüksek miktarda sıvı püskürtür. Ateşleri otomatik söndürür.
|
block.tsunami.description = Düşmanlara yüksek miktarda sıvı püskürtür. Ateşleri otomatik söndürür.
|
||||||
block.silicon-crucible.description = Kum ve Kömürü, Piratitle eriterek Silikon üretir. Sıcak ortamda daha iyi çalışır.
|
block.silicon-crucible.description = Kum ve kömürü, piratitle eriterek silisyum üretir. Sıcak ortamda daha iyi çalışır.
|
||||||
block.disassembler.description = Cürufü aşırı sıcak ortamda seritir. Toryum elde edebilir.
|
block.disassembler.description = Cürufü eser miktardaki egzotik bileşenlerine düşük verimde ayırır. Toryum elde edebilir.
|
||||||
block.overdrive-dome.description = Yakındaki binaları hızlandırır. Çalışmak için silikon ve faz gerektirir.
|
block.overdrive-dome.description = Yakındaki binaları hızlandırır. Çalışmak için silisyum ve faz gerektirir.
|
||||||
block.payload-conveyor.description = Büyük yükleri hareket ettirir. Birimler gibi.
|
block.payload-conveyor.description = Büyük yükleri hareket ettirir. Birimler gibi.
|
||||||
block.payload-router.description = Büyük Yükleri 3 Ayrı yöne aktarır.
|
block.payload-router.description = Büyük Yükleri 3 Ayrı yöne aktarır.
|
||||||
block.ground-factory.description = Yer Birimi üretir. Bu birimler direk kullanılabilir veya geliştirilebilir.
|
block.ground-factory.description = Yer Birimi üretir. Bu birimler direk kullanılabilir veya geliştirilebilir.
|
||||||
@@ -2216,8 +2239,8 @@ block.lustre.description = Düşmanlara yavaş hareket eden ve tek bir birimi he
|
|||||||
block.scathe.description = Uzak yer birimerline çok uzun bir mesafeden füzelerle saldırır.
|
block.scathe.description = Uzak yer birimerline çok uzun bir mesafeden füzelerle saldırır.
|
||||||
block.smite.description = Delici enerji saçıcı mermiler fırlatır.
|
block.smite.description = Delici enerji saçıcı mermiler fırlatır.
|
||||||
block.malign.description = Takipçi lazerlerle saldırır. Yüksek mikatrda ısı ister.
|
block.malign.description = Takipçi lazerlerle saldırır. Yüksek mikatrda ısı ister.
|
||||||
block.silicon-arc-furnace.description = Kum ve Grafitten, silikon üretir. Hayal Gibi...
|
block.silicon-arc-furnace.description = Kum ve grafitten silisyum üretir. Hayal Gibi...
|
||||||
block.oxidation-chamber.description = Beriliyum ve Ozonu, Oksite çevirir. Yan ürün olarak ısı üretir.
|
block.oxidation-chamber.description = Beriliyum ve ozonu oksite çevirir. Yan ürün olarak ısı üretir.
|
||||||
block.electric-heater.description = Önündeki bloğu ısıtır. Enerji gerektirir.
|
block.electric-heater.description = Önündeki bloğu ısıtır. Enerji gerektirir.
|
||||||
block.slag-heater.description = Önündeki bloğu ısıtır. Cürüf gerektirir.
|
block.slag-heater.description = Önündeki bloğu ısıtır. Cürüf gerektirir.
|
||||||
block.phase-heater.description = Önündeki bloğu ısıtır. Faz gerektirir.
|
block.phase-heater.description = Önündeki bloğu ısıtır. Faz gerektirir.
|
||||||
@@ -2226,8 +2249,8 @@ block.small-heat-redirector.description = Redirects accumulated heat to other bl
|
|||||||
block.heat-router.description = Isıyı üç yöne dağtırır.
|
block.heat-router.description = Isıyı üç yöne dağtırır.
|
||||||
block.electrolyzer.description = Suyu Oksijen ve Hidrojene ayırır. H₂O
|
block.electrolyzer.description = Suyu Oksijen ve Hidrojene ayırır. H₂O
|
||||||
block.atmospheric-concentrator.description = Atmosferden Nitrojen emcikler. Isı gerktirir.
|
block.atmospheric-concentrator.description = Atmosferden Nitrojen emcikler. Isı gerktirir.
|
||||||
block.surge-crucible.description = Silikon ve Cürüften Akı üretir. Isı gerktirir.
|
block.surge-crucible.description = Silisyum ve cürüften Akı üretir. Isı gerktirir.
|
||||||
block.phase-synthesizer.description = Toryum, Kum ve Ozon'dan Faz üretir. Isı gerktirir.
|
block.phase-synthesizer.description = Toryum, kum ve ozon'dan Faz üretir. Isı gerktirir.
|
||||||
block.carbide-crucible.description = Grafit ve Tungsteni birleştirip Karbür üretir. Isı gerktirir.
|
block.carbide-crucible.description = Grafit ve Tungsteni birleştirip Karbür üretir. Isı gerktirir.
|
||||||
block.cyanogen-synthesizer.description = Arkyisit ve Grafiti birleştirip Siyanojen üretir. Isı gerktirir.
|
block.cyanogen-synthesizer.description = Arkyisit ve Grafiti birleştirip Siyanojen üretir. Isı gerktirir.
|
||||||
block.slag-incinerator.description = Her şeyi eriterek yok eder. Cürüf gerektirir.
|
block.slag-incinerator.description = Her şeyi eriterek yok eder. Cürüf gerektirir.
|
||||||
@@ -2358,7 +2381,8 @@ unit.emanate.description = Akropolis Merkezini korumak için binalar inşa eder.
|
|||||||
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
lst.read = Bağlı hafıza kutusundaki numarayı okur.
|
||||||
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
lst.write = Bağlı hafıza kutuaundaki numaraya yazar.
|
||||||
lst.print = Yazı yazar.
|
lst.print = Yazı yazar.
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = Yazı Haznesindeki son değeri başka bir değerle değiştirir.\nYerleştiricek değer boş ise hiç bir şey yapmaz.\nÖrnek Değer: "{[accent]sayı 0-9[]}"\nÖrnek:\n[accent]print "test {0}"\nformat "örnek"
|
||||||
lst.draw = Ekrana Çizer.
|
lst.draw = Ekrana Çizer.
|
||||||
lst.drawflush = Ekrana Çizimi Aktarır.
|
lst.drawflush = Ekrana Çizimi Aktarır.
|
||||||
lst.printflush = Mesaj bloğuna metnini aktarır,
|
lst.printflush = Mesaj bloğuna metnini aktarır,
|
||||||
@@ -2381,8 +2405,8 @@ lst.getblock = Herhangi bir yerdeki blok bilgisini al.
|
|||||||
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
lst.setblock = Herhangi bir yerdeki blok bilgisini değiştir.
|
||||||
lst.spawnunit = Herhangi bir yerde birim var et.
|
lst.spawnunit = Herhangi bir yerde birim var et.
|
||||||
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
lst.applystatus = Bir Birime Durum Etkisi ekle.
|
||||||
lst.weathersense = Check if a type of weather is active.
|
lst.weathersense = Hava durumunu kontrol et.
|
||||||
lst.weatherset = Set the current state of a type of weather.
|
lst.weatherset = Hava durumunu değiştir.
|
||||||
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
lst.spawnwave = Bellir bir noktada dalga başlat.\nDalga Zamanlayıcı Oluşturmaz!
|
||||||
lst.explosion = Bir Noktada Patlama oluştur.
|
lst.explosion = Bir Noktada Patlama oluştur.
|
||||||
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
lst.setrate = İşlemci Hızını Ayarla (işlem/tick)
|
||||||
@@ -2396,7 +2420,7 @@ lst.getflag = Evrensel İşaretli Numara Oku.
|
|||||||
lst.setprop = Bir bina veya birime nitelik atar.
|
lst.setprop = Bir bina veya birime nitelik atar.
|
||||||
lst.effect = Parçacık efekti oluştur.
|
lst.effect = Parçacık efekti oluştur.
|
||||||
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
lst.sync = Ağ boyunca bir değişkeni senkronize et.\nSaniyede en fazla 10 kere yapılabilir.
|
||||||
lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calculated based on position.
|
lst.playsound = Bir ses çal.\nSes şiddeti bir küresel değer olabilir veya konuma göre belirlenebilir.
|
||||||
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
lst.makemarker = Dünyada yeni bir İşlemci İşareti koy.\nBu İşarete bir Kimlik adamalısın.\nDünya başına 20.000 limit bulunmakta.
|
||||||
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
lst.setmarker = Bir İşlemci İşareti için bir arazi seç.\nKimlik, İşaret Koyucudaki ile aynı olmalı.
|
||||||
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
|
lst.localeprint = Harita yerel paket özellik değerini metin arabelleğine ekleyin.\nHarita düzenleyicide harita yerel ayar paketlerini ayarlamak için şunu işaretleyin: [accent]Harita Bilgisi > Yerel Paketler[].\nİstemci bir mobil cihazsa, önce ".mobile" ile biten bir özelliği yazdırmaya çalışır.
|
||||||
@@ -2444,7 +2468,7 @@ lenum.shoot = Bir konuma ateş et.
|
|||||||
lenum.shootp = Belli bir birim veya binaya ateş et.
|
lenum.shootp = Belli bir birim veya binaya ateş et.
|
||||||
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
|
lenum.config = Bina yapılandırması, örnek: Ayıklayıcı Türü
|
||||||
lenum.enabled = Blok aktif mi?
|
lenum.enabled = Blok aktif mi?
|
||||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
laccess.currentammotype = Bir turretin içindeki şuanki mermi/sıvı.
|
||||||
|
|
||||||
laccess.color = Aydınlatıcı Rengi
|
laccess.color = Aydınlatıcı Rengi
|
||||||
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
|
laccess.controller = Birim Kontrol edici. Eğer işlemci kontrol ediyorsa işlemci döner. \nFormasyon durumundaysa, lider döner.\nDiğer şekilde, birimi kendi döner.
|
||||||
@@ -2498,7 +2522,7 @@ lenum.xor = Çapraz Veya
|
|||||||
|
|
||||||
lenum.min = İki sayıdan en küçüğü.
|
lenum.min = İki sayıdan en küçüğü.
|
||||||
lenum.max = İki sayıdan en büyüğü.
|
lenum.max = İki sayıdan en büyüğü.
|
||||||
lenum.angle = İki Işının yaptığı Açı.
|
lenum.angle = İki ışının yaptığı açı.
|
||||||
lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
|
lenum.anglediff = İki açı arasındaki derece cinsinden mutlak mesafe.
|
||||||
lenum.len = Bir Işının Uzunluğu.
|
lenum.len = Bir Işının Uzunluğu.
|
||||||
|
|
||||||
@@ -2571,7 +2595,7 @@ playsound.limit = If true, prevents this sound from playing\nif it has already b
|
|||||||
|
|
||||||
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
|
lenum.idle = Hareket etmez ancak kazmaya ve inşa etmeye devam eder.
|
||||||
lenum.stop = Dur!
|
lenum.stop = Dur!
|
||||||
lenum.unbind = Logic Kontrolü tamaman devre dışı bırak.\nNormal AI'ı devreye sok.
|
lenum.unbind = Mantık Kontrolü tamaman devre dışı bırak.\nNormal YZ'yı devreye sok.
|
||||||
lenum.move = Tam konuma git.
|
lenum.move = Tam konuma git.
|
||||||
lenum.approach = Bir Konuma yaklaş.
|
lenum.approach = Bir Konuma yaklaş.
|
||||||
lenum.pathfind = Düşman Doğuş noktasına git.
|
lenum.pathfind = Düşman Doğuş noktasına git.
|
||||||
@@ -2586,7 +2610,7 @@ lenum.payenter = Bir birimi, kargo tutabilen bir bloğa indir.
|
|||||||
lenum.flag = Numara ile işaretle.
|
lenum.flag = Numara ile işaretle.
|
||||||
lenum.mine = Kaz.
|
lenum.mine = Kaz.
|
||||||
lenum.build = Bina inşa et.
|
lenum.build = Bina inşa et.
|
||||||
lenum.getblock = Kordinatta bina, blok veya zemin tipi al.\nBirimler kordinata yakın olmalı yoksa boş geri döner.
|
lenum.getblock = Kordinattaki yapıyı, zemini ve blok türünü al.\nKonum birimin alanında olmalı yoksa null dönülür.
|
||||||
lenum.within = Bir birim menzil alanında mı?
|
lenum.within = Bir birim menzil alanında mı?
|
||||||
lenum.boost = Gazlamaya başla/dur
|
lenum.boost = Gazlamaya başla/dur
|
||||||
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
|
lenum.flushtext = Varsa, yazdırma arabelleğinin içeriğini işaretleyiciye boşaltın.\nGetirme doğru olarak ayarlanmışsa, harita yerel dil paketinden veya oyun paketinden bilgileri getirmeye çalışır.
|
||||||
@@ -2596,3 +2620,29 @@ lenum.autoscale = İşaretçinin oyuncunun yakınlaştırma düzeyine göre öl
|
|||||||
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
lenum.posi = Sıfır indeksinin ilk konum olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
||||||
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
|
lenum.uvi = Dokunun sıfırdan bire kadar değişen konumu, dörtlü işaretçiler için kullanılır.
|
||||||
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
lenum.colori = Sıfır indeksinin ilk renk olduğu çizgi ve dörtlü işaretleyiciler için kullanılan indekslenmiş konum.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -723,14 +723,18 @@ loadout = Вивантаження
|
|||||||
resources = Ресурси
|
resources = Ресурси
|
||||||
resources.max = Максимум
|
resources.max = Максимум
|
||||||
bannedblocks = Заборонені блоки
|
bannedblocks = Заборонені блоки
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Завдання
|
objectives = Завдання
|
||||||
bannedunits = Заборонені одиниці
|
bannedunits = Заборонені одиниці
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Заборонені одиниці як білий список
|
bannedunits.whitelist = Заборонені одиниці як білий список
|
||||||
bannedblocks.whitelist = Заборонені блоки як білий список
|
bannedblocks.whitelist = Заборонені блоки як білий список
|
||||||
addall = Додати все
|
addall = Додати все
|
||||||
launch.from = Запуск з [accent]{0}
|
launch.from = Запуск з [accent]{0}
|
||||||
launch.capacity = Місткість предметів, що запускаються: [accent]{0}
|
launch.capacity = Місткість предметів, що запускаються: [accent]{0}
|
||||||
launch.destination = Пункт призначення: {0}
|
launch.destination = Пункт призначення: {0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = Кількість має бути числом між 0 та {0}.
|
configure.invalid = Кількість має бути числом між 0 та {0}.
|
||||||
add = Додати…
|
add = Додати…
|
||||||
guardian = Вартовий
|
guardian = Вартовий
|
||||||
@@ -770,7 +774,9 @@ sectors.stored = Зберігає:
|
|||||||
sectors.resume = Продовжити
|
sectors.resume = Продовжити
|
||||||
sectors.launch = Запустити
|
sectors.launch = Запустити
|
||||||
sectors.select = Вибрати
|
sectors.select = Вибрати
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]нічого (сонце)
|
sectors.nonelaunch = [lightgray]нічого (сонце)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = Перейменування сектору
|
sectors.rename = Перейменування сектору
|
||||||
sectors.enemybase = [scarlet]Ворожа база
|
sectors.enemybase = [scarlet]Ворожа база
|
||||||
sectors.vulnerable = [scarlet]Уразливий
|
sectors.vulnerable = [scarlet]Уразливий
|
||||||
@@ -1034,6 +1040,7 @@ stat.buildspeedmultiplier = Множник швидкості будування
|
|||||||
stat.reactive = Реактивний
|
stat.reactive = Реактивний
|
||||||
stat.immunities = Імунітети
|
stat.immunities = Імунітети
|
||||||
stat.healing = Відновлювання
|
stat.healing = Відновлювання
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Силовий щит
|
ability.forcefield = Силовий щит
|
||||||
ability.forcefield.description = Створює силове поле, який поглинає кулі
|
ability.forcefield.description = Створює силове поле, який поглинає кулі
|
||||||
@@ -1080,6 +1087,7 @@ ability.stat.buildtime = [lightgray]Час побудови: [stat]{0} за се
|
|||||||
|
|
||||||
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
bar.onlycoredeposit = Передача предметів дозволена лише до ядра
|
||||||
bar.drilltierreq = Потрібен ліпший бур
|
bar.drilltierreq = Потрібен ліпший бур
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = Бракує ресурсів
|
bar.noresources = Бракує ресурсів
|
||||||
bar.corereq = Необхідне основне ядро
|
bar.corereq = Необхідне основне ядро
|
||||||
bar.corefloor = Необхідні плитки зони ядра
|
bar.corefloor = Необхідні плитки зони ядра
|
||||||
@@ -1088,6 +1096,7 @@ bar.drillspeed = Швидкість буріння: {0} за сек.
|
|||||||
bar.pumpspeed = Швидкість викачування: {0} за сек.
|
bar.pumpspeed = Швидкість викачування: {0} за сек.
|
||||||
bar.efficiency = Ефективність: {0}%
|
bar.efficiency = Ефективність: {0}%
|
||||||
bar.boost = Підсилення: +{0}%
|
bar.boost = Підсилення: +{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = Енергія: {0} за сек.
|
bar.powerbalance = Енергія: {0} за сек.
|
||||||
bar.powerstored = Зберігає: {0}/{1}
|
bar.powerstored = Зберігає: {0}/{1}
|
||||||
bar.poweramount = Енергія: {0}
|
bar.poweramount = Енергія: {0}
|
||||||
@@ -1098,6 +1107,7 @@ bar.capacity = Місткість: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Рідина
|
bar.liquid = Рідина
|
||||||
bar.heat = Нагрівання
|
bar.heat = Нагрівання
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = Нестабільність
|
bar.instability = Нестабільність
|
||||||
bar.heatamount = Нагрівання: {0}
|
bar.heatamount = Нагрівання: {0}
|
||||||
bar.heatpercent = Нагрівання: {0} ({1}%)
|
bar.heatpercent = Нагрівання: {0} ({1}%)
|
||||||
@@ -1122,6 +1132,7 @@ bullet.interval = [stat]{0} за сек. [lightgray] період між кул
|
|||||||
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
|
bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] відкидання
|
bullet.knockback = [stat]{0}[lightgray] відкидання
|
||||||
bullet.pierce = [stat]{0}[lightgray]x пробиття
|
bullet.pierce = [stat]{0}[lightgray]x пробиття
|
||||||
bullet.infinitepierce = [stat]пробиття
|
bullet.infinitepierce = [stat]пробиття
|
||||||
@@ -1148,6 +1159,7 @@ unit.minutes = хв.
|
|||||||
unit.persecond = за сек.
|
unit.persecond = за сек.
|
||||||
unit.perminute = за хв.
|
unit.perminute = за хв.
|
||||||
unit.timesspeed = x швидкість
|
unit.timesspeed = x швидкість
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = міцність щита
|
unit.shieldhealth = міцність щита
|
||||||
unit.items = предм.
|
unit.items = предм.
|
||||||
@@ -1224,11 +1236,13 @@ setting.mutemusic.name = Заглушити музику
|
|||||||
setting.sfxvol.name = Гучність звукових ефектів
|
setting.sfxvol.name = Гучність звукових ефектів
|
||||||
setting.mutesound.name = Заглушити звук
|
setting.mutesound.name = Заглушити звук
|
||||||
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
|
setting.crashreport.name = Відсилати анонімні звіти про аварійне завершення гри
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = Автоматичне створення збережень
|
setting.savecreate.name = Автоматичне створення збережень
|
||||||
setting.steampublichost.name = Загальнодоступність гри
|
setting.steampublichost.name = Загальнодоступність гри
|
||||||
setting.playerlimit.name = Обмеження гравців
|
setting.playerlimit.name = Обмеження гравців
|
||||||
setting.chatopacity.name = Непрозорість чату
|
setting.chatopacity.name = Непрозорість чату
|
||||||
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
|
setting.lasersopacity.name = Непрозорість лазерів енергопостачання
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = Непрозорість мостів
|
setting.bridgeopacity.name = Непрозорість мостів
|
||||||
setting.playerchat.name = Показувати хмару чата над гравцями
|
setting.playerchat.name = Показувати хмару чата над гравцями
|
||||||
setting.showweather.name = Показувати погоду
|
setting.showweather.name = Показувати погоду
|
||||||
@@ -1384,12 +1398,14 @@ rules.unitcostmultiplier = Множник вартості одиниць
|
|||||||
rules.unithealthmultiplier = Множник здоров’я бойових одиниць
|
rules.unithealthmultiplier = Множник здоров’я бойових одиниць
|
||||||
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
|
rules.unitdamagemultiplier = Множник шкоди бойових одиниць
|
||||||
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
rules.unitcrashdamagemultiplier = Множник шкоди одиниці при зіткненні одиниць
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = Множник сонячної енергії
|
rules.solarmultiplier = Множник сонячної енергії
|
||||||
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
rules.unitcapvariable = Ядра збільшують обмеження на кількість одиниць
|
||||||
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
|
||||||
rules.unitcap = Початкове обмеження одиниць
|
rules.unitcap = Початкове обмеження одиниць
|
||||||
rules.limitarea = Обмежити територію мапи
|
rules.limitarea = Обмежити територію мапи
|
||||||
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
rules.enemycorebuildradius = Радіус оборони для ворожого ядра:[lightgray] (плитки)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Інтервал хвиль:[lightgray] (секунди)
|
rules.wavespacing = Інтервал хвиль:[lightgray] (секунди)
|
||||||
rules.initialwavespacing = Початковий інтервал хвиль:[lightgray] (секунди)
|
rules.initialwavespacing = Початковий інтервал хвиль:[lightgray] (секунди)
|
||||||
rules.buildcostmultiplier = Множник затрат на будування
|
rules.buildcostmultiplier = Множник затрат на будування
|
||||||
@@ -1412,6 +1428,9 @@ rules.title.planet = Планета
|
|||||||
rules.lighting = Світлотінь
|
rules.lighting = Світлотінь
|
||||||
rules.fog = Туман війни
|
rules.fog = Туман війни
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = Вогонь
|
rules.fire = Вогонь
|
||||||
@@ -1732,6 +1751,8 @@ block.meltdown.name = Розплавлювач
|
|||||||
block.foreshadow.name = Передвісник
|
block.foreshadow.name = Передвісник
|
||||||
block.container.name = Сховище
|
block.container.name = Сховище
|
||||||
block.launch-pad.name = Пусковий майданчик
|
block.launch-pad.name = Пусковий майданчик
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = Сегмент
|
block.segment.name = Сегмент
|
||||||
block.ground-factory.name = Наземний завод
|
block.ground-factory.name = Наземний завод
|
||||||
block.air-factory.name = Повітряний завод
|
block.air-factory.name = Повітряний завод
|
||||||
@@ -2184,7 +2205,9 @@ block.vault.description = Англійська назва: Vault\nЗберіга
|
|||||||
block.container.description = Англійська назва: Container\nЗберігає малу кількість предметів кожного типу. Блок розвантажувача може використовуватися для отримання предметів зі сховища.
|
block.container.description = Англійська назва: Container\nЗберігає малу кількість предметів кожного типу. Блок розвантажувача може використовуватися для отримання предметів зі сховища.
|
||||||
block.unloader.description = Англійська назва: Unloader\nВивантажує предмети з найближчих блоків
|
block.unloader.description = Англійська назва: Unloader\nВивантажує предмети з найближчих блоків
|
||||||
block.launch-pad.description = Англійська назва: Launch Pad\nЗапускає партії предметів без необхідності запуску ядра.
|
block.launch-pad.description = Англійська назва: Launch Pad\nЗапускає партії предметів без необхідності запуску ядра.
|
||||||
block.launch-pad.details = Суборбітальна система для транспортування ресурсів від точки А до точки Б. Корпуси вантажу крихкі й не здатні вижити при повторному вході.
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = Англійська назва: Duo\nВистрілює чергами куль у ворогів.
|
block.duo.description = Англійська назва: Duo\nВистрілює чергами куль у ворогів.
|
||||||
block.scatter.description = Англійська назва: Scatter\nВистрілює скупченням свинцю, брухту чи метаскла в повітряних противників.
|
block.scatter.description = Англійська назва: Scatter\nВистрілює скупченням свинцю, брухту чи метаскла в повітряних противників.
|
||||||
block.scorch.description = Англійська назва: Scorch\nПідпалює будь-яких наземних противників поблизу. Високоефективна на близькій відстані.
|
block.scorch.description = Англійська назва: Scorch\nПідпалює будь-яких наземних противників поблизу. Високоефективна на близькій відстані.
|
||||||
@@ -2385,6 +2408,7 @@ unit.emanate.description = Англійська назва: Emanate\nБудує
|
|||||||
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
lst.read = Зчитує число із з’єднаної комірки пам’яті.
|
||||||
lst.write = Записує числу у з’єднану комірку пам’яті.
|
lst.write = Записує числу у з’єднану комірку пам’яті.
|
||||||
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
lst.print = Додайте текст до буфера друку.\nНічого не відображає, поки [accent]Print Flush[] використовується.
|
||||||
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
lst.format = Замінити наступний замінник у текстовому буфері значенням.\nНе робить нічого, якщо шаблон заповнювача є недійсним.\nШаблон заповнювача: "{[accent]number 0-9[]}"\nПриклад:\n[accent]print "test {0}"\nformat "example"
|
lst.format = Замінити наступний замінник у текстовому буфері значенням.\nНе робить нічого, якщо шаблон заповнювача є недійсним.\nШаблон заповнювача: "{[accent]number 0-9[]}"\nПриклад:\n[accent]print "test {0}"\nformat "example"
|
||||||
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
|
lst.draw = Додає операцію до буфера рисунка.\nНічого не відображає, поки [accent]Draw Flush[] використовується.
|
||||||
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
lst.drawflush = Скидає буфер операцій [accent]Draw[] на дисплей.
|
||||||
@@ -2624,3 +2648,29 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
|||||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -144,7 +144,7 @@ mod.enabled = [lightgray]Đã bật
|
|||||||
mod.disabled = [red]Đã tắt
|
mod.disabled = [red]Đã tắt
|
||||||
mod.multiplayer.compatible = [gray]Tương thích với chế độ nhiều người chơi
|
mod.multiplayer.compatible = [gray]Tương thích với chế độ nhiều người chơi
|
||||||
mod.disable = Tắt
|
mod.disable = Tắt
|
||||||
mod.version = Version:
|
mod.version = Phiên bản:
|
||||||
mod.content = Nội dung:
|
mod.content = Nội dung:
|
||||||
mod.delete.error = Không thể xóa mod. Tệp có thể đang được sử dụng.
|
mod.delete.error = Không thể xóa mod. Tệp có thể đang được sử dụng.
|
||||||
|
|
||||||
@@ -301,7 +301,7 @@ disconnect.error = Lỗi kết nối.
|
|||||||
disconnect.closed = Kết nối đã bị đóng.
|
disconnect.closed = Kết nối đã bị đóng.
|
||||||
disconnect.timeout = Hết thời gian chờ.
|
disconnect.timeout = Hết thời gian chờ.
|
||||||
disconnect.data = Không tải được dữ liệu thế giới!
|
disconnect.data = Không tải được dữ liệu thế giới!
|
||||||
disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection.
|
disconnect.snapshottimeout = Đã hết thời gian trong khi nhận ảnh chụp nhanh UDP.\nĐiều này xảy ra do mạng hoặc kết nối không ổn định.
|
||||||
cantconnect = Không thể tham gia trò chơi ([accent]{0}[]).
|
cantconnect = Không thể tham gia trò chơi ([accent]{0}[]).
|
||||||
connecting = [accent]Đang kết nối...
|
connecting = [accent]Đang kết nối...
|
||||||
reconnecting = [accent]Đang kết nối lại...
|
reconnecting = [accent]Đang kết nối lại...
|
||||||
@@ -729,14 +729,18 @@ loadout = Vật phẩm khởi đầu
|
|||||||
resources = Tài nguyên
|
resources = Tài nguyên
|
||||||
resources.max = Tối đa
|
resources.max = Tối đa
|
||||||
bannedblocks = Khối bị cấm
|
bannedblocks = Khối bị cấm
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = Mục tiêu nhiệm vụ
|
objectives = Mục tiêu nhiệm vụ
|
||||||
bannedunits = Đơn vị bị cấm
|
bannedunits = Đơn vị bị cấm
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = Chỉ dùng các đơn vị bị cấm
|
bannedunits.whitelist = Chỉ dùng các đơn vị bị cấm
|
||||||
bannedblocks.whitelist = Chỉ dùng các khối bị cấm
|
bannedblocks.whitelist = Chỉ dùng các khối bị cấm
|
||||||
addall = Thêm tất cả
|
addall = Thêm tất cả
|
||||||
launch.from = Đang phóng từ: [accent]{0}
|
launch.from = Đang phóng từ: [accent]{0}
|
||||||
launch.capacity = Sức chứa vật phẩm khi phóng: [accent]{0}
|
launch.capacity = Trữ lượng vật phẩm khi phóng: [accent]{0}
|
||||||
launch.destination = Đích đến: {0}
|
launch.destination = Đích đến: {0}
|
||||||
|
landing.sources = Khu vực nguồn: [accent]{0}[]
|
||||||
|
landing.import = Tổng nhập tối đa: {0}[accent]{1}[lightgray]/phút
|
||||||
configure.invalid = Số lượng phải là số trong khoảng 0 đến {0}.
|
configure.invalid = Số lượng phải là số trong khoảng 0 đến {0}.
|
||||||
add = Thêm...
|
add = Thêm...
|
||||||
guardian = Trùm
|
guardian = Trùm
|
||||||
@@ -751,7 +755,7 @@ error.mapnotfound = Không tìm thấy tệp bản đồ!
|
|||||||
error.io = Lỗi mạng đầu vào/ra.
|
error.io = Lỗi mạng đầu vào/ra.
|
||||||
error.any = Lỗi mạng không xác định.
|
error.any = Lỗi mạng không xác định.
|
||||||
error.bloom = Không khởi tạo được hiệu ứng phát sáng.\nThiết bị của bạn có thể không hỗ trợ.
|
error.bloom = Không khởi tạo được hiệu ứng phát sáng.\nThiết bị của bạn có thể không hỗ trợ.
|
||||||
error.moddex = Mindustry không thể nạp bản mod này.\nThiết bị của bạn đang chặn nhập mod Java do thay đổi gần đây trong Android.\nKhông có giải pháp tạm thời nào cho vấn đề này.
|
error.moddex = Mindustry không thể nạp bản mod này.\nThiết bị của bạn đang chặn nhập mod Java do thay đổi gần đây trong Android.\nVấn đề này không thể sửa được. Không có giải pháp tạm thời nào cho vấn đề này.
|
||||||
|
|
||||||
weather.rain.name = Mưa
|
weather.rain.name = Mưa
|
||||||
weather.snowing.name = Tuyết
|
weather.snowing.name = Tuyết
|
||||||
@@ -776,7 +780,9 @@ sectors.stored = Lưu trữ:
|
|||||||
sectors.resume = Tiếp tục
|
sectors.resume = Tiếp tục
|
||||||
sectors.launch = Phóng
|
sectors.launch = Phóng
|
||||||
sectors.select = Chọn
|
sectors.select = Chọn
|
||||||
|
sectors.launchselect = Chọn đích phóng
|
||||||
sectors.nonelaunch = [lightgray]không có (mặt trời)
|
sectors.nonelaunch = [lightgray]không có (mặt trời)
|
||||||
|
sectors.redirect = Chuyển hướng bệ phóng
|
||||||
sectors.rename = Đổi tên khu vực
|
sectors.rename = Đổi tên khu vực
|
||||||
sectors.enemybase = [scarlet]Căn cứ địch
|
sectors.enemybase = [scarlet]Căn cứ địch
|
||||||
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
sectors.vulnerable = [scarlet]Dễ bị tổn thất
|
||||||
@@ -1043,6 +1049,7 @@ stat.buildspeedmultiplier = Hệ số tốc độ xây dựng
|
|||||||
stat.reactive = Phản ứng
|
stat.reactive = Phản ứng
|
||||||
stat.immunities = Miễn nhiễm
|
stat.immunities = Miễn nhiễm
|
||||||
stat.healing = Hồi phục
|
stat.healing = Hồi phục
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = Khiên trường lực
|
ability.forcefield = Khiên trường lực
|
||||||
ability.forcefield.description = Phát một khiên trường lực hấp thụ các loại đạn
|
ability.forcefield.description = Phát một khiên trường lực hấp thụ các loại đạn
|
||||||
@@ -1090,6 +1097,7 @@ ability.stat.buildtime = thời gian xây [stat]{0} giây[lightgray]
|
|||||||
|
|
||||||
bar.onlycoredeposit = Chỉ được phép đưa vào lõi
|
bar.onlycoredeposit = Chỉ được phép đưa vào lõi
|
||||||
bar.drilltierreq = Cần máy khoan tốt hơn
|
bar.drilltierreq = Cần máy khoan tốt hơn
|
||||||
|
bar.nobatterypower = Thiếu năng lượng pin
|
||||||
bar.noresources = Thiếu tài nguyên
|
bar.noresources = Thiếu tài nguyên
|
||||||
bar.corereq = Yêu cầu lõi cơ bản
|
bar.corereq = Yêu cầu lõi cơ bản
|
||||||
bar.corefloor = Yêu cầu ô nền lõi
|
bar.corefloor = Yêu cầu ô nền lõi
|
||||||
@@ -1098,6 +1106,7 @@ bar.drillspeed = Tốc độ khoan: {0}/giây
|
|||||||
bar.pumpspeed = Tốc độ bơm: {0}/giây
|
bar.pumpspeed = Tốc độ bơm: {0}/giây
|
||||||
bar.efficiency = Hiệu suất: {0}%
|
bar.efficiency = Hiệu suất: {0}%
|
||||||
bar.boost = Tăng tốc: +{0}%
|
bar.boost = Tăng tốc: +{0}%
|
||||||
|
bar.powerbuffer = Pin: {0}/{1}
|
||||||
bar.powerbalance = Năng lượng: {0}/giây
|
bar.powerbalance = Năng lượng: {0}/giây
|
||||||
bar.powerstored = Lưu trữ: {0}/{1}
|
bar.powerstored = Lưu trữ: {0}/{1}
|
||||||
bar.poweramount = Năng lượng: {0}
|
bar.poweramount = Năng lượng: {0}
|
||||||
@@ -1108,6 +1117,7 @@ bar.capacity = Sức chứa: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Chất lỏng
|
bar.liquid = Chất lỏng
|
||||||
bar.heat = Nhiệt lượng
|
bar.heat = Nhiệt lượng
|
||||||
|
bar.cooldown = Hồi phục
|
||||||
bar.instability = Bất ổn định
|
bar.instability = Bất ổn định
|
||||||
bar.heatamount = Nhiệt lượng: {0}
|
bar.heatamount = Nhiệt lượng: {0}
|
||||||
bar.heatpercent = Nhiệt lượng: {0} ({1}%)
|
bar.heatpercent = Nhiệt lượng: {0} ({1}%)
|
||||||
@@ -1132,6 +1142,7 @@ bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng:
|
|||||||
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
|
bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
|
bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
|
bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
|
bullet.knockback = [stat]{0}[lightgray] đẩy lùi
|
||||||
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
|
bullet.pierce = [stat]{0}[lightgray]x xuyên thấu
|
||||||
bullet.infinitepierce = [stat]xuyên thấu
|
bullet.infinitepierce = [stat]xuyên thấu
|
||||||
@@ -1140,8 +1151,8 @@ bullet.healamount = [stat]{0}[lightgray] sửa chữa trực tiếp
|
|||||||
bullet.multiplier = [stat]{0}[lightgray] đạn/vật phẩm
|
bullet.multiplier = [stat]{0}[lightgray] đạn/vật phẩm
|
||||||
bullet.reload = [stat]{0}%[lightgray] tốc độ bắn
|
bullet.reload = [stat]{0}%[lightgray] tốc độ bắn
|
||||||
bullet.range = [stat]{0}[lightgray] ô phạm vi
|
bullet.range = [stat]{0}[lightgray] ô phạm vi
|
||||||
bullet.notargetsmissiles = [stat] ignores buildings
|
bullet.notargetsmissiles = [stat] phớt lờ tên lửa
|
||||||
bullet.notargetsbuildings = [stat] ignores missiles
|
bullet.notargetsbuildings = [stat] phớt lờ công trình
|
||||||
|
|
||||||
unit.blocks = khối
|
unit.blocks = khối
|
||||||
unit.blockssquared = khối²
|
unit.blockssquared = khối²
|
||||||
@@ -1158,6 +1169,7 @@ unit.minutes = phút
|
|||||||
unit.persecond = /giây
|
unit.persecond = /giây
|
||||||
unit.perminute = /phút
|
unit.perminute = /phút
|
||||||
unit.timesspeed = x tốc độ
|
unit.timesspeed = x tốc độ
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = độ bền khiên
|
unit.shieldhealth = độ bền khiên
|
||||||
unit.items = vật phẩm
|
unit.items = vật phẩm
|
||||||
@@ -1234,11 +1246,13 @@ setting.mutemusic.name = Tắt nhạc
|
|||||||
setting.sfxvol.name = Âm lượng hiệu ứng âm thanh (SFX)
|
setting.sfxvol.name = Âm lượng hiệu ứng âm thanh (SFX)
|
||||||
setting.mutesound.name = Tắt âm
|
setting.mutesound.name = Tắt âm
|
||||||
setting.crashreport.name = Gửi báo cáo sự cố ẩn danh
|
setting.crashreport.name = Gửi báo cáo sự cố ẩn danh
|
||||||
|
setting.communityservers.name = Lấy danh sách máy chủ cộng đồng
|
||||||
setting.savecreate.name = Tự động tạo bản lưu
|
setting.savecreate.name = Tự động tạo bản lưu
|
||||||
setting.steampublichost.name = Hiển thị trò chơi công khai
|
setting.steampublichost.name = Hiển thị trò chơi công khai
|
||||||
setting.playerlimit.name = Giới hạn người chơi
|
setting.playerlimit.name = Giới hạn người chơi
|
||||||
setting.chatopacity.name = Độ mờ trò chuyện
|
setting.chatopacity.name = Độ mờ trò chuyện
|
||||||
setting.lasersopacity.name = Độ mờ kết nối năng lượng
|
setting.lasersopacity.name = Độ mờ kết nối năng lượng
|
||||||
|
setting.unitlaseropacity.name = Độ mờ tia khai khoáng của đơn vị
|
||||||
setting.bridgeopacity.name = Độ mờ cầu
|
setting.bridgeopacity.name = Độ mờ cầu
|
||||||
setting.playerchat.name = Hiển thị bong bóng trò chuyện của người chơi
|
setting.playerchat.name = Hiển thị bong bóng trò chuyện của người chơi
|
||||||
setting.showweather.name = Hiện đồ họa thời tiết
|
setting.showweather.name = Hiện đồ họa thời tiết
|
||||||
@@ -1397,12 +1411,14 @@ rules.unitcostmultiplier = Hệ Số Chi Phí Sản Xuất Đơn Vị
|
|||||||
rules.unithealthmultiplier = Hệ Số Độ Bền Của Đơn Vị
|
rules.unithealthmultiplier = Hệ Số Độ Bền Của Đơn Vị
|
||||||
rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
|
rules.unitdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị
|
||||||
rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
|
rules.unitcrashdamagemultiplier = Hệ Số Sát Thương Của Đơn Vị Khi Bị Bắn Rơi
|
||||||
|
rules.unitminespeedmultiplier = Hệ Số Tốc Độ Khai Khoáng Đơn Vị
|
||||||
rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
|
rules.solarmultiplier = Hệ Số Năng Lượng Mặt Trời
|
||||||
rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
|
rules.unitcapvariable = Lõi Tăng Giới Hạn Đơn Vị
|
||||||
rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
|
rules.unitpayloadsexplode = Khối Hàng Mang Theo Phát Nổ Cùng Đơn Vị
|
||||||
rules.unitcap = Giới Hạn Đơn Vị Ban Đầu
|
rules.unitcap = Giới Hạn Đơn Vị Ban Đầu
|
||||||
rules.limitarea = Giới Hạn Kích Thước Bản Đồ
|
rules.limitarea = Giới Hạn Kích Thước Bản Đồ
|
||||||
rules.enemycorebuildradius = Bán Kính Không Xây Dựng Từ Lõi Của Kẻ Địch:[lightgray] (ô)
|
rules.enemycorebuildradius = Bán Kính Không Xây Dựng Từ Lõi Của Kẻ Địch:[lightgray] (ô)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = Giãn Cách Đợt:[lightgray] (giây)
|
rules.wavespacing = Giãn Cách Đợt:[lightgray] (giây)
|
||||||
rules.initialwavespacing = Giãn Cách Đợt Đầu:[lightgray] (giây)
|
rules.initialwavespacing = Giãn Cách Đợt Đầu:[lightgray] (giây)
|
||||||
rules.buildcostmultiplier = Hệ Số Chi Phí Xây Dựng
|
rules.buildcostmultiplier = Hệ Số Chi Phí Xây Dựng
|
||||||
@@ -1425,6 +1441,9 @@ rules.title.planet = Hành Tinh
|
|||||||
rules.lighting = Ánh Sáng
|
rules.lighting = Ánh Sáng
|
||||||
rules.fog = Sương Mù Chiến Tranh
|
rules.fog = Sương Mù Chiến Tranh
|
||||||
rules.invasions = Kẻ Địch Xâm Lược Khu Vực
|
rules.invasions = Kẻ Địch Xâm Lược Khu Vực
|
||||||
|
rules.legacylaunchpads = Cơ chế bệ phóng di sản
|
||||||
|
rules.legacylaunchpads.info = Cho phép dùng bệ phóng mà không cần bệ đáp, như trong bản 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Đã tắt[lightgray] (Bệ phóng di sản được bật)
|
||||||
rules.showspawns = Hiện Khu Kẻ Địch Xuất Hiện
|
rules.showspawns = Hiện Khu Kẻ Địch Xuất Hiện
|
||||||
rules.randomwaveai = Đợt Tấn Công AI Không Đoán Trước
|
rules.randomwaveai = Đợt Tấn Công AI Không Đoán Trước
|
||||||
rules.fire = Lửa
|
rules.fire = Lửa
|
||||||
@@ -1745,7 +1764,10 @@ block.spectre.name = Spectre
|
|||||||
block.meltdown.name = Meltdown
|
block.meltdown.name = Meltdown
|
||||||
block.foreshadow.name = Foreshadow
|
block.foreshadow.name = Foreshadow
|
||||||
block.container.name = Thùng chứa
|
block.container.name = Thùng chứa
|
||||||
block.launch-pad.name = Bệ phóng
|
block.launch-pad.name = Bệ phóng [lightgray](Di sản)
|
||||||
|
block.advanced-launch-pad.name = Bệ phóng
|
||||||
|
block.landing-pad.name = Bệ đáp
|
||||||
|
|
||||||
block.segment.name = Segment
|
block.segment.name = Segment
|
||||||
block.ground-factory.name = Nhà máy Bộ binh
|
block.ground-factory.name = Nhà máy Bộ binh
|
||||||
block.air-factory.name = Nhà máy Không quân
|
block.air-factory.name = Nhà máy Không quân
|
||||||
@@ -1842,7 +1864,7 @@ block.electric-heater.name = Máy nhiệt từ điện
|
|||||||
block.slag-heater.name = Máy nhiệt từ xỉ
|
block.slag-heater.name = Máy nhiệt từ xỉ
|
||||||
block.phase-heater.name = Máy nhiệt từ lượng tử
|
block.phase-heater.name = Máy nhiệt từ lượng tử
|
||||||
block.heat-redirector.name = Khối điều hướng nhiệt
|
block.heat-redirector.name = Khối điều hướng nhiệt
|
||||||
block.small-heat-redirector.name = Small Heat Redirector
|
block.small-heat-redirector.name = Khối điều hướng nhiệt nhỏ
|
||||||
block.heat-router.name = Khối phân phát nhiệt
|
block.heat-router.name = Khối phân phát nhiệt
|
||||||
block.slag-incinerator.name = Lò xỉ huỷ vật phẩm
|
block.slag-incinerator.name = Lò xỉ huỷ vật phẩm
|
||||||
block.carbide-crucible.name = Máy nấu Carbide
|
block.carbide-crucible.name = Máy nấu Carbide
|
||||||
@@ -1890,9 +1912,9 @@ block.chemical-combustion-chamber.name = Bể điện hoá
|
|||||||
block.pyrolysis-generator.name = Máy phát điện nhiệt phân
|
block.pyrolysis-generator.name = Máy phát điện nhiệt phân
|
||||||
block.vent-condenser.name = Máy ngưng tụ hơi nước
|
block.vent-condenser.name = Máy ngưng tụ hơi nước
|
||||||
block.cliff-crusher.name = Máy nghiền vách đá
|
block.cliff-crusher.name = Máy nghiền vách đá
|
||||||
block.large-cliff-crusher.name = Advanced Cliff Crusher
|
block.large-cliff-crusher.name = Máy nghiền vách đá cao cấp
|
||||||
block.plasma-bore.name = Khoan plasma
|
block.plasma-bore.name = Khoan plasma
|
||||||
block.large-plasma-bore.name = Khoan plasma lớn
|
block.large-plasma-bore.name = Khoan plasma cao cấp
|
||||||
block.impact-drill.name = Máy khoan động lực
|
block.impact-drill.name = Máy khoan động lực
|
||||||
block.eruption-drill.name = Máy khoan siêu động lực
|
block.eruption-drill.name = Máy khoan siêu động lực
|
||||||
block.core-bastion.name = Lõi: Pháo đài
|
block.core-bastion.name = Lõi: Pháo đài
|
||||||
@@ -2133,7 +2155,7 @@ block.door.description = Một bức tường có thể mở và đóng.
|
|||||||
block.door-large.description = Một bức tường có thể mở và đóng.
|
block.door-large.description = Một bức tường có thể mở và đóng.
|
||||||
block.mender.description = Sửa chữa định kỳ các khối trong vùng lân cận.\nTùy chọn sử dụng silicon để tăng phạm vi và hiệu quả.
|
block.mender.description = Sửa chữa định kỳ các khối trong vùng lân cận.\nTùy chọn sử dụng silicon để tăng phạm vi và hiệu quả.
|
||||||
block.mend-projector.description = Sửa chữa các khối lân cận.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả.
|
block.mend-projector.description = Sửa chữa các khối lân cận.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả.
|
||||||
block.overdrive-projector.description = Tăng tốc độ làm việc của các công trình gần đó.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả.
|
block.overdrive-projector.description = Tăng tốc độ làm việc của các công trình gần đó.\nTùy chọn sử dụng sợi lượng tử để tăng phạm vi và hiệu quả. Không cộng dồn.
|
||||||
block.force-projector.description = Tạo ra một trường lực lục giác xung quanh nó, bảo vệ các công trình và đơn vị bên trong khỏi bị hư hại.\nQuá nóng nếu chịu quá nhiều sát thương. Tùy chọn sử dụng chất làm mát để chống quá nhiệt. Sử dụng sợi lượng tử để tăng kích thước lá chắn.
|
block.force-projector.description = Tạo ra một trường lực lục giác xung quanh nó, bảo vệ các công trình và đơn vị bên trong khỏi bị hư hại.\nQuá nóng nếu chịu quá nhiều sát thương. Tùy chọn sử dụng chất làm mát để chống quá nhiệt. Sử dụng sợi lượng tử để tăng kích thước lá chắn.
|
||||||
block.shock-mine.description = Giải phóng tia điện khi tiếp xúc với đơn vị đối phương.
|
block.shock-mine.description = Giải phóng tia điện khi tiếp xúc với đơn vị đối phương.
|
||||||
block.conveyor.description = Vận chuyển vật phẩm về phía trước.
|
block.conveyor.description = Vận chuyển vật phẩm về phía trước.
|
||||||
@@ -2195,7 +2217,9 @@ block.vault.description = Lưu trữ lượng lớn vật phẩm mỗi loại. M
|
|||||||
block.container.description = Lưu trữ lượng nhỏ vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
|
block.container.description = Lưu trữ lượng nhỏ vật phẩm mỗi loại. Mở rộng kho lưu trữ khi đặt kế bên một lõi. Nội dung có thể được lấy ra với điểm dỡ hàng.
|
||||||
block.unloader.description = Lấy các vật phẩm được chọn từ các khối gần đó.
|
block.unloader.description = Lấy các vật phẩm được chọn từ các khối gần đó.
|
||||||
block.launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn.
|
block.launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn.
|
||||||
block.launch-pad.details = Hệ thống quỹ đạo phụ để vận chuyển tài nguyên từ điểm này sang điểm khác. Các nhóm khối hàng rất dễ vỡ và không có khả năng tồn tại khi tái nhập.
|
block.advanced-launch-pad.description = Phóng lô vật phẩm vào khu vực được chọn. Chỉ nhận một kiểu vật phẩm một lúc.
|
||||||
|
block.advanced-launch-pad.details = Hệ thống tiểu quỹ đạo để vận chuyển tài nguyên từ điểm này đến điểm khác.
|
||||||
|
block.landing-pad.description = Nhận vật phẩm từ bệ phóng ở khu vực khác. Cần một lượng nước lớn để bảo vệ chống lại va chạm khi đáp.
|
||||||
block.duo.description = Bắn xen kẽ đạn vào kẻ địch.
|
block.duo.description = Bắn xen kẽ đạn vào kẻ địch.
|
||||||
block.scatter.description = Bắn khối chì, phế liệu hoặc thuỷ tinh vào kẻ địch trên không.
|
block.scatter.description = Bắn khối chì, phế liệu hoặc thuỷ tinh vào kẻ địch trên không.
|
||||||
block.scorch.description = Đốt mọi kẻ địch trên mặt đất ở gần. Hiệu quả cao ở tầm gần.
|
block.scorch.description = Đốt mọi kẻ địch trên mặt đất ở gần. Hiệu quả cao ở tầm gần.
|
||||||
@@ -2217,7 +2241,7 @@ block.parallax.description = Bắn một tia kéo mục tiêu trên không và l
|
|||||||
block.tsunami.description = Phóng một tia chất lỏng mạnh vào kẻ địch. Tự chữa cháy nếu được cung cấp nước hoặc chất làm mát.
|
block.tsunami.description = Phóng một tia chất lỏng mạnh vào kẻ địch. Tự chữa cháy nếu được cung cấp nước hoặc chất làm mát.
|
||||||
block.silicon-crucible.description = Tinh chế silicon từ cát và than, sử dụng nhiệt thạch làm nguồn nhiệt phụ. Có hiệu quả cao hơn khi ở nơi nóng.
|
block.silicon-crucible.description = Tinh chế silicon từ cát và than, sử dụng nhiệt thạch làm nguồn nhiệt phụ. Có hiệu quả cao hơn khi ở nơi nóng.
|
||||||
block.disassembler.description = Tách xỉ thành lượng nhỏ các thành phần khoáng chất lạ với hiệu suất thấp. Có thể sản xuất thori.
|
block.disassembler.description = Tách xỉ thành lượng nhỏ các thành phần khoáng chất lạ với hiệu suất thấp. Có thể sản xuất thori.
|
||||||
block.overdrive-dome.description = Tăng tốc độ làm việc của các công trình lân cận. Sử dụng sợi lượng tử và silicon để hoạt động.
|
block.overdrive-dome.description = Tăng tốc độ làm việc của các công trình lân cận. Sử dụng sợi lượng tử và silicon để hoạt động. Không cộng dồn.
|
||||||
block.payload-conveyor.description = Di chuyển những khối hàng lớn, chẳng hạn như các đơn vị từ nhà máy. Từ tính. Sử dụng ở những môi trường không trọng lực.
|
block.payload-conveyor.description = Di chuyển những khối hàng lớn, chẳng hạn như các đơn vị từ nhà máy. Từ tính. Sử dụng ở những môi trường không trọng lực.
|
||||||
block.payload-router.description = Tách những khối hàng đầu vào thành 3 hướng đầu ra. Hoạt động như một bộ lọc khi được thiết lập. Từ tính. Sử dụng ở những môi trường không trọng lực.
|
block.payload-router.description = Tách những khối hàng đầu vào thành 3 hướng đầu ra. Hoạt động như một bộ lọc khi được thiết lập. Từ tính. Sử dụng ở những môi trường không trọng lực.
|
||||||
block.ground-factory.description = Sản xuất đơn vị bộ binh. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
block.ground-factory.description = Sản xuất đơn vị bộ binh. Các đơn vị đầu ra có thể được sử dụng trực tiếp, hoặc đưa vào máy tái thiết để nâng cấp.
|
||||||
@@ -2242,7 +2266,7 @@ block.repair-turret.description = Sửa chữa những đơn vị bị hư hỏn
|
|||||||
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, khu vực sẽ mất.
|
block.core-bastion.description = Trung tâm của căn cứ. Bọc giáp. Một khi bị phá hủy, khu vực sẽ mất.
|
||||||
block.core-citadel.description = Trung tâm của căn cứ. Bọc giáp tốt hơn. Lưu trữ nhiều vật phẩm hơn lõi Pháo đài.
|
block.core-citadel.description = Trung tâm của căn cứ. Bọc giáp tốt hơn. Lưu trữ nhiều vật phẩm hơn lõi Pháo đài.
|
||||||
block.core-acropolis.description = Trung tâm của căn cứ. Được bọc giáp rất tốt. Lưu trữ nhiều vật phẩm hơn lõi Thủ Phủ.
|
block.core-acropolis.description = Trung tâm của căn cứ. Được bọc giáp rất tốt. Lưu trữ nhiều vật phẩm hơn lõi Thủ Phủ.
|
||||||
block.breach.description = Bắn đạn beryl hoặc tungsten xuyên thấu vào kẻ địch.
|
block.breach.description = Bắn các loại đạn xuyên thấu vào kẻ địch.
|
||||||
block.diffuse.description = Bắn một loạt đạn mảnh theo hình nón. Đẩy kẻ địch về phía sau.
|
block.diffuse.description = Bắn một loạt đạn mảnh theo hình nón. Đẩy kẻ địch về phía sau.
|
||||||
block.sublimate.description = Thổi tia lửa mạnh liên tục vào kẻ địch. Xuyên giáp.
|
block.sublimate.description = Thổi tia lửa mạnh liên tục vào kẻ địch. Xuyên giáp.
|
||||||
block.titan.description = Bắn đạn pháo nổ khổng lồ vào các mục tiêu trên mặt đất. Yêu cầu hy-đrô lỏng.
|
block.titan.description = Bắn đạn pháo nổ khổng lồ vào các mục tiêu trên mặt đất. Yêu cầu hy-đrô lỏng.
|
||||||
@@ -2258,7 +2282,7 @@ block.electric-heater.description = Làm nóng công trình. Yêu cầu một l
|
|||||||
block.slag-heater.description = Làm nóng công trinh. Yêu cầu xỉ.
|
block.slag-heater.description = Làm nóng công trinh. Yêu cầu xỉ.
|
||||||
block.phase-heater.description = Làm nóng công trình. Yêu cầu sợi lượng tử.
|
block.phase-heater.description = Làm nóng công trình. Yêu cầu sợi lượng tử.
|
||||||
block.heat-redirector.description = Chuyển lượng nhiệt nhận được sang các khối khác.
|
block.heat-redirector.description = Chuyển lượng nhiệt nhận được sang các khối khác.
|
||||||
block.small-heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.small-heat-redirector.description = Chuyển lượng nhiệt nhận được sang các khối khác.
|
||||||
block.heat-router.description = Phân phát nhiệt nhận được sang ba hướng đầu ra.
|
block.heat-router.description = Phân phát nhiệt nhận được sang ba hướng đầu ra.
|
||||||
block.electrolyzer.description = Chuyển đổi nước thành hy-đrô lỏng và khí ô-zôn. Các khí xuất hai hướng đối nhau, được đánh dấu bằng các màu tương ứng.
|
block.electrolyzer.description = Chuyển đổi nước thành hy-đrô lỏng và khí ô-zôn. Các khí xuất hai hướng đối nhau, được đánh dấu bằng các màu tương ứng.
|
||||||
block.atmospheric-concentrator.description = Cô đặc ni-tơ từ khí quyển. Yêu cầu nhiệt.
|
block.atmospheric-concentrator.description = Cô đặc ni-tơ từ khí quyển. Yêu cầu nhiệt.
|
||||||
@@ -2271,7 +2295,7 @@ block.vent-condenser.description = Ngưng tụ khí từ lỗ hơi nước để
|
|||||||
block.plasma-bore.description = Khi được đặt đối diện với một bức tường quặng, sản xuất vô hạn vật phẩm. Yêu cầu một lượng điện nhỏ.\nTùy chọn sử dụng hy-đrô lỏng để tăng hiệu suất.
|
block.plasma-bore.description = Khi được đặt đối diện với một bức tường quặng, sản xuất vô hạn vật phẩm. Yêu cầu một lượng điện nhỏ.\nTùy chọn sử dụng hy-đrô lỏng để tăng hiệu suất.
|
||||||
block.large-plasma-bore.description = Một máy khoan plasma lớn hơn. Có thể khoan tungsten và thori. Yêu cầu hy-đrô lỏng và điện.\nTùy chọn sử dụng ni-tơ lỏng để tăng hiệu suất.
|
block.large-plasma-bore.description = Một máy khoan plasma lớn hơn. Có thể khoan tungsten và thori. Yêu cầu hy-đrô lỏng và điện.\nTùy chọn sử dụng ni-tơ lỏng để tăng hiệu suất.
|
||||||
block.cliff-crusher.description = Nghiền vách đá, xuất ra cát vô hạn. Yêu cầu năng lượng. Hiệu quả thay đổi dựa theo loại vách đá.
|
block.cliff-crusher.description = Nghiền vách đá, xuất ra cát vô hạn. Yêu cầu năng lượng. Hiệu quả thay đổi dựa theo loại vách đá.
|
||||||
block.large-cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power and ozone. Efficiency varies based on type of wall. Optionally consumes tungsten to increase efficiency.
|
block.large-cliff-crusher.description = Nghiền vách đá, xuất ra cát vô hạn. Yêu cầu năng lượng và ôzôn. Hiệu quả thay đổi dựa theo loại vách đá. Tùy chọn tiêu thụ tungsten để gia tăng hiệu suất.
|
||||||
block.impact-drill.description = Khi được đặt lên một loại quặng, sản xuất vô hạn vật phẩm. Yêu cầu điện và nước.
|
block.impact-drill.description = Khi được đặt lên một loại quặng, sản xuất vô hạn vật phẩm. Yêu cầu điện và nước.
|
||||||
block.eruption-drill.description = Phiên bản cải tiến của máy khoan động lực. Có thể khoan thori. Yêu cầu hy-đrô lỏng.
|
block.eruption-drill.description = Phiên bản cải tiến của máy khoan động lực. Có thể khoan thori. Yêu cầu hy-đrô lỏng.
|
||||||
block.reinforced-conduit.description = Di chuyển chất lỏng về phía trước. Không nhận đầu vào nếu không phải ống dẫn từ các bên.
|
block.reinforced-conduit.description = Di chuyển chất lỏng về phía trước. Không nhận đầu vào nếu không phải ống dẫn từ các bên.
|
||||||
@@ -2396,6 +2420,7 @@ unit.emanate.description = Xây công trình để phòng thủ lõi Đại đô
|
|||||||
lst.read = Đọc một số từ bộ nhớ được liên kết.
|
lst.read = Đọc một số từ bộ nhớ được liên kết.
|
||||||
lst.write = Ghi một số vào bộ nhớ được liên kết.
|
lst.write = Ghi một số vào bộ nhớ được liên kết.
|
||||||
lst.print = Thêm văn bản vào bộ đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
|
lst.print = Thêm văn bản vào bộ đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
|
||||||
|
lst.printchar = Thêm một ký tự UTF-16 hoặc biểu tượng nội dung vào bộ đệm in.\nKhông hiển thị gì cho đến khi [accent]Print Flush[] được sử dụng.
|
||||||
lst.format = Thay thế từ giữ chỗ tiếp theo trong bộ đệm văn bản bằng giá trị.\nKhông làm gì nếu khuôn mẫu từ giữ chỗ không hợp lệ.\nKhuôn mẫu từ giữ chỗ: "{[accent]số 0-9[]}"\nVí dụ:\n[accent]print "ví dụ {0}"\nformat "mẫu"
|
lst.format = Thay thế từ giữ chỗ tiếp theo trong bộ đệm văn bản bằng giá trị.\nKhông làm gì nếu khuôn mẫu từ giữ chỗ không hợp lệ.\nKhuôn mẫu từ giữ chỗ: "{[accent]số 0-9[]}"\nVí dụ:\n[accent]print "ví dụ {0}"\nformat "mẫu"
|
||||||
lst.draw = Thêm một thao tác vào bộ đệm vẽ.\nKhông hiển thị gì cho đến khi [accent]Draw Flush[] được sử dụng.
|
lst.draw = Thêm một thao tác vào bộ đệm vẽ.\nKhông hiển thị gì cho đến khi [accent]Draw Flush[] được sử dụng.
|
||||||
lst.drawflush = Đẩy các thao tác [accent]Draw[] theo trình tự đến màn hình.
|
lst.drawflush = Đẩy các thao tác [accent]Draw[] theo trình tự đến màn hình.
|
||||||
@@ -2644,3 +2669,29 @@ lenum.autoscale = Có chia tỷ lệ điểm đánh dấu tương ứng với m
|
|||||||
lenum.posi = Vị trí theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là vị trí đầu tiên.
|
lenum.posi = Vị trí theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là vị trí đầu tiên.
|
||||||
lenum.uvi = Vị trí của kết cấu trong phạm vi từ 0 đến 1, dùng cho đánh dấu tứ giác.
|
lenum.uvi = Vị trí của kết cấu trong phạm vi từ 0 đến 1, dùng cho đánh dấu tứ giác.
|
||||||
lenum.colori = Màu theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là màu đầu tiên.
|
lenum.colori = Màu theo chỉ số, dùng cho điểm đánh dấu đường kẻ và tứ giác với 0 là màu đầu tiên.
|
||||||
|
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||||
|
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||||
|
lenum.currentwavetime = Wave countdown in ticks.
|
||||||
|
lenum.waves = Whether waves are spawnable at all.
|
||||||
|
lenum.wavesending = Whether the waves can be manually summoned with the play button.
|
||||||
|
lenum.attackmode = Determines if gamemode is attack mode.
|
||||||
|
lenum.wavespacing = Time between waves in ticks.
|
||||||
|
lenum.enemycorebuildradius = No-build zone around enemy core radius.
|
||||||
|
lenum.dropzoneradius = Radius around enemy wave drop zones.
|
||||||
|
lenum.unitcap = Base unit cap. Can still be increased by blocks.
|
||||||
|
lenum.lighting = Whether ambient lighting is enabled.
|
||||||
|
lenum.buildspeed = Multiplier for building speed.
|
||||||
|
lenum.unithealth = How much health units start with.
|
||||||
|
lenum.unitbuildspeed = How fast unit factories build units.
|
||||||
|
lenum.unitcost = Multiplier of resources that units take to build.
|
||||||
|
lenum.unitdamage = How much damage units deal.
|
||||||
|
lenum.blockhealth = How much health blocks start with.
|
||||||
|
lenum.blockdamage = How much damage blocks (turrets) deal.
|
||||||
|
lenum.rtsminweight = Minimum "advantage" needed for a squad to attack. Higher -> more cautious.
|
||||||
|
lenum.rtsminsquad = Minimum size of attack squads.
|
||||||
|
lenum.maparea = Playable map area. Anything outside the area will not be interactable.
|
||||||
|
lenum.ambientlight = Ambient light color. Used when lighting is enabled.
|
||||||
|
lenum.solarmultiplier = Multiplies power output of solar panels.
|
||||||
|
lenum.dragmultiplier = Environment drag multiplier.
|
||||||
|
lenum.ban = Blocks or units that cannot be placed or built.
|
||||||
|
lenum.unban = Unban a unit or block.
|
||||||
|
|||||||
@@ -446,11 +446,11 @@ editor.rules = 规则
|
|||||||
editor.generation = 生成
|
editor.generation = 生成
|
||||||
editor.objectives = 目标
|
editor.objectives = 目标
|
||||||
editor.locales = 本地化语言包
|
editor.locales = 本地化语言包
|
||||||
editor.worldprocessors = World Processors
|
editor.worldprocessors = 世界处理器
|
||||||
editor.worldprocessors.editname = Edit Name
|
editor.worldprocessors.editname = 命名
|
||||||
editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
|
editor.worldprocessors.none = [lightgray]未找到世界处理器!\n请在地图编辑器中添加或使用下方的\ue813 添加按钮。
|
||||||
editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
|
editor.worldprocessors.nospace = 没有足够空间放置世界处理器!\n您是否在地图上布满了建筑?为什么要这样做?
|
||||||
editor.worldprocessors.delete.confirm = Are you sure you want to delete this world processor?\n\nIf it is surrounded by walls, it will be replaced by an environmental wall.
|
editor.worldprocessors.delete.confirm = 你确定要删除这个世界处理器吗?\n\n如果其周围有环境墙体,将由环境墙体取代。
|
||||||
editor.ingame = 游戏内编辑
|
editor.ingame = 游戏内编辑
|
||||||
editor.playtest = 游戏内测试
|
editor.playtest = 游戏内测试
|
||||||
editor.publish.workshop = 上传到创意工坊
|
editor.publish.workshop = 上传到创意工坊
|
||||||
@@ -508,7 +508,7 @@ editor.default = [lightgray]<默认>
|
|||||||
details = 详情…
|
details = 详情…
|
||||||
edit = 编辑…
|
edit = 编辑…
|
||||||
variables = 变量
|
variables = 变量
|
||||||
logic.clear.confirm = Are you sure you want to clear all code from this processor?
|
logic.clear.confirm = 您确定要清除该处理器的所有代码吗?
|
||||||
logic.globals = 内置变量
|
logic.globals = 内置变量
|
||||||
editor.name = 名称:
|
editor.name = 名称:
|
||||||
editor.spawn = 生成单位
|
editor.spawn = 生成单位
|
||||||
@@ -724,14 +724,18 @@ loadout = 装运
|
|||||||
resources = 资源
|
resources = 资源
|
||||||
resources.max = 最大
|
resources.max = 最大
|
||||||
bannedblocks = 禁用建筑
|
bannedblocks = 禁用建筑
|
||||||
|
unbannedblocks = Unbanned Blocks
|
||||||
objectives = 任务目标
|
objectives = 任务目标
|
||||||
bannedunits = 禁用单位
|
bannedunits = 禁用单位
|
||||||
|
unbannedunits = Unbanned Units
|
||||||
bannedunits.whitelist = 仅启用选中的单位
|
bannedunits.whitelist = 仅启用选中的单位
|
||||||
bannedblocks.whitelist = 仅启用选中的建筑
|
bannedblocks.whitelist = 仅启用选中的建筑
|
||||||
addall = 全部装运
|
addall = 全部装运
|
||||||
launch.from = 发射自:[accent]{0}
|
launch.from = 发射自:[accent]{0}
|
||||||
launch.capacity = 装运物品: [accent]{0}
|
launch.capacity = 装运物品: [accent]{0}
|
||||||
launch.destination = 目的地:{0}
|
launch.destination = 目的地:{0}
|
||||||
|
landing.sources = Source Sectors: [accent]{0}[]
|
||||||
|
landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min
|
||||||
configure.invalid = 数量必须在0到{0}之间。
|
configure.invalid = 数量必须在0到{0}之间。
|
||||||
add = 添加…
|
add = 添加…
|
||||||
guardian = Boss
|
guardian = Boss
|
||||||
@@ -771,7 +775,9 @@ sectors.stored = 贮存:
|
|||||||
sectors.resume = 继续
|
sectors.resume = 继续
|
||||||
sectors.launch = 发射
|
sectors.launch = 发射
|
||||||
sectors.select = 选择
|
sectors.select = 选择
|
||||||
|
sectors.launchselect = Select Launch Destination
|
||||||
sectors.nonelaunch = [lightgray]无(自动销毁)
|
sectors.nonelaunch = [lightgray]无(自动销毁)
|
||||||
|
sectors.redirect = Redirect Launch Pads
|
||||||
sectors.rename = 重命名区块
|
sectors.rename = 重命名区块
|
||||||
sectors.enemybase = [scarlet]敌方基地
|
sectors.enemybase = [scarlet]敌方基地
|
||||||
sectors.vulnerable = [scarlet]易受攻击
|
sectors.vulnerable = [scarlet]易受攻击
|
||||||
@@ -1035,6 +1041,7 @@ stat.buildspeedmultiplier = 建造速度倍率
|
|||||||
stat.reactive = 反应
|
stat.reactive = 反应
|
||||||
stat.immunities = 免疫
|
stat.immunities = 免疫
|
||||||
stat.healing = 治疗
|
stat.healing = 治疗
|
||||||
|
stat.efficiency = [stat]{0}% Efficiency
|
||||||
|
|
||||||
ability.forcefield = 力墙场
|
ability.forcefield = 力墙场
|
||||||
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
|
ability.forcefield.description = 投射一个能吸收子弹的力场护盾
|
||||||
@@ -1082,6 +1089,7 @@ ability.stat.buildtime = [stat]{0} 秒[lightgray] 建造时间
|
|||||||
|
|
||||||
bar.onlycoredeposit = 仅核心可丢入资源
|
bar.onlycoredeposit = 仅核心可丢入资源
|
||||||
bar.drilltierreq = 需要更高级的钻头
|
bar.drilltierreq = 需要更高级的钻头
|
||||||
|
bar.nobatterypower = Insufficieny Battery Power
|
||||||
bar.noresources = 资源不足
|
bar.noresources = 资源不足
|
||||||
bar.corereq = 需要核心基座
|
bar.corereq = 需要核心基座
|
||||||
bar.corefloor = 需要核心地板
|
bar.corefloor = 需要核心地板
|
||||||
@@ -1090,6 +1098,7 @@ bar.drillspeed = 挖掘速度:{0}/秒
|
|||||||
bar.pumpspeed = 泵送速度:{0}/秒
|
bar.pumpspeed = 泵送速度:{0}/秒
|
||||||
bar.efficiency = 效率:{0}%
|
bar.efficiency = 效率:{0}%
|
||||||
bar.boost = 超速:+{0}%
|
bar.boost = 超速:+{0}%
|
||||||
|
bar.powerbuffer = Battery Power: {0}/{1}
|
||||||
bar.powerbalance = 电力:{0}/秒
|
bar.powerbalance = 电力:{0}/秒
|
||||||
bar.powerstored = 电力储存:{0}/{1}
|
bar.powerstored = 电力储存:{0}/{1}
|
||||||
bar.poweramount = 电力:{0}
|
bar.poweramount = 电力:{0}
|
||||||
@@ -1100,6 +1109,7 @@ bar.capacity = 容量:{0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = 液体
|
bar.liquid = 液体
|
||||||
bar.heat = 热量
|
bar.heat = 热量
|
||||||
|
bar.cooldown = Cooldown
|
||||||
bar.instability = 不稳定性
|
bar.instability = 不稳定性
|
||||||
bar.heatamount = 热量: {0}
|
bar.heatamount = 热量: {0}
|
||||||
bar.heatpercent = 热量: {0} ({1}%)
|
bar.heatpercent = 热量: {0} ({1}%)
|
||||||
@@ -1124,6 +1134,7 @@ bullet.interval = [stat]{0}/秒[lightgray] 分裂子弹:
|
|||||||
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
bullet.frags = [stat]{0}[lightgray]x分裂子弹:
|
||||||
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
bullet.lightning = [stat]{0}[lightgray]x闪电~[stat]{1}[lightgray]伤害
|
||||||
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
bullet.buildingdamage = [stat]{0}%[lightgray]对建筑伤害
|
||||||
|
bullet.shielddamage = [stat]{0}%[lightgray] shield damage
|
||||||
bullet.knockback = [stat]{0}[lightgray]击退
|
bullet.knockback = [stat]{0}[lightgray]击退
|
||||||
bullet.pierce = [stat]{0}[lightgray]x穿透
|
bullet.pierce = [stat]{0}[lightgray]x穿透
|
||||||
bullet.infinitepierce = [stat]无限穿透
|
bullet.infinitepierce = [stat]无限穿透
|
||||||
@@ -1150,6 +1161,7 @@ unit.minutes = 分
|
|||||||
unit.persecond = /秒
|
unit.persecond = /秒
|
||||||
unit.perminute = /分
|
unit.perminute = /分
|
||||||
unit.timesspeed = x速度
|
unit.timesspeed = x速度
|
||||||
|
unit.multiplier = x
|
||||||
unit.percent = %
|
unit.percent = %
|
||||||
unit.shieldhealth = 护盾容量
|
unit.shieldhealth = 护盾容量
|
||||||
unit.items = 物品
|
unit.items = 物品
|
||||||
@@ -1226,11 +1238,13 @@ setting.mutemusic.name = 禁用音乐
|
|||||||
setting.sfxvol.name = 音效音量
|
setting.sfxvol.name = 音效音量
|
||||||
setting.mutesound.name = 禁用音效
|
setting.mutesound.name = 禁用音效
|
||||||
setting.crashreport.name = 发送匿名的崩溃报告
|
setting.crashreport.name = 发送匿名的崩溃报告
|
||||||
|
setting.communityservers.name = Fetch Community Server List
|
||||||
setting.savecreate.name = 自动创建存档
|
setting.savecreate.name = 自动创建存档
|
||||||
setting.steampublichost.name = 公共游戏可见性
|
setting.steampublichost.name = 公共游戏可见性
|
||||||
setting.playerlimit.name = 玩家数量限制
|
setting.playerlimit.name = 玩家数量限制
|
||||||
setting.chatopacity.name = 聊天界面不透明度
|
setting.chatopacity.name = 聊天界面不透明度
|
||||||
setting.lasersopacity.name = 电力连接线不透明度
|
setting.lasersopacity.name = 电力连接线不透明度
|
||||||
|
setting.unitlaseropacity.name = Unit Mining Beam Opacity
|
||||||
setting.bridgeopacity.name = 桥梁不透明度
|
setting.bridgeopacity.name = 桥梁不透明度
|
||||||
setting.playerchat.name = 显示玩家聊天气泡
|
setting.playerchat.name = 显示玩家聊天气泡
|
||||||
setting.showweather.name = 显示天气效果
|
setting.showweather.name = 显示天气效果
|
||||||
@@ -1273,17 +1287,18 @@ keybind.unit_stance_hold_fire.name = 单位姿态:停火
|
|||||||
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
keybind.unit_stance_pursue_target.name = 单位姿态:追逐目标
|
||||||
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
keybind.unit_stance_patrol.name = 单位姿态:巡逻
|
||||||
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
keybind.unit_stance_ram.name = 单位姿态:冲锋
|
||||||
keybind.unit_command_move.name = Unit Command: Move
|
keybind.unit_command_move.name = 单位命令: 移动
|
||||||
keybind.unit_command_repair.name = Unit Command: Repair
|
keybind.unit_command_repair.name = 单位命令: 修复
|
||||||
keybind.unit_command_rebuild.name = Unit Command: Rebuild
|
keybind.unit_command_rebuild.name = 单位命令: 重建
|
||||||
keybind.unit_command_assist.name = Unit Command: Assist
|
keybind.unit_command_assist.name = 单位命令: 协助
|
||||||
keybind.unit_command_mine.name = Unit Command: Mine
|
keybind.unit_command_mine.name = 单位命令: 采矿
|
||||||
keybind.unit_command_boost.name = Unit Command: Boost
|
keybind.unit_command_boost.name = 单位命令: 助推
|
||||||
keybind.unit_command_load_units.name = Unit Command: Load Units
|
keybind.unit_command_load_units.name = 单位命令: 装载单位
|
||||||
keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
|
keybind.unit_command_load_blocks.name = 单位命令: 转载建筑
|
||||||
keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
|
keybind.unit_command_unload_payload.name = 单位命令: 卸载有效载荷
|
||||||
keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
|
keybind.unit_command_enter_payload.name = 单位命令: 进入入有效载荷
|
||||||
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
|
||||||
|
|
||||||
keybind.rebuild_select.name = 重建建筑
|
keybind.rebuild_select.name = 重建建筑
|
||||||
keybind.schematic_select.name = 框选建筑
|
keybind.schematic_select.name = 框选建筑
|
||||||
keybind.schematic_menu.name = 蓝图目录
|
keybind.schematic_menu.name = 蓝图目录
|
||||||
@@ -1359,12 +1374,13 @@ rules.disableworldprocessors = 禁用世界处理器
|
|||||||
rules.schematic = 允许使用蓝图
|
rules.schematic = 允许使用蓝图
|
||||||
rules.wavetimer = 波次计时器
|
rules.wavetimer = 波次计时器
|
||||||
rules.wavesending = 波次可跳波
|
rules.wavesending = 波次可跳波
|
||||||
rules.allowedit = Allow Editing Rules
|
rules.allowedit = 允许编辑规则
|
||||||
rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
|
rules.allowedit.info = 启用后,玩家可以通过暂停菜单左下角的按钮在游戏中编辑规则。
|
||||||
rules.alloweditworldprocessors = Allow Editing World Processors
|
rules.alloweditworldprocessors = Allow Editing World Processors
|
||||||
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
|
||||||
|
|
||||||
rules.waves = 波次
|
rules.waves = 波次
|
||||||
rules.airUseSpawns = Air units use spawn points
|
rules.airUseSpawns = 空军单位刷怪点
|
||||||
rules.attack = 进攻模式
|
rules.attack = 进攻模式
|
||||||
rules.buildai = 基础建筑者 AI
|
rules.buildai = 基础建筑者 AI
|
||||||
rules.buildaitier = 建筑者 AI 等级
|
rules.buildaitier = 建筑者 AI 等级
|
||||||
@@ -1386,12 +1402,14 @@ rules.unitcostmultiplier = 单位生产花费倍率
|
|||||||
rules.unithealthmultiplier = 单位生命倍率
|
rules.unithealthmultiplier = 单位生命倍率
|
||||||
rules.unitdamagemultiplier = 单位伤害倍率
|
rules.unitdamagemultiplier = 单位伤害倍率
|
||||||
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
rules.unitcrashdamagemultiplier = 单位坠毁伤害倍率
|
||||||
|
rules.unitminespeedmultiplier = Unit Mine Speed Multiplier
|
||||||
rules.solarmultiplier = 太阳能发电倍率
|
rules.solarmultiplier = 太阳能发电倍率
|
||||||
rules.unitcapvariable = 核心可增加单位上限
|
rules.unitcapvariable = 核心可增加单位上限
|
||||||
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
|
rules.unitpayloadsexplode = 单位携带载荷与单位一起爆炸
|
||||||
rules.unitcap = 基础单位上限
|
rules.unitcap = 基础单位上限
|
||||||
rules.limitarea = 限制地图有效区域
|
rules.limitarea = 限制地图有效区域
|
||||||
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
rules.enemycorebuildradius = 敌方核心不可建造区域半径:[lightgray](格)
|
||||||
|
rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles)
|
||||||
rules.wavespacing = 波次间隔:[lightgray](秒)
|
rules.wavespacing = 波次间隔:[lightgray](秒)
|
||||||
rules.initialwavespacing = 第一波间隔:[lightgray](秒)
|
rules.initialwavespacing = 第一波间隔:[lightgray](秒)
|
||||||
rules.buildcostmultiplier = 建造花费倍率
|
rules.buildcostmultiplier = 建造花费倍率
|
||||||
@@ -1414,6 +1432,9 @@ rules.title.planet = 星球
|
|||||||
rules.lighting = 环境光
|
rules.lighting = 环境光
|
||||||
rules.fog = 战争迷雾
|
rules.fog = 战争迷雾
|
||||||
rules.invasions = Enemy Sector Invasions
|
rules.invasions = Enemy Sector Invasions
|
||||||
|
rules.legacylaunchpads = Legacy Launch Pad Mechanics
|
||||||
|
rules.legacylaunchpads.info = Allows using launch pads without landing pads, as in 7.0.
|
||||||
|
landingpad.legacy.disabled = [scarlet]\ue815 Disabled[lightgray] (Legacy Launch Pads enabled)
|
||||||
rules.showspawns = Show Enemy Spawns
|
rules.showspawns = Show Enemy Spawns
|
||||||
rules.randomwaveai = Unpredictable Wave AI
|
rules.randomwaveai = Unpredictable Wave AI
|
||||||
rules.fire = 允许火焰产生并蔓延
|
rules.fire = 允许火焰产生并蔓延
|
||||||
@@ -1425,8 +1446,9 @@ rules.weather.frequency = 周期:
|
|||||||
rules.weather.always = 永久
|
rules.weather.always = 永久
|
||||||
rules.weather.duration = 时长:
|
rules.weather.duration = 时长:
|
||||||
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
|
||||||
rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
|
rules.placerangecheck.info = 防止玩家在敌方建筑附近放置任何东西。在尝试放置炮塔时,范围会增大,因此炮塔无法接近敌人。
|
||||||
rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
|
rules.onlydepositcore.info = 阻止单位向除核心区以外的任何建筑物存放物品。
|
||||||
|
|
||||||
|
|
||||||
content.item.name = 物品
|
content.item.name = 物品
|
||||||
content.liquid.name = 液体
|
content.liquid.name = 液体
|
||||||
@@ -1434,7 +1456,7 @@ content.unit.name = 单位
|
|||||||
content.block.name = 建筑
|
content.block.name = 建筑
|
||||||
content.status.name = 状态效果
|
content.status.name = 状态效果
|
||||||
content.sector.name = 战役区块
|
content.sector.name = 战役区块
|
||||||
content.team.name = 派系
|
content.team.name = 队伍
|
||||||
|
|
||||||
wallore = (墙)
|
wallore = (墙)
|
||||||
|
|
||||||
@@ -1734,6 +1756,8 @@ block.meltdown.name = 熔毁
|
|||||||
block.foreshadow.name = 厄兆
|
block.foreshadow.name = 厄兆
|
||||||
block.container.name = 容器
|
block.container.name = 容器
|
||||||
block.launch-pad.name = 发射台
|
block.launch-pad.name = 发射台
|
||||||
|
block.advanced-launch-pad.name = Launch Pad
|
||||||
|
block.landing-pad.name = Landing Pad
|
||||||
block.segment.name = 裂解
|
block.segment.name = 裂解
|
||||||
block.ground-factory.name = 陆军工厂
|
block.ground-factory.name = 陆军工厂
|
||||||
block.air-factory.name = 空军工厂
|
block.air-factory.name = 空军工厂
|
||||||
@@ -2184,7 +2208,9 @@ block.vault.description = 大量存储各种类型的物品。 可使用装卸
|
|||||||
block.container.description = 少量存储各种类型的物品。 可使用装卸器卸载物品。
|
block.container.description = 少量存储各种类型的物品。 可使用装卸器卸载物品。
|
||||||
block.unloader.description = 从周围的建筑卸载指定物品。
|
block.unloader.description = 从周围的建筑卸载指定物品。
|
||||||
block.launch-pad.description = 将货物发射至指定区块。
|
block.launch-pad.description = 将货物发射至指定区块。
|
||||||
block.launch-pad.details = 用于资源点对点运输的亚轨道系统。 载荷仓很脆弱,再入大气时无法保留。
|
block.advanced-launch-pad.description = Launches batches of items to selected sectors. Only accepts one item type at a time.
|
||||||
|
block.advanced-launch-pad.details = Sub-orbital system for point-to-point transportation of resources.
|
||||||
|
block.landing-pad.description = Receives items from launch pads in other sectors. Requires large amounts of water to protect against impacts of landings.
|
||||||
block.duo.description = 交替向敌人发射子弹。
|
block.duo.description = 交替向敌人发射子弹。
|
||||||
block.scatter.description = 向敌方战机发射铅、 废料或钢化玻璃高射炮弹。
|
block.scatter.description = 向敌方战机发射铅、 废料或钢化玻璃高射炮弹。
|
||||||
block.scorch.description = 焚烧任何靠近它的地面敌人。 近距离内十分有效。
|
block.scorch.description = 焚烧任何靠近它的地面敌人。 近距离内十分有效。
|
||||||
@@ -2385,7 +2411,8 @@ unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对
|
|||||||
lst.read = 从连接的内存读取数字
|
lst.read = 从连接的内存读取数字
|
||||||
lst.write = 向连接的内存写入数字
|
lst.write = 向连接的内存写入数字
|
||||||
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
lst.print = 添加文字到打印缓存\n使用[accent]Print Flush[]后才会真正显示
|
||||||
lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
|
lst.printchar = Add a UTF-16 character or content icon to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||||
|
lst.format = 用一个值替换文本缓冲区中的下一个占位符。\n如果占位符模式无效,则不会执行任何操作。\n占位模式: "{[accent]number 0-9[]}"\n示例:\n[accent]print "test {0}"\n格式 "示例"
|
||||||
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
lst.draw = 添加绘图操作到绘图缓存\n使用[accent]Draw Flush[]后才会真正显示
|
||||||
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
lst.drawflush = 将绘图缓存中的[accent]Draw[]队列刷新到显示屏
|
||||||
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
lst.printflush = 将打印缓存中的[accent]Print[]队列刷新到信息板
|
||||||
@@ -2615,7 +2642,7 @@ lenum.payenter = 进入/降落到单位下方的荷载方块中
|
|||||||
lenum.flag = 给单位赋予数字形式的标记
|
lenum.flag = 给单位赋予数字形式的标记
|
||||||
lenum.mine = 从某个位置采集矿物
|
lenum.mine = 从某个位置采集矿物
|
||||||
lenum.build = 建造建筑
|
lenum.build = 建造建筑
|
||||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
lenum.getblock = 根据坐标获取建筑物、环境块和环境墙体类型。\n单位必须在位置范围内,否则返回空值。
|
||||||
lenum.within = 检查单位是否接近了某个位置
|
lenum.within = 检查单位是否接近了某个位置
|
||||||
lenum.boost = 开始/停止助推
|
lenum.boost = 开始/停止助推
|
||||||
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
lenum.flushtext = 如果适用的话,将打印缓冲区的内容刷新到标记。\n如果 fetch 设置为 true,则尝试从地图本地化包或游戏的包中获取属性。
|
||||||
@@ -2625,3 +2652,30 @@ lenum.autoscale = 是否根据玩家的缩放级别缩放标记。
|
|||||||
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
lenum.posi = 索引位置,用于线和四边形标记,索引零表示第一个位置。
|
||||||
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
lenum.uvi = 纹理的位置范围从零到一,用于四边形标记。
|
||||||
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
lenum.colori = 索引位置,用于线和四边形标记,索引零表示第一个颜色。
|
||||||
|
|
||||||
|
lenum.wavetimer = 波次是否自动出现在计时器上。如果没有,按下播放按钮时会出现波次
|
||||||
|
lenum.wave = 当前波数,可以是非波次模式下的任何值
|
||||||
|
lenum.currentwavetime = 波次倒计时(以tick为单位)
|
||||||
|
lenum.waves = 波次是否可以生成
|
||||||
|
lenum.wavesending = 是否可以通过播放按钮手动生成波次
|
||||||
|
lenum.attackmode = 确定游戏模式是否为攻击模式
|
||||||
|
lenum.wavespacing = 波形之间的时间(以tick为单位)
|
||||||
|
lenum.enemycorebuildradius = 敌人核心半径周围无建筑区
|
||||||
|
lenum.dropzoneradius = 敌人出生点周围的半径
|
||||||
|
lenum.unitcap = 基本单位上限。但仍然可以通过方块增加
|
||||||
|
lenum.lighting = 是否启用环境照明
|
||||||
|
lenum.buildspeed = 建筑速度倍率
|
||||||
|
lenum.unithealth = 单位受伤减免, 计算方式是伤害除以减免值
|
||||||
|
lenum.unitbuildspeed = 单元工厂建造单元的速度
|
||||||
|
lenum.unitcost = 单位建设所需资源的倍率
|
||||||
|
lenum.unitdamage = 单位造成多少伤害
|
||||||
|
lenum.blockhealth = 方块受伤减免, 计算方式是伤害除以减免值
|
||||||
|
lenum.blockdamage = 方块(炮塔)造成的伤害有多大
|
||||||
|
lenum.rtsminweight = 进攻小队所需的最小“优势”。越高->越谨慎
|
||||||
|
lenum.rtsminsquad = 攻击小队的最小规模
|
||||||
|
lenum.maparea = 设置区域范围
|
||||||
|
lenum.ambientlight = 环境光颜色,启用照明时使用
|
||||||
|
lenum.solarmultiplier = 太阳能电池板的功率输出倍率
|
||||||
|
lenum.dragmultiplier = 环境阻力乘数
|
||||||
|
lenum.ban = 无法放置或构建的块或单元
|
||||||
|
lenum.unban = 取消ban
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -28,7 +28,7 @@ William So
|
|||||||
beito
|
beito
|
||||||
BeefEX
|
BeefEX
|
||||||
Lorex
|
Lorex
|
||||||
老滑稽
|
老滑稽/酪桦姬
|
||||||
Spico The Spirit Guy
|
Spico The Spirit Guy
|
||||||
RTOmega
|
RTOmega
|
||||||
TunacanGamer
|
TunacanGamer
|
||||||
@@ -170,3 +170,5 @@ Mythril
|
|||||||
hexagon-recursion
|
hexagon-recursion
|
||||||
JasonP01
|
JasonP01
|
||||||
BlueTheCube
|
BlueTheCube
|
||||||
|
sasha0552
|
||||||
|
1ue999
|
||||||
|
|||||||
@@ -595,3 +595,5 @@
|
|||||||
63087=scathe-missile-phase|unit-scathe-missile-phase-ui
|
63087=scathe-missile-phase|unit-scathe-missile-phase-ui
|
||||||
63086=scathe-missile-surge|unit-scathe-missile-surge-ui
|
63086=scathe-missile-surge|unit-scathe-missile-surge-ui
|
||||||
63085=scathe-missile-surge-split|unit-scathe-missile-surge-split-ui
|
63085=scathe-missile-surge-split|unit-scathe-missile-surge-split-ui
|
||||||
|
63084=advanced-launch-pad|block-advanced-launch-pad-ui
|
||||||
|
63083=landing-pad|block-landing-pad-ui
|
||||||
|
|||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -27,6 +27,10 @@ bool cont(vec2 T, vec2 v){
|
|||||||
id(T + vec2(-step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
|
id(T + vec2(-step, -step) * v, base) || id(T + vec2(-step, step) * v, base));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec4 blend(vec4 dst, vec4 src){
|
||||||
|
return src * src.a + dst * (1.0 - src.a);
|
||||||
|
}
|
||||||
|
|
||||||
void main(){
|
void main(){
|
||||||
|
|
||||||
vec2 t = v_texCoords.xy;
|
vec2 t = v_texCoords.xy;
|
||||||
@@ -41,11 +45,11 @@ void main(){
|
|||||||
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
|
float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0;
|
||||||
|
|
||||||
if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
|
if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){
|
||||||
gl_FragColor = v_color;
|
gl_FragColor = blend(color, v_color);
|
||||||
}else if(dst > (1.0-u_progress) * (center.x)){
|
}else if(dst > (1.0-u_progress) * (center.x)){
|
||||||
gl_FragColor = color;
|
gl_FragColor = color;
|
||||||
}else if((dst + 2.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
|
}else if((dst + 2.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){
|
||||||
gl_FragColor = v_color;
|
gl_FragColor = blend(color, v_color);
|
||||||
}else{
|
}else{
|
||||||
gl_FragColor = vec4(0.0);
|
gl_FragColor = vec4(0.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -494,7 +494,11 @@ public class Vars implements Loadable{
|
|||||||
|
|
||||||
//router
|
//router
|
||||||
if(locale.toString().equals("router")){
|
if(locale.toString().equals("router")){
|
||||||
bundle.debug("router");
|
I18NBundle defBundle = I18NBundle.createBundle(Core.files.internal("bundles/bundle"));
|
||||||
|
String router = Character.toString(Iconc.blockRouter);
|
||||||
|
for(String s : bundle.getKeys()){
|
||||||
|
bundle.getProperties().put(s, Strings.stripColors(defBundle.get(s)).replaceAll("\\S", router));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -82,6 +82,15 @@ public class CommandAI extends AIController{
|
|||||||
commandTarget(target, false);
|
commandTarget(target, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//pursue the target for patrol, keeping the current position
|
||||||
|
if(stance == UnitStance.patrol && target != null && attackTarget == null){
|
||||||
|
//commanding a target overwrites targetPos, so add it to the queue
|
||||||
|
if(targetPos != null){
|
||||||
|
commandQueue.add(targetPos.cpy());
|
||||||
|
}
|
||||||
|
commandTarget(target, false);
|
||||||
|
}
|
||||||
|
|
||||||
//remove invalid targets
|
//remove invalid targets
|
||||||
if(commandQueue.any()){
|
if(commandQueue.any()){
|
||||||
commandQueue.removeAll(e -> e instanceof Healthc h && !h.isValid());
|
commandQueue.removeAll(e -> e instanceof Healthc h && !h.isValid());
|
||||||
@@ -123,6 +132,14 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public Teamc findMainTarget(float x, float y, float range, boolean air, boolean ground){
|
||||||
|
if(!unit.type.autoFindTarget && !(targetPos == null || nearAttackTarget(unit.x, unit.y, unit.range()))){
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
return super.findMainTarget(x, y, range, air, ground);
|
||||||
|
}
|
||||||
|
|
||||||
public void defaultBehavior(){
|
public void defaultBehavior(){
|
||||||
|
|
||||||
if(!net.client() && unit instanceof Payloadc pay){
|
if(!net.client() && unit instanceof Payloadc pay){
|
||||||
@@ -164,28 +181,8 @@ public class CommandAI extends AIController{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//acquiring naval targets isn't supported yet, so use the fallback dumb AI
|
|
||||||
if(unit.team.isAI() && unit.team.rules().rtsAi && unit.type.naval){
|
|
||||||
if(fallback == null) fallback = new GroundAI();
|
|
||||||
|
|
||||||
if(fallback.unit() != unit) fallback.unit(unit);
|
|
||||||
fallback.updateUnit();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
updateVisuals();
|
updateVisuals();
|
||||||
//only autotarget if the unit supports it
|
updateTargeting();
|
||||||
if((targetPos == null || nearAttackTarget(unit.x, unit.y, unit.range())) || unit.type.autoFindTarget){
|
|
||||||
updateTargeting();
|
|
||||||
}else if(attackTarget == null){
|
|
||||||
//if the unit does not have an attack target, is currently moving, and does not have autotargeting, stop attacking stuff
|
|
||||||
target = null;
|
|
||||||
for(var mount : unit.mounts){
|
|
||||||
if(mount.weapon.controllable){
|
|
||||||
mount.target = null;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(attackTarget != null && invalid(attackTarget)){
|
if(attackTarget != null && invalid(attackTarget)){
|
||||||
attackTarget = null;
|
attackTarget = null;
|
||||||
|
|||||||
@@ -163,7 +163,8 @@ public class Blocks{
|
|||||||
worldProcessor, worldCell, worldMessage, worldSwitch,
|
worldProcessor, worldCell, worldMessage, worldSwitch,
|
||||||
|
|
||||||
//campaign
|
//campaign
|
||||||
launchPad, interplanetaryAccelerator
|
launchPad, advancedLaunchPad, landingPad,
|
||||||
|
interplanetaryAccelerator
|
||||||
|
|
||||||
;
|
;
|
||||||
|
|
||||||
@@ -1006,7 +1007,7 @@ public class Blocks{
|
|||||||
outputsLiquid = true;
|
outputsLiquid = true;
|
||||||
envEnabled = Env.any;
|
envEnabled = Env.any;
|
||||||
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(Liquids.water), new DrawLiquidTile(Liquids.cryofluid){{drawLiquidLight = true;}}, new DrawDefault());
|
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(Liquids.water), new DrawLiquidTile(Liquids.cryofluid){{drawLiquidLight = true;}}, new DrawDefault());
|
||||||
liquidCapacity = 24f;
|
liquidCapacity = 36f;
|
||||||
craftTime = 120;
|
craftTime = 120;
|
||||||
lightLiquid = Liquids.cryofluid;
|
lightLiquid = Liquids.cryofluid;
|
||||||
|
|
||||||
@@ -1237,7 +1238,7 @@ public class Blocks{
|
|||||||
|
|
||||||
researchCostMultiplier = 1.1f;
|
researchCostMultiplier = 1.1f;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
liquidCapacity = 40f;
|
liquidCapacity = 60f;
|
||||||
consumePower(2f);
|
consumePower(2f);
|
||||||
ambientSound = Sounds.extractLoop;
|
ambientSound = Sounds.extractLoop;
|
||||||
ambientSoundVolume = 0.06f;
|
ambientSoundVolume = 0.06f;
|
||||||
@@ -1295,7 +1296,7 @@ public class Blocks{
|
|||||||
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(Liquids.slag), new DrawDefault(), new DrawHeatOutput());
|
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(Liquids.slag), new DrawDefault(), new DrawHeatOutput());
|
||||||
size = 3;
|
size = 3;
|
||||||
itemCapacity = 0;
|
itemCapacity = 0;
|
||||||
liquidCapacity = 40f;
|
liquidCapacity = 120f;
|
||||||
rotateDraw = false;
|
rotateDraw = false;
|
||||||
regionRotated1 = 1;
|
regionRotated1 = 1;
|
||||||
ambientSound = Sounds.hum;
|
ambientSound = Sounds.hum;
|
||||||
@@ -1934,12 +1935,13 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
|
itemBridge = new BufferedItemBridge("bridge-conveyor"){{
|
||||||
requirements(Category.distribution, with(Items.lead, 6, Items.copper, 6));
|
requirements(Category.distribution, with(Items.lead, 10, Items.copper, 10));
|
||||||
fadeIn = moveArrows = false;
|
fadeIn = moveArrows = false;
|
||||||
range = 4;
|
range = 4;
|
||||||
speed = 74f;
|
speed = 74f;
|
||||||
arrowSpacing = 6f;
|
arrowSpacing = 6f;
|
||||||
bufferCapacity = 14;
|
bufferCapacity = 14;
|
||||||
|
buildCostMultiplier = 2f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
phaseConveyor = new ItemBridge("phase-conveyor"){{
|
phaseConveyor = new ItemBridge("phase-conveyor"){{
|
||||||
@@ -2119,13 +2121,14 @@ public class Blocks{
|
|||||||
mechanicalPump = new Pump("mechanical-pump"){{
|
mechanicalPump = new Pump("mechanical-pump"){{
|
||||||
requirements(Category.liquid, with(Items.copper, 15, Items.metaglass, 10));
|
requirements(Category.liquid, with(Items.copper, 15, Items.metaglass, 10));
|
||||||
pumpAmount = 7f / 60f;
|
pumpAmount = 7f / 60f;
|
||||||
|
liquidCapacity = 20f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
rotaryPump = new Pump("rotary-pump"){{
|
rotaryPump = new Pump("rotary-pump"){{
|
||||||
requirements(Category.liquid, with(Items.copper, 70, Items.metaglass, 50, Items.silicon, 20, Items.titanium, 35));
|
requirements(Category.liquid, with(Items.copper, 70, Items.metaglass, 50, Items.silicon, 20, Items.titanium, 35));
|
||||||
pumpAmount = 0.2f;
|
pumpAmount = 0.2f;
|
||||||
consumePower(0.3f);
|
consumePower(0.3f);
|
||||||
liquidCapacity = 30f;
|
liquidCapacity = 80f;
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
size = 2;
|
size = 2;
|
||||||
}};
|
}};
|
||||||
@@ -2134,33 +2137,34 @@ public class Blocks{
|
|||||||
requirements(Category.liquid, with(Items.copper, 80, Items.metaglass, 90, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
|
requirements(Category.liquid, with(Items.copper, 80, Items.metaglass, 90, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
|
||||||
pumpAmount = 0.22f;
|
pumpAmount = 0.22f;
|
||||||
consumePower(1.3f);
|
consumePower(1.3f);
|
||||||
liquidCapacity = 40f;
|
liquidCapacity = 200f;
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
size = 3;
|
size = 3;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
conduit = new Conduit("conduit"){{
|
conduit = new Conduit("conduit"){{
|
||||||
requirements(Category.liquid, with(Items.metaglass, 1));
|
requirements(Category.liquid, with(Items.metaglass, 1));
|
||||||
|
liquidCapacity = 20f;
|
||||||
health = 45;
|
health = 45;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
pulseConduit = new Conduit("pulse-conduit"){{
|
pulseConduit = new Conduit("pulse-conduit"){{
|
||||||
requirements(Category.liquid, with(Items.titanium, 2, Items.metaglass, 1));
|
requirements(Category.liquid, with(Items.titanium, 2, Items.metaglass, 1));
|
||||||
liquidCapacity = 16f;
|
liquidCapacity = 40f;
|
||||||
liquidPressure = 1.025f;
|
liquidPressure = 1.025f;
|
||||||
health = 90;
|
health = 90;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
platedConduit = new ArmoredConduit("plated-conduit"){{
|
platedConduit = new ArmoredConduit("plated-conduit"){{
|
||||||
requirements(Category.liquid, with(Items.thorium, 2, Items.metaglass, 1, Items.plastanium, 1));
|
requirements(Category.liquid, with(Items.thorium, 2, Items.metaglass, 1, Items.plastanium, 1));
|
||||||
liquidCapacity = 16f;
|
liquidCapacity = 50f;
|
||||||
liquidPressure = 1.025f;
|
liquidPressure = 1.025f;
|
||||||
health = 220;
|
health = 220;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
liquidRouter = new LiquidRouter("liquid-router"){{
|
liquidRouter = new LiquidRouter("liquid-router"){{
|
||||||
requirements(Category.liquid, with(Items.graphite, 4, Items.metaglass, 2));
|
requirements(Category.liquid, with(Items.graphite, 4, Items.metaglass, 2));
|
||||||
liquidCapacity = 20f;
|
liquidCapacity = 120f;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
solid = false;
|
solid = false;
|
||||||
}};
|
}};
|
||||||
@@ -2191,6 +2195,7 @@ public class Blocks{
|
|||||||
arrowSpacing = 6f;
|
arrowSpacing = 6f;
|
||||||
range = 4;
|
range = 4;
|
||||||
hasPower = false;
|
hasPower = false;
|
||||||
|
liquidCapacity = 100f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
phaseConduit = new LiquidBridge("phase-conduit"){{
|
phaseConduit = new LiquidBridge("phase-conduit"){{
|
||||||
@@ -2201,6 +2206,7 @@ public class Blocks{
|
|||||||
hasPower = true;
|
hasPower = true;
|
||||||
canOverdrive = false;
|
canOverdrive = false;
|
||||||
pulse = true;
|
pulse = true;
|
||||||
|
liquidCapacity = 100f;
|
||||||
consumePower(0.30f);
|
consumePower(0.30f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -2219,19 +2225,17 @@ public class Blocks{
|
|||||||
requirements(Category.liquid, with(Items.beryllium, 2));
|
requirements(Category.liquid, with(Items.beryllium, 2));
|
||||||
botColor = Pal.darkestMetal;
|
botColor = Pal.darkestMetal;
|
||||||
leaks = true;
|
leaks = true;
|
||||||
liquidCapacity = 20f;
|
liquidCapacity = 50f;
|
||||||
liquidPressure = 1.03f;
|
liquidPressure = 1.03f;
|
||||||
health = 250;
|
health = 250;
|
||||||
researchCostMultiplier = 3;
|
researchCostMultiplier = 3;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
//TODO is this necessary? junctions are not good design
|
|
||||||
//TODO make it leak
|
|
||||||
reinforcedLiquidJunction = new LiquidJunction("reinforced-liquid-junction"){{
|
reinforcedLiquidJunction = new LiquidJunction("reinforced-liquid-junction"){{
|
||||||
requirements(Category.liquid, with(Items.graphite, 4, Items.beryllium, 8));
|
requirements(Category.liquid, with(Items.graphite, 4, Items.beryllium, 8));
|
||||||
buildCostMultiplier = 3f;
|
buildCostMultiplier = 3f;
|
||||||
health = 260;
|
health = 250;
|
||||||
((Conduit)reinforcedConduit).junctionReplacement = this;
|
((Conduit)reinforcedConduit).junctionReplacement = this;
|
||||||
researchCostMultiplier = 1;
|
researchCostMultiplier = 1;
|
||||||
solid = false;
|
solid = false;
|
||||||
@@ -2242,19 +2246,22 @@ public class Blocks{
|
|||||||
requirements(Category.liquid, with(Items.graphite, 8, Items.beryllium, 20));
|
requirements(Category.liquid, with(Items.graphite, 8, Items.beryllium, 20));
|
||||||
range = 4;
|
range = 4;
|
||||||
hasPower = false;
|
hasPower = false;
|
||||||
|
liquidCapacity = 120f;
|
||||||
researchCostMultiplier = 1;
|
researchCostMultiplier = 1;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
|
health = 250;
|
||||||
|
|
||||||
((Conduit)reinforcedConduit).rotBridgeReplacement = this;
|
((Conduit)reinforcedConduit).rotBridgeReplacement = this;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
reinforcedLiquidRouter = new LiquidRouter("reinforced-liquid-router"){{
|
reinforcedLiquidRouter = new LiquidRouter("reinforced-liquid-router"){{
|
||||||
requirements(Category.liquid, with(Items.graphite, 8, Items.beryllium, 4));
|
requirements(Category.liquid, with(Items.graphite, 8, Items.beryllium, 4));
|
||||||
liquidCapacity = 30f;
|
liquidCapacity = 150f;
|
||||||
liquidPadding = 3f/4f;
|
liquidPadding = 3f/4f;
|
||||||
researchCostMultiplier = 3;
|
researchCostMultiplier = 3;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
solid = false;
|
solid = false;
|
||||||
|
health = 250;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
|
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
|
||||||
@@ -2264,6 +2271,7 @@ public class Blocks{
|
|||||||
liquidPadding = 6f/4f;
|
liquidPadding = 6f/4f;
|
||||||
researchCostMultiplier = 4;
|
researchCostMultiplier = 4;
|
||||||
solid = true;
|
solid = true;
|
||||||
|
health = 400;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
reinforcedLiquidTank = new LiquidRouter("reinforced-liquid-tank"){{
|
reinforcedLiquidTank = new LiquidRouter("reinforced-liquid-tank"){{
|
||||||
@@ -2272,15 +2280,17 @@ public class Blocks{
|
|||||||
solid = true;
|
solid = true;
|
||||||
liquidCapacity = 2700f;
|
liquidCapacity = 2700f;
|
||||||
liquidPadding = 2f;
|
liquidPadding = 2f;
|
||||||
|
health = 900;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
//endregion
|
//endregion
|
||||||
//region power
|
//region power
|
||||||
|
|
||||||
powerNode = new PowerNode("power-node"){{
|
powerNode = new PowerNode("power-node"){{
|
||||||
requirements(Category.power, with(Items.copper, 1, Items.lead, 3));
|
requirements(Category.power, with(Items.copper, 2, Items.lead, 6));
|
||||||
maxNodes = 10;
|
maxNodes = 10;
|
||||||
laserRange = 6;
|
laserRange = 6;
|
||||||
|
buildCostMultiplier = 2.5f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
powerNodeLarge = new PowerNode("power-node-large"){{
|
powerNodeLarge = new PowerNode("power-node-large"){{
|
||||||
@@ -2396,17 +2406,18 @@ public class Blocks{
|
|||||||
envEnabled = Env.any;
|
envEnabled = Env.any;
|
||||||
generateEffect = Fx.generatespark;
|
generateEffect = Fx.generatespark;
|
||||||
|
|
||||||
|
itemDurationMultipliers.put(Items.phaseFabric, 210f / 14f);
|
||||||
drawer = new DrawMulti(new DrawDefault(), new DrawWarmupRegion());
|
drawer = new DrawMulti(new DrawDefault(), new DrawWarmupRegion());
|
||||||
consume(new ConsumeItemRadioactive());
|
consume(new ConsumeItemRadioactive());
|
||||||
}};
|
}};
|
||||||
|
|
||||||
solarPanel = new SolarGenerator("solar-panel"){{
|
solarPanel = new SolarGenerator("solar-panel"){{
|
||||||
requirements(Category.power, with(Items.lead, 10, Items.silicon, 15));
|
requirements(Category.power, with(Items.lead, 10, Items.silicon, 10));
|
||||||
powerProduction = 0.1f;
|
powerProduction = 0.12f;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
largeSolarPanel = new SolarGenerator("solar-panel-large"){{
|
largeSolarPanel = new SolarGenerator("solar-panel-large"){{
|
||||||
requirements(Category.power, with(Items.lead, 80, Items.silicon, 110, Items.phaseFabric, 15));
|
requirements(Category.power, with(Items.lead, 60, Items.silicon, 70, Items.phaseFabric, 15));
|
||||||
size = 3;
|
size = 3;
|
||||||
powerProduction = 1.6f;
|
powerProduction = 1.6f;
|
||||||
}};
|
}};
|
||||||
@@ -2433,7 +2444,7 @@ public class Blocks{
|
|||||||
itemDuration = 140f;
|
itemDuration = 140f;
|
||||||
ambientSound = Sounds.pulse;
|
ambientSound = Sounds.pulse;
|
||||||
ambientSoundVolume = 0.07f;
|
ambientSoundVolume = 0.07f;
|
||||||
liquidCapacity = 60f;
|
liquidCapacity = 80f;
|
||||||
|
|
||||||
consumePower(25f);
|
consumePower(25f);
|
||||||
consumeItem(Items.blastCompound);
|
consumeItem(Items.blastCompound);
|
||||||
@@ -2443,12 +2454,13 @@ public class Blocks{
|
|||||||
//erekir
|
//erekir
|
||||||
|
|
||||||
beamNode = new BeamNode("beam-node"){{
|
beamNode = new BeamNode("beam-node"){{
|
||||||
requirements(Category.power, with(Items.beryllium, 8));
|
requirements(Category.power, with(Items.beryllium, 10));
|
||||||
consumesPower = outputsPower = true;
|
consumesPower = outputsPower = true;
|
||||||
health = 90;
|
health = 90;
|
||||||
range = 10;
|
range = 10;
|
||||||
fogRadius = 1;
|
fogRadius = 1;
|
||||||
researchCost = with(Items.beryllium, 5);
|
researchCost = with(Items.beryllium, 5);
|
||||||
|
buildCostMultiplier = 2f;
|
||||||
|
|
||||||
consumePowerBuffered(1000f);
|
consumePowerBuffered(1000f);
|
||||||
}};
|
}};
|
||||||
@@ -2715,7 +2727,7 @@ public class Blocks{
|
|||||||
result = Liquids.water;
|
result = Liquids.water;
|
||||||
pumpAmount = 0.11f;
|
pumpAmount = 0.11f;
|
||||||
size = 2;
|
size = 2;
|
||||||
liquidCapacity = 30f;
|
liquidCapacity = 40f;
|
||||||
rotateSpeed = 1.4f;
|
rotateSpeed = 1.4f;
|
||||||
attribute = Attribute.water;
|
attribute = Attribute.water;
|
||||||
envRequired |= Env.groundWater;
|
envRequired |= Env.groundWater;
|
||||||
@@ -2731,6 +2743,7 @@ public class Blocks{
|
|||||||
hasLiquids = true;
|
hasLiquids = true;
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
hasItems = true;
|
hasItems = true;
|
||||||
|
liquidCapacity = 80f;
|
||||||
|
|
||||||
craftEffect = Fx.none;
|
craftEffect = Fx.none;
|
||||||
envRequired |= Env.spores;
|
envRequired |= Env.spores;
|
||||||
@@ -2757,7 +2770,7 @@ public class Blocks{
|
|||||||
updateEffectChance = 0.05f;
|
updateEffectChance = 0.05f;
|
||||||
pumpAmount = 0.25f;
|
pumpAmount = 0.25f;
|
||||||
size = 3;
|
size = 3;
|
||||||
liquidCapacity = 30f;
|
liquidCapacity = 40f;
|
||||||
attribute = Attribute.oil;
|
attribute = Attribute.oil;
|
||||||
baseEfficiency = 0f;
|
baseEfficiency = 0f;
|
||||||
itemUseTime = 60f;
|
itemUseTime = 60f;
|
||||||
@@ -3390,18 +3403,18 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
parallax = new TractorBeamTurret("parallax"){{
|
parallax = new TractorBeamTurret("parallax"){{
|
||||||
requirements(Category.turret, with(Items.silicon, 120, Items.titanium, 90, Items.graphite, 30));
|
requirements(Category.turret, with(Items.silicon, 160, Items.titanium, 110, Items.graphite, 50));
|
||||||
|
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
size = 2;
|
size = 2;
|
||||||
force = 12f;
|
force = 16f;
|
||||||
scaledForce = 6f;
|
scaledForce = 9f;
|
||||||
range = 240f;
|
range = 300f;
|
||||||
damage = 0.3f;
|
damage = 0.5f;
|
||||||
scaledHealth = 160;
|
scaledHealth = 160;
|
||||||
rotateSpeed = 10;
|
rotateSpeed = 12;
|
||||||
|
|
||||||
consumePower(3f);
|
consumePower(3.3f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
swarmer = new ItemTurret("swarmer"){{
|
swarmer = new ItemTurret("swarmer"){{
|
||||||
@@ -3757,6 +3770,7 @@ public class Blocks{
|
|||||||
ammoUseEffect = Fx.casing3Double;
|
ammoUseEffect = Fx.casing3Double;
|
||||||
ammoPerShot = 2;
|
ammoPerShot = 2;
|
||||||
velocityRnd = 0.2f;
|
velocityRnd = 0.2f;
|
||||||
|
scaleLifetimeOffset = 1f / 9f;
|
||||||
recoil = 6f;
|
recoil = 6f;
|
||||||
shake = 2f;
|
shake = 2f;
|
||||||
range = 290f;
|
range = 290f;
|
||||||
@@ -5217,7 +5231,7 @@ public class Blocks{
|
|||||||
|
|
||||||
shake = 6f;
|
shake = 6f;
|
||||||
ammoPerShot = 15;
|
ammoPerShot = 15;
|
||||||
maxAmmo = 30;
|
maxAmmo = 45;
|
||||||
shootY = -1;
|
shootY = -1;
|
||||||
outlineColor = Pal.darkOutline;
|
outlineColor = Pal.darkOutline;
|
||||||
size = 4;
|
size = 4;
|
||||||
@@ -5504,7 +5518,7 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
malign = new PowerTurret("malign"){{
|
malign = new PowerTurret("malign"){{
|
||||||
requirements(Category.turret, with(Items.carbide, 400, Items.beryllium, 2000, Items.silicon, 800, Items.graphite, 800, Items.phaseFabric, 300));
|
requirements(Category.turret, with(Items.carbide, 200, Items.beryllium, 1000, Items.silicon, 500, Items.graphite, 500, Items.phaseFabric, 200));
|
||||||
|
|
||||||
var haloProgress = PartProgress.warmup;
|
var haloProgress = PartProgress.warmup;
|
||||||
Color haloColor = Color.valueOf("d370d3"), heatCol = Color.purple;
|
Color haloColor = Color.valueOf("d370d3"), heatCol = Color.purple;
|
||||||
@@ -5812,26 +5826,26 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
velocityRnd = 0.15f;
|
velocityRnd = 0.15f;
|
||||||
heatRequirement = 90f;
|
heatRequirement = 72f;
|
||||||
maxHeatEfficiency = 2f;
|
maxHeatEfficiency = 2f;
|
||||||
warmupMaintainTime = 120f;
|
warmupMaintainTime = 120f;
|
||||||
consumePower(10f);
|
consumePower(40f);
|
||||||
|
unitSort = UnitSorts.strongest;
|
||||||
shoot = new ShootSummon(0f, 0f, circleRad, 48f);
|
shoot = new ShootSummon(0f, 0f, circleRad, 20f);
|
||||||
|
|
||||||
minWarmup = 0.96f;
|
minWarmup = 0.96f;
|
||||||
shootWarmupSpeed = 0.03f;
|
shootWarmupSpeed = 0.08f;
|
||||||
|
|
||||||
shootY = circleY - 5f;
|
shootY = circleY - 5f;
|
||||||
|
|
||||||
outlineColor = Pal.darkOutline;
|
outlineColor = Pal.darkOutline;
|
||||||
envEnabled |= Env.space;
|
envEnabled |= Env.space;
|
||||||
reload = 9f;
|
reload = 7f;
|
||||||
range = 370;
|
range = 380;
|
||||||
trackingRange = range * 1.4f;
|
trackingRange = range * 1.4f;
|
||||||
shootCone = 100f;
|
shootCone = 100f;
|
||||||
scaledHealth = 370;
|
scaledHealth = 370;
|
||||||
rotateSpeed = 2f;
|
rotateSpeed = 2.6f;
|
||||||
recoil = 0.5f;
|
recoil = 0.5f;
|
||||||
recoilTime = 30f;
|
recoilTime = 30f;
|
||||||
shake = 3f;
|
shake = 3f;
|
||||||
@@ -6357,17 +6371,42 @@ public class Blocks{
|
|||||||
//region campaign
|
//region campaign
|
||||||
|
|
||||||
launchPad = new LaunchPad("launch-pad"){{
|
launchPad = new LaunchPad("launch-pad"){{
|
||||||
requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 350, Items.silicon, 140, Items.lead, 200, Items.titanium, 150));
|
requirements(Category.effect, BuildVisibility.legacyLaunchPadOnly, with(Items.copper, 350, Items.silicon, 140, Items.lead, 200, Items.titanium, 150));
|
||||||
size = 3;
|
size = 3;
|
||||||
itemCapacity = 100;
|
itemCapacity = 100;
|
||||||
launchTime = 60f * 20;
|
launchTime = 60f * 20;
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
|
acceptMultipleItems = true;
|
||||||
consumePower(4f);
|
consumePower(4f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
|
advancedLaunchPad = new LaunchPad("advanced-launch-pad"){{
|
||||||
|
requirements(Category.effect, BuildVisibility.notLegacyLaunchPadOnly, with(Items.copper, 350, Items.silicon, 250, Items.lead, 300, Items.titanium, 200));
|
||||||
|
size = 4;
|
||||||
|
itemCapacity = 100;
|
||||||
|
launchTime = 60f * 30;
|
||||||
|
liquidCapacity = 40f;
|
||||||
|
hasPower = true;
|
||||||
|
drawLiquid = Liquids.oil;
|
||||||
|
consumeLiquid(Liquids.oil, 9f/60f);
|
||||||
|
consumePower(8f);
|
||||||
|
}};
|
||||||
|
|
||||||
|
landingPad = new LandingPad("landing-pad"){{
|
||||||
|
requirements(Category.effect, BuildVisibility.notLegacyLaunchPadOnly, with(Items.copper, 200, Items.graphite, 100, Items.titanium, 100));
|
||||||
|
size = 4;
|
||||||
|
|
||||||
|
itemCapacity = 100;
|
||||||
|
|
||||||
|
coolingEffect = new RadialEffect(Fx.steamCoolSmoke, 4, 90f, 9.5f, 180f);
|
||||||
|
liquidCapacity = 3000f;
|
||||||
|
consumeLiquidAmount = 1500f;
|
||||||
|
}};
|
||||||
|
|
||||||
interplanetaryAccelerator = new Accelerator("interplanetary-accelerator"){{
|
interplanetaryAccelerator = new Accelerator("interplanetary-accelerator"){{
|
||||||
requirements(Category.effect, BuildVisibility.hidden, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
|
requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
|
||||||
researchCostMultiplier = 0.1f;
|
researchCostMultiplier = 0.1f;
|
||||||
|
powerBufferRequirement = 1_000_000f;
|
||||||
size = 7;
|
size = 7;
|
||||||
hasPower = true;
|
hasPower = true;
|
||||||
consumePower(10f);
|
consumePower(10f);
|
||||||
|
|||||||
@@ -1474,6 +1474,12 @@ public class Fx{
|
|||||||
Lines.circle(e.x, e.y, e.fin() * (e.rotation + 50f));
|
Lines.circle(e.x, e.y, e.fin() * (e.rotation + 50f));
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
podLandShockwave = new Effect(12f, 80f, e -> {
|
||||||
|
color(Pal.accent);
|
||||||
|
stroke(e.fout() * 2f + 0.2f);
|
||||||
|
Lines.circle(e.x, e.y, e.fin() * 26f);
|
||||||
|
}),
|
||||||
|
|
||||||
explosion = new Effect(30, e -> {
|
explosion = new Effect(30, e -> {
|
||||||
e.scaled(7, i -> {
|
e.scaled(7, i -> {
|
||||||
stroke(3f * i.fout());
|
stroke(3f * i.fout());
|
||||||
@@ -1624,6 +1630,15 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
steamCoolSmoke = new Effect(35f, e -> {
|
||||||
|
color(Pal.water, Color.lightGray, e.fin(Interp.pow2Out));
|
||||||
|
alpha(e.fout(Interp.pow3Out));
|
||||||
|
|
||||||
|
randLenVectors(e.id, 4, e.finpow() * 7f, e.rotation, 30f, (x, y) -> {
|
||||||
|
Fill.circle(e.x + x, e.y + y, Math.max(e.fout(), Math.min(1f, e.fin() * 8f)) * 2.8f);
|
||||||
|
});
|
||||||
|
}),
|
||||||
|
|
||||||
smokePuff = new Effect(30, e -> {
|
smokePuff = new Effect(30, e -> {
|
||||||
color(e.color);
|
color(e.color);
|
||||||
|
|
||||||
@@ -2464,6 +2479,12 @@ public class Fx{
|
|||||||
});
|
});
|
||||||
}),
|
}),
|
||||||
|
|
||||||
|
launchAccelerator = new Effect(22, e -> {
|
||||||
|
color(Pal.accent);
|
||||||
|
stroke(e.fout() * 2f);
|
||||||
|
Lines.circle(e.x, e.y, 4f + e.finpow() * 160f);
|
||||||
|
}),
|
||||||
|
|
||||||
launch = new Effect(28, e -> {
|
launch = new Effect(28, e -> {
|
||||||
color(Pal.command);
|
color(Pal.command);
|
||||||
stroke(e.fout() * 2f);
|
stroke(e.fout() * 2f);
|
||||||
@@ -2568,6 +2589,13 @@ public class Fx{
|
|||||||
Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 8f * rand.random(0.6f, 1f) * e.fout(0.2f));
|
Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 8f * rand.random(0.6f, 1f) * e.fout(0.2f));
|
||||||
}).layer(Layer.groundUnit + 1f),
|
}).layer(Layer.groundUnit + 1f),
|
||||||
|
|
||||||
|
podLandDust = new Effect(70f, e -> {
|
||||||
|
color(e.color, e.fout(0.1f));
|
||||||
|
rand.setSeed(e.id);
|
||||||
|
Tmp.v1.trns(e.rotation, e.finpow() * 35f * rand.random(0.2f, 1f));
|
||||||
|
Fill.circle(e.x + Tmp.v1.x, e.y + Tmp.v1.y, 5f * rand.random(0.6f, 1f) * e.fout(0.2f));
|
||||||
|
}).layer(Layer.groundUnit + 1f),
|
||||||
|
|
||||||
unitShieldBreak = new Effect(35, e -> {
|
unitShieldBreak = new Effect(35, e -> {
|
||||||
if(!(e.data instanceof Unit unit)) return;
|
if(!(e.data instanceof Unit unit)) return;
|
||||||
|
|
||||||
|
|||||||
@@ -92,7 +92,7 @@ public class Planets{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
//TODO names
|
//TODO names
|
||||||
gier = makeAsteroid("gier", erekir, Blocks.ferricStoneWall, Blocks.carbonWall, 0.4f, 7, 1f, gen -> {
|
gier = makeAsteroid("gier", erekir, Blocks.ferricStoneWall, Blocks.carbonWall, -5, 0.4f, 7, 1f, gen -> {
|
||||||
gen.min = 25;
|
gen.min = 25;
|
||||||
gen.max = 35;
|
gen.max = 35;
|
||||||
gen.carbonChance = 0.6f;
|
gen.carbonChance = 0.6f;
|
||||||
@@ -100,7 +100,7 @@ public class Planets{
|
|||||||
gen.berylChance = 0.1f;
|
gen.berylChance = 0.1f;
|
||||||
});
|
});
|
||||||
|
|
||||||
notva = makeAsteroid("notva", sun, Blocks.ferricStoneWall, Blocks.beryllicStoneWall, 0.55f, 9, 1.3f, gen -> {
|
notva = makeAsteroid("notva", sun, Blocks.ferricStoneWall, Blocks.beryllicStoneWall, -4, 0.55f, 9, 1.3f, gen -> {
|
||||||
gen.berylChance = 0.8f;
|
gen.berylChance = 0.8f;
|
||||||
gen.iceChance = 0f;
|
gen.iceChance = 0f;
|
||||||
gen.carbonChance = 0.01f;
|
gen.carbonChance = 0.01f;
|
||||||
@@ -134,6 +134,7 @@ public class Planets{
|
|||||||
launchCapacityMultiplier = 0.5f;
|
launchCapacityMultiplier = 0.5f;
|
||||||
sectorSeed = 2;
|
sectorSeed = 2;
|
||||||
allowWaves = true;
|
allowWaves = true;
|
||||||
|
allowLegacyLaunchPads = true;
|
||||||
allowWaveSimulation = true;
|
allowWaveSimulation = true;
|
||||||
allowSectorInvasion = true;
|
allowSectorInvasion = true;
|
||||||
allowLaunchSchematics = true;
|
allowLaunchSchematics = true;
|
||||||
@@ -153,10 +154,11 @@ public class Planets{
|
|||||||
atmosphereRadOut = 0.3f;
|
atmosphereRadOut = 0.3f;
|
||||||
startSector = 15;
|
startSector = 15;
|
||||||
alwaysUnlocked = true;
|
alwaysUnlocked = true;
|
||||||
|
allowSelfSectorLaunch = true;
|
||||||
landCloudColor = Pal.spore.cpy().a(0.5f);
|
landCloudColor = Pal.spore.cpy().a(0.5f);
|
||||||
}};
|
}};
|
||||||
|
|
||||||
verilus = makeAsteroid("verlius", sun, Blocks.stoneWall, Blocks.iceWall, 0.5f, 12, 2f, gen -> {
|
verilus = makeAsteroid("verlius", sun, Blocks.stoneWall, Blocks.iceWall, -1, 0.5f, 12, 2f, gen -> {
|
||||||
gen.berylChance = 0f;
|
gen.berylChance = 0f;
|
||||||
gen.iceChance = 0.6f;
|
gen.iceChance = 0.6f;
|
||||||
gen.carbonChance = 0.1f;
|
gen.carbonChance = 0.1f;
|
||||||
@@ -164,7 +166,7 @@ public class Planets{
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
private static Planet makeAsteroid(String name, Planet parent, Block base, Block tint, float tintThresh, int pieces, float scale, Cons<AsteroidGenerator> cgen){
|
private static Planet makeAsteroid(String name, Planet parent, Block base, Block tint, int seed, float tintThresh, int pieces, float scale, Cons<AsteroidGenerator> cgen){
|
||||||
return new Planet(name, parent, 0.12f){{
|
return new Planet(name, parent, 0.12f){{
|
||||||
hasAtmosphere = false;
|
hasAtmosphere = false;
|
||||||
updateLighting = false;
|
updateLighting = false;
|
||||||
@@ -187,13 +189,13 @@ public class Planets{
|
|||||||
Rand rand = new Rand(id + 2);
|
Rand rand = new Rand(id + 2);
|
||||||
|
|
||||||
meshes.add(new NoiseMesh(
|
meshes.add(new NoiseMesh(
|
||||||
this, 0, 2, radius, 2, 0.55f, 0.45f, 14f,
|
this, seed, 2, radius, 2, 0.55f, 0.45f, 14f,
|
||||||
color, tinted, 3, 0.6f, 0.38f, tintThresh
|
color, tinted, 3, 0.6f, 0.38f, tintThresh
|
||||||
));
|
));
|
||||||
|
|
||||||
for(int j = 0; j < pieces; j++){
|
for(int j = 0; j < pieces; j++){
|
||||||
meshes.add(new MatMesh(
|
meshes.add(new MatMesh(
|
||||||
new NoiseMesh(this, j + 1, 1, 0.022f + rand.random(0.039f) * scale, 2, 0.6f, 0.38f, 20f,
|
new NoiseMesh(this, seed + j + 1, 1, 0.022f + rand.random(0.039f) * scale, 2, 0.6f, 0.38f, 20f,
|
||||||
color, tinted, 3, 0.6f, 0.38f, tintThresh),
|
color, tinted, 3, 0.6f, 0.38f, tintThresh),
|
||||||
new Mat3D().setToTranslation(Tmp.v31.setToRandomDirection(rand).setLength(rand.random(0.44f, 1.4f) * scale)))
|
new Mat3D().setToTranslation(Tmp.v31.setToRandomDirection(rand).setLength(rand.random(0.44f, 1.4f) * scale)))
|
||||||
);
|
);
|
||||||
|
|||||||
@@ -19,11 +19,12 @@ public class SerpuloTechTree{
|
|||||||
|
|
||||||
node(junction, () -> {
|
node(junction, () -> {
|
||||||
node(router, () -> {
|
node(router, () -> {
|
||||||
node(launchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
|
node(advancedLaunchPad, Seq.with(new SectorComplete(extractionOutpost)), () -> {
|
||||||
//no longer necessary to beat the campaign
|
node(landingPad, () -> {
|
||||||
//node(interplanetaryAccelerator, Seq.with(new SectorComplete(planetaryTerminal)), () -> {
|
node(interplanetaryAccelerator, Seq.with(new SectorComplete(planetaryTerminal)), () -> {
|
||||||
|
|
||||||
//});
|
});
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
node(distributor);
|
node(distributor);
|
||||||
@@ -523,7 +524,7 @@ public class SerpuloTechTree{
|
|||||||
new Research(sei),
|
new Research(sei),
|
||||||
new Research(omura),
|
new Research(omura),
|
||||||
new Research(spectre),
|
new Research(spectre),
|
||||||
new Research(launchPad),
|
new Research(advancedLaunchPad),
|
||||||
new Research(massDriver),
|
new Research(massDriver),
|
||||||
new Research(impactReactor),
|
new Research(impactReactor),
|
||||||
new Research(additiveReconstructor),
|
new Research(additiveReconstructor),
|
||||||
|
|||||||
@@ -99,6 +99,7 @@ public class TechTree{
|
|||||||
public TechNode(@Nullable TechNode parent, UnlockableContent content, ItemStack[] requirements){
|
public TechNode(@Nullable TechNode parent, UnlockableContent content, ItemStack[] requirements){
|
||||||
if(parent != null){
|
if(parent != null){
|
||||||
parent.children.add(this);
|
parent.children.add(this);
|
||||||
|
planet = parent.planet;
|
||||||
researchCostMultipliers = parent.researchCostMultipliers;
|
researchCostMultipliers = parent.researchCostMultipliers;
|
||||||
}else if(researchCostMultipliers == null){
|
}else if(researchCostMultipliers == null){
|
||||||
researchCostMultipliers = new ObjectFloatMap<>();
|
researchCostMultipliers = new ObjectFloatMap<>();
|
||||||
|
|||||||
@@ -610,7 +610,7 @@ public class UnitTypes{
|
|||||||
|
|
||||||
speed = 1f;
|
speed = 1f;
|
||||||
hitSize = 8f;
|
hitSize = 8f;
|
||||||
health = 200;
|
health = 150;
|
||||||
mechSideSway = 0.25f;
|
mechSideSway = 0.25f;
|
||||||
range = 40f;
|
range = 40f;
|
||||||
ammoType = new ItemAmmoType(Items.coal);
|
ammoType = new ItemAmmoType(Items.coal);
|
||||||
@@ -629,12 +629,12 @@ public class UnitTypes{
|
|||||||
collides = false;
|
collides = false;
|
||||||
hitSound = Sounds.explosion;
|
hitSound = Sounds.explosion;
|
||||||
|
|
||||||
rangeOverride = 30f;
|
rangeOverride = 25f;
|
||||||
hitEffect = Fx.pulverize;
|
hitEffect = Fx.pulverize;
|
||||||
speed = 0f;
|
speed = 0f;
|
||||||
splashDamageRadius = 55f;
|
splashDamageRadius = 44f;
|
||||||
instantDisappear = true;
|
instantDisappear = true;
|
||||||
splashDamage = 90f;
|
splashDamage = 80f;
|
||||||
killShooter = true;
|
killShooter = true;
|
||||||
hittable = false;
|
hittable = false;
|
||||||
collidesAir = true;
|
collidesAir = true;
|
||||||
|
|||||||
@@ -199,9 +199,9 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
|
|
||||||
float coreDelay = 0f;
|
float coreDelay = 0f;
|
||||||
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
if(!settings.getBool("skipcoreanimation") && !state.rules.pvp){
|
||||||
coreDelay = core.landDuration();
|
coreDelay = core.launchDuration();
|
||||||
//delay player respawn so animation can play.
|
//delay player respawn so animation can play.
|
||||||
player.deathTimer = Player.deathDelay - core.landDuration();
|
player.deathTimer = Player.deathDelay - core.launchDuration();
|
||||||
//TODO this sounds pretty bad due to conflict
|
//TODO this sounds pretty bad due to conflict
|
||||||
if(settings.getInt("musicvol") > 0){
|
if(settings.getInt("musicvol") > 0){
|
||||||
//TODO what to do if another core with different music is already playing?
|
//TODO what to do if another core with different music is already playing?
|
||||||
@@ -215,6 +215,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(state.isCampaign()){
|
if(state.isCampaign()){
|
||||||
|
if(state.rules.sector.info.importRateCache != null){
|
||||||
|
state.rules.sector.info.refreshImportRates(state.rules.sector.planet);
|
||||||
|
}
|
||||||
|
|
||||||
//don't run when hosting, that doesn't really work.
|
//don't run when hosting, that doesn't really work.
|
||||||
if(state.rules.sector.planet.prebuildBase){
|
if(state.rules.sector.planet.prebuildBase){
|
||||||
toBePlaced.clear();
|
toBePlaced.clear();
|
||||||
|
|||||||
@@ -405,7 +405,9 @@ public class Logic implements ApplicationListener{
|
|||||||
@Override
|
@Override
|
||||||
public void dispose(){
|
public void dispose(){
|
||||||
//save the settings before quitting
|
//save the settings before quitting
|
||||||
netServer.admins.forceSave();
|
if(netServer != null){
|
||||||
|
netServer.admins.forceSave();
|
||||||
|
}
|
||||||
Core.settings.manualSave();
|
Core.settings.manualSave();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -427,6 +429,8 @@ public class Logic implements ApplicationListener{
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(!state.isPaused()){
|
if(!state.isPaused()){
|
||||||
|
Events.fire(Trigger.beforeGameUpdate);
|
||||||
|
|
||||||
float delta = Core.graphics.getDeltaTime();
|
float delta = Core.graphics.getDeltaTime();
|
||||||
state.tick += Float.isNaN(delta) || Float.isInfinite(delta) ? 0f : delta * 60f;
|
state.tick += Float.isNaN(delta) || Float.isInfinite(delta) ? 0f : delta * 60f;
|
||||||
state.updateId ++;
|
state.updateId ++;
|
||||||
@@ -486,6 +490,8 @@ public class Logic implements ApplicationListener{
|
|||||||
Groups.weather.each(w -> state.envAttrs.add(w.weather.attrs, w.opacity));
|
Groups.weather.each(w -> state.envAttrs.add(w.weather.attrs, w.opacity));
|
||||||
|
|
||||||
Groups.update();
|
Groups.update();
|
||||||
|
|
||||||
|
Events.fire(Trigger.afterGameUpdate);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(runStateCheck){
|
if(runStateCheck){
|
||||||
|
|||||||
@@ -322,7 +322,7 @@ public class NetClient implements ApplicationListener{
|
|||||||
ui.join.connect(ip, port);
|
ui.join.connect(ip, port);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(targets = Loc.client)
|
@Remote(targets = Loc.client, priority = PacketPriority.high)
|
||||||
public static void ping(Player player, long time){
|
public static void ping(Player player, long time){
|
||||||
Call.pingResponse(player.con, time);
|
Call.pingResponse(player.con, time);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -632,7 +632,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
return Float.isInfinite(f) || Float.isNaN(f);
|
return Float.isInfinite(f) || Float.isNaN(f);
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(targets = Loc.client, unreliable = true)
|
@Remote(targets = Loc.client, unreliable = true, priority = PacketPriority.high)
|
||||||
public static void clientSnapshot(
|
public static void clientSnapshot(
|
||||||
Player player,
|
Player player,
|
||||||
int snapshotID,
|
int snapshotID,
|
||||||
@@ -815,7 +815,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
}
|
}
|
||||||
case trace -> {
|
case trace -> {
|
||||||
PlayerInfo stats = netServer.admins.getInfo(other.uuid());
|
PlayerInfo stats = netServer.admins.getInfo(other.uuid());
|
||||||
TraceInfo info = new TraceInfo(other.con.address, other.uuid(), other.con.modclient, other.con.mobile, stats.timesJoined, stats.timesKicked, stats.ips.toArray(String.class), stats.names.toArray(String.class));
|
TraceInfo info = new TraceInfo(other.con.address, other.uuid(), other.locale, other.con.modclient, other.con.mobile, stats.timesJoined, stats.timesKicked, stats.ips.toArray(String.class), stats.names.toArray(String.class));
|
||||||
if(player.con != null){
|
if(player.con != null){
|
||||||
Call.traceInfo(player.con, other, info);
|
Call.traceInfo(player.con, other, info);
|
||||||
}else{
|
}else{
|
||||||
@@ -830,7 +830,7 @@ public class NetServer implements ApplicationListener{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@Remote(targets = Loc.client)
|
@Remote(targets = Loc.client, priority = PacketPriority.high)
|
||||||
public static void connectConfirm(Player player){
|
public static void connectConfirm(Player player){
|
||||||
if(player.con.kicked) return;
|
if(player.con.kicked) return;
|
||||||
|
|
||||||
|
|||||||
@@ -20,15 +20,14 @@ import mindustry.graphics.*;
|
|||||||
import mindustry.graphics.g3d.*;
|
import mindustry.graphics.g3d.*;
|
||||||
import mindustry.maps.*;
|
import mindustry.maps.*;
|
||||||
import mindustry.type.*;
|
import mindustry.type.*;
|
||||||
import mindustry.world.blocks.storage.*;
|
import mindustry.world.blocks.*;
|
||||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
|
||||||
|
|
||||||
import static arc.Core.*;
|
import static arc.Core.*;
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class Renderer implements ApplicationListener{
|
public class Renderer implements ApplicationListener{
|
||||||
/** These are global variables, for headless access. Cached. */
|
/** These are global variables, for headless access. Cached. */
|
||||||
public static float laserOpacity = 0.5f, bridgeOpacity = 0.75f;
|
public static float laserOpacity = 0.5f, unitLaserOpacity = 1f, bridgeOpacity = 0.75f;
|
||||||
|
|
||||||
public final BlockRenderer blocks = new BlockRenderer();
|
public final BlockRenderer blocks = new BlockRenderer();
|
||||||
public final FogRenderer fog = new FogRenderer();
|
public final FogRenderer fog = new FogRenderer();
|
||||||
@@ -51,8 +50,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
public TextureRegion[][] fluidFrames;
|
public TextureRegion[][] fluidFrames;
|
||||||
|
|
||||||
//currently landing core, null if there are no cores or it has finished landing.
|
//currently landing core, null if there are no cores or it has finished landing.
|
||||||
private @Nullable CoreBuild landCore;
|
private @Nullable LaunchAnimator launchAnimator;
|
||||||
private @Nullable CoreBlock launchCoreType;
|
|
||||||
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
private Color clearColor = new Color(0f, 0f, 0f, 1f);
|
||||||
private float
|
private float
|
||||||
//target camera scale that is lerp-ed to
|
//target camera scale that is lerp-ed to
|
||||||
@@ -61,8 +59,6 @@ public class Renderer implements ApplicationListener{
|
|||||||
camerascale = targetscale,
|
camerascale = targetscale,
|
||||||
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
//starts at coreLandDuration, ends at 0. if positive, core is landing.
|
||||||
landTime,
|
landTime,
|
||||||
//timer for core landing particles
|
|
||||||
landPTimer,
|
|
||||||
//intensity for screen shake
|
//intensity for screen shake
|
||||||
shakeIntensity,
|
shakeIntensity,
|
||||||
//reduction rate of screen shake
|
//reduction rate of screen shake
|
||||||
@@ -162,6 +158,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
float dest = Mathf.clamp(Mathf.round(baseTarget, 0.5f), minScale(), maxScale());
|
float dest = Mathf.clamp(Mathf.round(baseTarget, 0.5f), minScale(), maxScale());
|
||||||
camerascale = Mathf.lerpDelta(camerascale, dest, 0.1f);
|
camerascale = Mathf.lerpDelta(camerascale, dest, 0.1f);
|
||||||
if(Mathf.equal(camerascale, dest, 0.001f)) camerascale = dest;
|
if(Mathf.equal(camerascale, dest, 0.001f)) camerascale = dest;
|
||||||
|
unitLaserOpacity = settings.getInt("unitlaseropacity") / 100f;
|
||||||
laserOpacity = settings.getInt("lasersopacity") / 100f;
|
laserOpacity = settings.getInt("lasersopacity") / 100f;
|
||||||
bridgeOpacity = settings.getInt("bridgeopacity") / 100f;
|
bridgeOpacity = settings.getInt("bridgeopacity") / 100f;
|
||||||
animateShields = settings.getBool("animatedshields");
|
animateShields = settings.getBool("animatedshields");
|
||||||
@@ -172,21 +169,21 @@ public class Renderer implements ApplicationListener{
|
|||||||
pixelate = settings.getBool("pixelate");
|
pixelate = settings.getBool("pixelate");
|
||||||
|
|
||||||
//don't bother drawing landing animation if core is null
|
//don't bother drawing landing animation if core is null
|
||||||
if(landCore == null) landTime = 0f;
|
if(launchAnimator == null) landTime = 0f;
|
||||||
if(landTime > 0){
|
if(landTime > 0){
|
||||||
if(!state.isPaused()) landCore.updateLaunching();
|
if(!state.isPaused()) launchAnimator.updateLaunch();
|
||||||
|
|
||||||
weatherAlpha = 0f;
|
weatherAlpha = 0f;
|
||||||
camerascale = landCore.zoomLaunching();
|
camerascale = launchAnimator.zoomLaunch();
|
||||||
|
|
||||||
if(!state.isPaused()) landTime -= Time.delta;
|
if(!state.isPaused()) landTime -= Time.delta;
|
||||||
}else{
|
}else{
|
||||||
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
weatherAlpha = Mathf.lerpDelta(weatherAlpha, 1f, 0.08f);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(landCore != null && landTime <= 0f){
|
if(launchAnimator != null && landTime <= 0f){
|
||||||
landCore.endLaunch();
|
launchAnimator.endLaunch();
|
||||||
landCore = null;
|
launchAnimator = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
camera.width = graphics.getWidth() / camerascale;
|
camera.width = graphics.getWidth() / camerascale;
|
||||||
@@ -378,9 +375,14 @@ public class Renderer implements ApplicationListener{
|
|||||||
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
Draw.draw(Layer.overlayUI, overlays::drawTop);
|
||||||
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
if(state.rules.fog) Draw.draw(Layer.fogOfWar, fog::drawFog);
|
||||||
Draw.draw(Layer.space, () -> {
|
Draw.draw(Layer.space, () -> {
|
||||||
if(landCore == null || landTime <= 0f) return;
|
if(launchAnimator == null || landTime <= 0f) return;
|
||||||
landCore.drawLanding(launching && launchCoreType != null ? launchCoreType : (CoreBlock)landCore.block);
|
launchAnimator.drawLaunch();
|
||||||
});
|
});
|
||||||
|
if(launchAnimator != null){
|
||||||
|
Draw.z(Layer.space);
|
||||||
|
launchAnimator.drawLaunchGlobalZ();
|
||||||
|
Draw.reset();
|
||||||
|
}
|
||||||
|
|
||||||
Events.fire(Trigger.drawOver);
|
Events.fire(Trigger.drawOver);
|
||||||
blocks.drawBlocks();
|
blocks.drawBlocks();
|
||||||
@@ -504,66 +506,41 @@ public class Renderer implements ApplicationListener{
|
|||||||
return launching;
|
return launching;
|
||||||
}
|
}
|
||||||
|
|
||||||
public CoreBlock getLaunchCoreType(){
|
|
||||||
return launchCoreType;
|
|
||||||
}
|
|
||||||
|
|
||||||
public float getLandTime(){
|
public float getLandTime(){
|
||||||
return landTime;
|
return landTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
public float getLandTimeIn(){
|
public float getLandTimeIn(){
|
||||||
if(landCore == null) return 0f;
|
if(launchAnimator == null) return 0f;
|
||||||
float fin = landTime / landCore.landDuration();
|
float fin = landTime / launchAnimator.launchDuration();
|
||||||
if(!launching) fin = 1f - fin;
|
if(!launching) fin = 1f - fin;
|
||||||
return fin;
|
return fin;
|
||||||
}
|
}
|
||||||
|
|
||||||
public float getLandPTimer(){
|
public void showLanding(LaunchAnimator landCore){
|
||||||
return landPTimer;
|
this.launchAnimator = landCore;
|
||||||
}
|
|
||||||
|
|
||||||
public void setLandPTimer(float landPTimer){
|
|
||||||
this.landPTimer = landPTimer;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Deprecated
|
|
||||||
public void showLanding(){
|
|
||||||
var core = player.bestCore();
|
|
||||||
if(core != null) showLanding(core);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void showLanding(CoreBuild landCore){
|
|
||||||
this.landCore = landCore;
|
|
||||||
launching = false;
|
launching = false;
|
||||||
landTime = landCore.landDuration();
|
landTime = landCore.launchDuration();
|
||||||
|
|
||||||
landCore.beginLaunch(null);
|
landCore.beginLaunch(false);
|
||||||
camerascale = landCore.zoomLaunching();
|
camerascale = landCore.zoomLaunch();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Deprecated
|
public void showLaunch(LaunchAnimator landCore){
|
||||||
public void showLaunch(CoreBlock coreType){
|
|
||||||
var core = player.team().core();
|
|
||||||
if(core != null) showLaunch(core, coreType);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void showLaunch(CoreBuild landCore, CoreBlock coreType){
|
|
||||||
control.input.config.hideConfig();
|
control.input.config.hideConfig();
|
||||||
control.input.planConfig.hide();
|
control.input.planConfig.hide();
|
||||||
control.input.inv.hide();
|
control.input.inv.hide();
|
||||||
|
|
||||||
this.landCore = landCore;
|
this.launchAnimator = landCore;
|
||||||
launching = true;
|
launching = true;
|
||||||
landTime = landCore.landDuration();
|
landTime = landCore.launchDuration();
|
||||||
launchCoreType = coreType;
|
|
||||||
|
|
||||||
Music music = landCore.launchMusic();
|
Music music = landCore.launchMusic();
|
||||||
music.stop();
|
music.stop();
|
||||||
music.play();
|
music.play();
|
||||||
music.setVolume(settings.getInt("musicvol") / 100f);
|
music.setVolume(settings.getInt("musicvol") / 100f);
|
||||||
|
|
||||||
landCore.beginLaunch(coreType);
|
landCore.beginLaunch(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void takeMapScreenshot(){
|
public void takeMapScreenshot(){
|
||||||
|
|||||||
@@ -32,8 +32,10 @@ public abstract class UnlockableContent extends MappableContent{
|
|||||||
public boolean alwaysUnlocked = false;
|
public boolean alwaysUnlocked = false;
|
||||||
/** Whether to show the description in the research dialog preview. */
|
/** Whether to show the description in the research dialog preview. */
|
||||||
public boolean inlineDescription = true;
|
public boolean inlineDescription = true;
|
||||||
/** Whether details of blocks are hidden in custom games if they haven't been unlocked in campaign mode. */
|
/** Whether details are hidden in custom games if this hasn't been unlocked in campaign mode. */
|
||||||
public boolean hideDetails = true;
|
public boolean hideDetails = true;
|
||||||
|
/** Whether this is hidden from the Core Database. */
|
||||||
|
public boolean hideDatabase = false;
|
||||||
/** If false, all icon generation is disabled for this content; createIcons is not called. */
|
/** If false, all icon generation is disabled for this content; createIcons is not called. */
|
||||||
public boolean generateIcons = true;
|
public boolean generateIcons = true;
|
||||||
/** How big the content appears in certain selection menus */
|
/** How big the content appears in certain selection menus */
|
||||||
|
|||||||
210
core/src/mindustry/editor/BannedContentDialog.java
Normal file
210
core/src/mindustry/editor/BannedContentDialog.java
Normal file
@@ -0,0 +1,210 @@
|
|||||||
|
package mindustry.editor;
|
||||||
|
|
||||||
|
import arc.*;
|
||||||
|
import arc.func.*;
|
||||||
|
import arc.graphics.*;
|
||||||
|
import arc.graphics.g2d.*;
|
||||||
|
import arc.scene.style.*;
|
||||||
|
import arc.scene.ui.*;
|
||||||
|
import arc.scene.ui.layout.*;
|
||||||
|
import arc.struct.*;
|
||||||
|
import arc.util.*;
|
||||||
|
import mindustry.ctype.*;
|
||||||
|
import mindustry.gen.*;
|
||||||
|
import mindustry.graphics.*;
|
||||||
|
import mindustry.type.*;
|
||||||
|
import mindustry.ui.*;
|
||||||
|
import mindustry.ui.dialogs.*;
|
||||||
|
import mindustry.world.*;
|
||||||
|
|
||||||
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
|
public class BannedContentDialog<T extends UnlockableContent> extends BaseDialog{
|
||||||
|
private final ContentType type;
|
||||||
|
private Table selectedTable;
|
||||||
|
private Table deselectedTable;
|
||||||
|
private ObjectSet<T> contentSet;
|
||||||
|
private final Boolf<T> pred;
|
||||||
|
private String contentSearch;
|
||||||
|
private Category selectedCategory;
|
||||||
|
private Seq<T> filteredContent;
|
||||||
|
|
||||||
|
public BannedContentDialog(String title, ContentType type, Boolf<T> pred){
|
||||||
|
super(title);
|
||||||
|
this.type = type;
|
||||||
|
this.pred = pred;
|
||||||
|
contentSearch = "";
|
||||||
|
|
||||||
|
selectedTable = new Table();
|
||||||
|
deselectedTable = new Table();
|
||||||
|
|
||||||
|
addCloseButton();
|
||||||
|
|
||||||
|
shown(this::build);
|
||||||
|
resized(this::build);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void show(ObjectSet<T> contentSet){
|
||||||
|
this.contentSet = contentSet;
|
||||||
|
show();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void build(){
|
||||||
|
cont.clear();
|
||||||
|
|
||||||
|
var cell = cont.table(t -> {
|
||||||
|
t.table(s -> {
|
||||||
|
s.label(() -> "@search").padRight(10);
|
||||||
|
var field = s.field(contentSearch, value -> {
|
||||||
|
contentSearch = value;
|
||||||
|
rebuildTables();
|
||||||
|
}).get();
|
||||||
|
s.button(Icon.cancel, Styles.emptyi, () -> {
|
||||||
|
contentSearch = "";
|
||||||
|
field.setText("");
|
||||||
|
rebuildTables();
|
||||||
|
}).padLeft(10f).size(35f);
|
||||||
|
});
|
||||||
|
if(type == ContentType.block){
|
||||||
|
t.row();
|
||||||
|
t.table(c -> {
|
||||||
|
c.marginTop(8f);
|
||||||
|
c.defaults().marginRight(4f);
|
||||||
|
for(Category category : Category.values()){
|
||||||
|
c.button(ui.getIcon(category.name()), Styles.squareTogglei, () -> {
|
||||||
|
if(selectedCategory == category){
|
||||||
|
selectedCategory = null;
|
||||||
|
}else{
|
||||||
|
selectedCategory = category;
|
||||||
|
}
|
||||||
|
rebuildTables();
|
||||||
|
}).size(45f).update(i -> i.setChecked(selectedCategory == category)).padLeft(4f);
|
||||||
|
}
|
||||||
|
c.add("").padRight(4f);
|
||||||
|
}).center();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
cont.row();
|
||||||
|
if(!Core.graphics.isPortrait()) cell.colspan(2);
|
||||||
|
|
||||||
|
filteredContent = content.<T>getBy(type).select(pred);
|
||||||
|
if(!contentSearch.isEmpty()) filteredContent.removeAll(content -> !content.localizedName.toLowerCase().contains(contentSearch.toLowerCase()));
|
||||||
|
|
||||||
|
cont.table(table -> {
|
||||||
|
if(type == ContentType.block){
|
||||||
|
table.add("@bannedblocks").color(Color.valueOf("f25555")).padBottom(-1).top().row();
|
||||||
|
}else{
|
||||||
|
table.add("@bannedunits").color(Color.valueOf("f25555")).padBottom(-1).top().row();
|
||||||
|
}
|
||||||
|
|
||||||
|
table.image().color(Color.valueOf("f25555")).height(3f).padBottom(5f).fillX().expandX().top().row();
|
||||||
|
table.pane(table2 -> selectedTable = table2).fill().expand().row();
|
||||||
|
table.button("@addall", Icon.add, () -> {
|
||||||
|
contentSet.addAll(filteredContent);
|
||||||
|
rebuildTables();
|
||||||
|
}).disabled(button -> contentSet.toSeq().containsAll(filteredContent)).padTop(10f).bottom().fillX();
|
||||||
|
}).fill().expandY().uniform();
|
||||||
|
|
||||||
|
if(Core.graphics.isPortrait()) cont.row();
|
||||||
|
|
||||||
|
var cell2 = cont.table(table -> {
|
||||||
|
if(type == ContentType.block){
|
||||||
|
table.add("@unbannedblocks").color(Pal.accent).padBottom(-1).top().row();
|
||||||
|
}else{
|
||||||
|
table.add("@unbannedunits").color(Pal.accent).padBottom(-1).top().row();
|
||||||
|
}
|
||||||
|
|
||||||
|
table.image().color(Pal.accent).height(3f).padBottom(5f).fillX().top().row();
|
||||||
|
table.pane(table2 -> deselectedTable = table2).fill().expand().row();
|
||||||
|
table.button("@addall", Icon.add, () -> {
|
||||||
|
contentSet.removeAll(filteredContent);
|
||||||
|
rebuildTables();
|
||||||
|
}).disabled(button -> {
|
||||||
|
Seq<T> array = content.getBy(type);
|
||||||
|
array = array.copy();
|
||||||
|
array.removeAll(contentSet.toSeq());
|
||||||
|
return array.containsAll(filteredContent);
|
||||||
|
}).padTop(10f).bottom().fillX();
|
||||||
|
}).fill().expandY().uniform();
|
||||||
|
if(Core.graphics.isPortrait()){
|
||||||
|
cell2.padTop(10f);
|
||||||
|
}else{
|
||||||
|
cell2.padLeft(10f);
|
||||||
|
}
|
||||||
|
|
||||||
|
rebuildTables();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void rebuildTables(){
|
||||||
|
filteredContent.clear();
|
||||||
|
filteredContent = content.getBy(type);
|
||||||
|
filteredContent = filteredContent.select(pred);
|
||||||
|
|
||||||
|
if(!contentSearch.isEmpty()) filteredContent.removeAll(content -> !content.localizedName.toLowerCase().contains(contentSearch.toLowerCase()));
|
||||||
|
if(type == ContentType.block){
|
||||||
|
filteredContent.removeAll(content -> selectedCategory != null && ((Block)content).category != selectedCategory);
|
||||||
|
}
|
||||||
|
|
||||||
|
rebuildTable(selectedTable, true);
|
||||||
|
rebuildTable(deselectedTable, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void rebuildTable(Table table, boolean isSelected){
|
||||||
|
table.clear();
|
||||||
|
|
||||||
|
int cols;
|
||||||
|
if(Core.graphics.isPortrait()){
|
||||||
|
cols = Math.max(4, (int)((Core.graphics.getWidth() / Scl.scl() - 100f) / 50f));
|
||||||
|
}else{
|
||||||
|
cols = Math.max(4, (int)((Core.graphics.getWidth() / Scl.scl() - 300f) / 50f / 2));
|
||||||
|
}
|
||||||
|
|
||||||
|
if((isSelected && contentSet.isEmpty()) || (!isSelected && contentSet.size == content.<T>getBy(type).count(pred))){
|
||||||
|
table.add("@empty").width(50f * cols).padBottom(5f).get().setAlignment(Align.center);
|
||||||
|
}else{
|
||||||
|
Seq<T> array;
|
||||||
|
if(!isSelected){
|
||||||
|
array = content.getBy(type);
|
||||||
|
array = array.copy();
|
||||||
|
array.removeAll(contentSet.toSeq());
|
||||||
|
}else{
|
||||||
|
array = contentSet.toSeq();
|
||||||
|
}
|
||||||
|
array.sort();
|
||||||
|
array.removeAll(content -> !filteredContent.contains(content));
|
||||||
|
|
||||||
|
if(array.isEmpty()){
|
||||||
|
table.add("@empty").width(50f * cols).padBottom(5f).get().setAlignment(Align.center);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
int i = 0;
|
||||||
|
boolean requiresPad = true;
|
||||||
|
|
||||||
|
for(T content : array){
|
||||||
|
TextureRegion region = content.uiIcon;
|
||||||
|
|
||||||
|
ImageButton button = new ImageButton(Tex.whiteui, Styles.clearNonei);
|
||||||
|
button.getStyle().imageUp = new TextureRegionDrawable(region);
|
||||||
|
button.resizeImage(8 * 4f);
|
||||||
|
if(isSelected) button.clicked(() -> {
|
||||||
|
contentSet.remove(content);
|
||||||
|
rebuildTables();
|
||||||
|
});
|
||||||
|
else button.clicked(() -> {
|
||||||
|
contentSet.add(content);
|
||||||
|
rebuildTables();
|
||||||
|
});
|
||||||
|
table.add(button).size(50f).tooltip(content.localizedName);
|
||||||
|
|
||||||
|
if(++i % cols == 0){
|
||||||
|
table.row();
|
||||||
|
requiresPad = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(requiresPad){
|
||||||
|
table.add("").padRight(50f * (cols - i));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -41,8 +41,7 @@ public class ForceFieldAbility extends Ability{
|
|||||||
if(trait.team != paramUnit.team && trait.type.absorbable && Intersector.isInRegularPolygon(paramField.sides, paramUnit.x, paramUnit.y, realRad, paramField.rotation, trait.x(), trait.y()) && paramUnit.shield > 0){
|
if(trait.team != paramUnit.team && trait.type.absorbable && Intersector.isInRegularPolygon(paramField.sides, paramUnit.x, paramUnit.y, realRad, paramField.rotation, trait.x(), trait.y()) && paramUnit.shield > 0){
|
||||||
trait.absorb();
|
trait.absorb();
|
||||||
Fx.absorb.at(trait);
|
Fx.absorb.at(trait);
|
||||||
|
paramUnit.shield -= trait.type().shieldDamage(trait);
|
||||||
paramUnit.shield -= trait.damage();
|
|
||||||
paramField.alpha = 1f;
|
paramField.alpha = 1f;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -84,6 +84,8 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
public float reloadMultiplier = 1f;
|
public float reloadMultiplier = 1f;
|
||||||
/** Multiplier of how much base damage is done to tiles. */
|
/** Multiplier of how much base damage is done to tiles. */
|
||||||
public float buildingDamageMultiplier = 1f;
|
public float buildingDamageMultiplier = 1f;
|
||||||
|
/** Multiplier of how much base damage is done to force shields. */
|
||||||
|
public float shieldDamageMultiplier = 1f;
|
||||||
/** Recoil from shooter entities. */
|
/** Recoil from shooter entities. */
|
||||||
public float recoil;
|
public float recoil;
|
||||||
/** Whether to kill the shooter when this is shot. For suicide bombers. */
|
/** Whether to kill the shooter when this is shot. For suicide bombers. */
|
||||||
@@ -569,6 +571,14 @@ public class BulletType extends Content implements Cloneable{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float buildingDamage(Bullet b){
|
||||||
|
return b.damage() * buildingDamageMultiplier;
|
||||||
|
}
|
||||||
|
|
||||||
|
public float shieldDamage(Bullet b){
|
||||||
|
return b.damage() * shieldDamageMultiplier;
|
||||||
|
}
|
||||||
|
|
||||||
public void draw(Bullet b){
|
public void draw(Bullet b){
|
||||||
drawTrail(b);
|
drawTrail(b);
|
||||||
drawParts(b);
|
drawParts(b);
|
||||||
|
|||||||
@@ -56,7 +56,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
static final BuildTeamChangeEvent teamChangeEvent = new BuildTeamChangeEvent();
|
static final BuildTeamChangeEvent teamChangeEvent = new BuildTeamChangeEvent();
|
||||||
static final BuildDamageEvent bulletDamageEvent = new BuildDamageEvent();
|
static final BuildDamageEvent bulletDamageEvent = new BuildDamageEvent();
|
||||||
static int sleepingEntities = 0;
|
static int sleepingEntities = 0;
|
||||||
|
|
||||||
@Import float x, y, health, maxHealth;
|
@Import float x, y, health, maxHealth;
|
||||||
@Import Team team;
|
@Import Team team;
|
||||||
@Import boolean dead;
|
@Import boolean dead;
|
||||||
@@ -1029,10 +1029,9 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
int itemSize = allItems.size;
|
int itemSize = allItems.size;
|
||||||
Object[] itemArray = allItems.items;
|
Object[] itemArray = allItems.items;
|
||||||
|
|
||||||
for(int i = 0; i < proximity.size; i++){
|
if(todump == null){
|
||||||
Building other = proximity.get((i + dump) % proximity.size);
|
for(int i = 0; i < proximity.size; i++){
|
||||||
|
Building other = proximity.get((i + dump) % proximity.size);
|
||||||
if(todump == null){
|
|
||||||
|
|
||||||
for(int ii = 0; ii < itemSize; ii++){
|
for(int ii = 0; ii < itemSize; ii++){
|
||||||
if(!items.has(ii)) continue;
|
if(!items.has(ii)) continue;
|
||||||
@@ -1045,16 +1044,22 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}else{
|
|
||||||
|
incrementDump(proximity.size);
|
||||||
|
}
|
||||||
|
}else{
|
||||||
|
for(int i = 0; i < proximity.size; i++){
|
||||||
|
Building other = proximity.get((i + dump) % proximity.size);
|
||||||
|
|
||||||
if(other.acceptItem(self(), todump) && canDump(other, todump)){
|
if(other.acceptItem(self(), todump) && canDump(other, todump)){
|
||||||
other.handleItem(self(), todump);
|
other.handleItem(self(), todump);
|
||||||
items.remove(todump, 1);
|
items.remove(todump, 1);
|
||||||
incrementDump(proximity.size);
|
incrementDump(proximity.size);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
incrementDump(proximity.size);
|
incrementDump(proximity.size);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
@@ -1118,7 +1123,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
}
|
}
|
||||||
power.links.clear();
|
power.links.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public boolean conductsTo(Building other){
|
public boolean conductsTo(Building other){
|
||||||
return !block.insulated;
|
return !block.insulated;
|
||||||
}
|
}
|
||||||
@@ -1320,7 +1325,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
if(value instanceof Block) type = Block.class;
|
if(value instanceof Block) type = Block.class;
|
||||||
if(value instanceof Liquid) type = Liquid.class;
|
if(value instanceof Liquid) type = Liquid.class;
|
||||||
if(value instanceof UnitType) type = UnitType.class;
|
if(value instanceof UnitType) type = UnitType.class;
|
||||||
|
|
||||||
if(builder != null && builder.isPlayer()){
|
if(builder != null && builder.isPlayer()){
|
||||||
updateLastAccess(builder.getPlayer());
|
updateLastAccess(builder.getPlayer());
|
||||||
}
|
}
|
||||||
@@ -1640,7 +1645,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
public boolean collision(Bullet other){
|
public boolean collision(Bullet other){
|
||||||
boolean wasDead = health <= 0;
|
boolean wasDead = health <= 0;
|
||||||
|
|
||||||
float damage = other.damage() * other.type().buildingDamageMultiplier;
|
float damage = other.type.buildingDamage(other);
|
||||||
if(!other.type.pierceArmor){
|
if(!other.type.pierceArmor){
|
||||||
damage = Damage.applyArmor(damage, block.armor);
|
damage = Damage.applyArmor(damage, block.armor);
|
||||||
}
|
}
|
||||||
@@ -1727,7 +1732,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
public void updateProximity(){
|
public void updateProximity(){
|
||||||
tmpTiles.clear();
|
tmpTiles.clear();
|
||||||
proximity.clear();
|
proximity.clear();
|
||||||
|
|
||||||
Point2[] nearby = Edges.getEdges(block.size);
|
Point2[] nearby = Edges.getEdges(block.size);
|
||||||
for(Point2 point : nearby){
|
for(Point2 point : nearby){
|
||||||
Building other = world.build(tile.x + point.x, tile.y + point.y);
|
Building other = world.build(tile.x + point.x, tile.y + point.y);
|
||||||
@@ -1983,6 +1988,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
public double sense(Content content){
|
public double sense(Content content){
|
||||||
if(content instanceof Item i && items != null) return items.get(i);
|
if(content instanceof Item i && items != null) return items.get(i);
|
||||||
if(content instanceof Liquid l && liquids != null) return liquids.get(l);
|
if(content instanceof Liquid l && liquids != null) return liquids.get(l);
|
||||||
|
if(getPayloads() != null){
|
||||||
|
if(content instanceof UnitType u) return getPayloads().get(u);
|
||||||
|
if(content instanceof Block b) return getPayloads().get(b);
|
||||||
|
}
|
||||||
return Float.NaN; //invalid sense
|
return Float.NaN; //invalid sense
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -2080,6 +2089,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
|
|||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void remove(){
|
public void remove(){
|
||||||
|
stopSound();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void stopSound(){
|
||||||
if(sound != null){
|
if(sound != null){
|
||||||
sound.stop();
|
sound.stop();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -65,7 +65,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public boolean canMine(){
|
public boolean canMine(){
|
||||||
return type.mineSpeed > 0 && type.mineTier >= 0;
|
return type.mineSpeed * state.rules.unitMineSpeed(team()) > 0 && type.mineTier >= 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@@ -89,7 +89,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
|
|||||||
mineTile = null;
|
mineTile = null;
|
||||||
mineTimer = 0f;
|
mineTimer = 0f;
|
||||||
}else if(mining() && item != null){
|
}else if(mining() && item != null){
|
||||||
mineTimer += Time.delta * type.mineSpeed;
|
mineTimer += Time.delta * type.mineSpeed * state.rules.unitMineSpeed(team());
|
||||||
|
|
||||||
if(Mathf.chance(0.06 * Time.delta)){
|
if(Mathf.chance(0.06 * Time.delta)){
|
||||||
Fx.pulverizeSmall.at(mineTile.worldx() + Mathf.range(tilesize / 2f), mineTile.worldy() + Mathf.range(tilesize / 2f), 0f, item.color);
|
Fx.pulverizeSmall.at(mineTile.worldx() + Mathf.range(tilesize / 2f), mineTile.worldy() + Mathf.range(tilesize / 2f), 0f, item.color);
|
||||||
|
|||||||
@@ -61,6 +61,13 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
|
|||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
public void remove(){
|
||||||
|
for(Payload pay : payloads){
|
||||||
|
pay.remove();
|
||||||
|
}
|
||||||
|
payloads.clear();
|
||||||
|
}
|
||||||
|
|
||||||
public void destroy(){
|
public void destroy(){
|
||||||
if(Vars.state.rules.unitPayloadsExplode) payloads.each(Payload::destroyed);
|
if(Vars.state.rules.unitPayloadsExplode) payloads.each(Payload::destroyed);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -241,6 +241,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||||||
controller instanceof CommandAI command && command.hasCommand() ? ctrlCommand :
|
controller instanceof CommandAI command && command.hasCommand() ? ctrlCommand :
|
||||||
0;
|
0;
|
||||||
case payloadCount -> ((Object)this) instanceof Payloadc pay ? pay.payloads().size : 0;
|
case payloadCount -> ((Object)this) instanceof Payloadc pay ? pay.payloads().size : 0;
|
||||||
|
case totalPayload -> ((Object)this) instanceof Payloadc pay ? pay.payloadUsed() : 0;
|
||||||
|
case payloadCapacity -> type.payloadCapacity / tilePayload;
|
||||||
case size -> hitSize / tilesize;
|
case size -> hitSize / tilesize;
|
||||||
case color -> Color.toDoubleBits(team.color.r, team.color.g, team.color.b, 1f);
|
case color -> Color.toDoubleBits(team.color.r, team.color.g, team.color.b, 1f);
|
||||||
default -> Float.NaN;
|
default -> Float.NaN;
|
||||||
@@ -265,6 +267,16 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||||||
@Override
|
@Override
|
||||||
public double sense(Content content){
|
public double sense(Content content){
|
||||||
if(content == stack().item) return stack().amount;
|
if(content == stack().item) return stack().amount;
|
||||||
|
if(content instanceof UnitType u){
|
||||||
|
return ((Object)this) instanceof Payloadc pay ?
|
||||||
|
(pay.payloads().isEmpty() ? 0 :
|
||||||
|
pay.payloads().count(p -> p instanceof UnitPayload up && up.unit.type == u)) : 0;
|
||||||
|
}
|
||||||
|
if(content instanceof Block b){
|
||||||
|
return ((Object)this) instanceof Payloadc pay ?
|
||||||
|
(pay.payloads().isEmpty() ? 0 :
|
||||||
|
pay.payloads().count(p -> p instanceof BuildPayload bp && bp.build.block == b)) : 0;
|
||||||
|
}
|
||||||
return Float.NaN;
|
return Float.NaN;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -695,7 +707,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||||||
type.deathExplosionEffect.at(x, y, bounds() / 2f / 8f);
|
type.deathExplosionEffect.at(x, y, bounds() / 2f / 8f);
|
||||||
}
|
}
|
||||||
|
|
||||||
float shake = hitSize / 3f;
|
float shake = type.deathShake < 0 ? hitSize / 3f : type.deathShake;
|
||||||
|
|
||||||
if(type.createScorch){
|
if(type.createScorch){
|
||||||
Effect.scorch(x, y, (int)(hitSize / 5));
|
Effect.scorch(x, y, (int)(hitSize / 5));
|
||||||
|
|||||||
@@ -34,6 +34,8 @@ public class ParticleEffect extends Effect{
|
|||||||
public float spin = 0f;
|
public float spin = 0f;
|
||||||
/** Controls the initial and final sprite sizes. */
|
/** Controls the initial and final sprite sizes. */
|
||||||
public float sizeFrom = 2f, sizeTo = 0f;
|
public float sizeFrom = 2f, sizeTo = 0f;
|
||||||
|
/** Controls the amount of ticks the effect waits before changing size. */
|
||||||
|
public float sizeChangeStart = 0f;
|
||||||
/** Whether the rotation adds with the parent */
|
/** Whether the rotation adds with the parent */
|
||||||
public boolean useRotation = true;
|
public boolean useRotation = true;
|
||||||
/** Rotation offset. */
|
/** Rotation offset. */
|
||||||
@@ -51,6 +53,7 @@ public class ParticleEffect extends Effect{
|
|||||||
@Override
|
@Override
|
||||||
public void init(){
|
public void init(){
|
||||||
clip = Math.max(clip, length + Math.max(sizeFrom, sizeTo));
|
clip = Math.max(clip, length + Math.max(sizeFrom, sizeTo));
|
||||||
|
sizeChangeStart = Mathf.clamp(sizeChangeStart, 0f, lifetime);
|
||||||
if(sizeInterp == null) sizeInterp = interp;
|
if(sizeInterp == null) sizeInterp = interp;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -62,7 +65,7 @@ public class ParticleEffect extends Effect{
|
|||||||
int flip = casingFlip ? -Mathf.sign(e.rotation) : 1;
|
int flip = casingFlip ? -Mathf.sign(e.rotation) : 1;
|
||||||
float rawfin = e.fin();
|
float rawfin = e.fin();
|
||||||
float fin = e.fin(interp);
|
float fin = e.fin(interp);
|
||||||
float rad = sizeInterp.apply(sizeFrom, sizeTo, rawfin) * 2;
|
float rad = sizeInterp.apply(sizeFrom, sizeTo, Mathf.curve(rawfin, sizeChangeStart / lifetime, 1f)) * 2;
|
||||||
float ox = e.x + Angles.trnsx(realRotation, offsetX * flip, offsetY), oy = e.y + Angles.trnsy(realRotation, offsetX * flip, offsetY);
|
float ox = e.x + Angles.trnsx(realRotation, offsetX * flip, offsetY), oy = e.y + Angles.trnsy(realRotation, offsetX * flip, offsetY);
|
||||||
|
|
||||||
Draw.color(colorFrom, colorTo, fin);
|
Draw.color(colorFrom, colorTo, fin);
|
||||||
|
|||||||
@@ -8,7 +8,7 @@ import mindustry.entities.*;
|
|||||||
/** Renders one particle effect repeatedly at specified angle intervals. */
|
/** Renders one particle effect repeatedly at specified angle intervals. */
|
||||||
public class RadialEffect extends Effect{
|
public class RadialEffect extends Effect{
|
||||||
public Effect effect = Fx.none;
|
public Effect effect = Fx.none;
|
||||||
public float rotationSpacing = 90f, rotationOffset = 0f;
|
public float rotationSpacing = 90f, rotationOffset = 0f, effectRotationOffset = 0f;
|
||||||
public float lengthOffset = 0f;
|
public float lengthOffset = 0f;
|
||||||
public int amount = 4;
|
public int amount = 4;
|
||||||
|
|
||||||
@@ -16,14 +16,19 @@ public class RadialEffect extends Effect{
|
|||||||
clip = 100f;
|
clip = 100f;
|
||||||
}
|
}
|
||||||
|
|
||||||
public RadialEffect(Effect effect, int amount, float spacing, float lengthOffset){
|
public RadialEffect(Effect effect, int amount, float spacing, float lengthOffset, float effectRotationOffset){
|
||||||
this();
|
this();
|
||||||
this.amount = amount;
|
this.amount = amount;
|
||||||
this.effect = effect;
|
this.effect = effect;
|
||||||
|
this.effectRotationOffset = effectRotationOffset;
|
||||||
this.rotationSpacing = spacing;
|
this.rotationSpacing = spacing;
|
||||||
this.lengthOffset = lengthOffset;
|
this.lengthOffset = lengthOffset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public RadialEffect(Effect effect, int amount, float spacing, float lengthOffset){
|
||||||
|
this(effect, amount, spacing, lengthOffset, 0f);
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void create(float x, float y, float rotation, Color color, Object data){
|
public void create(float x, float y, float rotation, Color color, Object data){
|
||||||
if(!shouldCreate()) return;
|
if(!shouldCreate()) return;
|
||||||
@@ -31,7 +36,7 @@ public class RadialEffect extends Effect{
|
|||||||
rotation += rotationOffset;
|
rotation += rotationOffset;
|
||||||
|
|
||||||
for(int i = 0; i < amount; i++){
|
for(int i = 0; i < amount; i++){
|
||||||
effect.create(x + Angles.trnsx(rotation, lengthOffset), y + Angles.trnsy(rotation, lengthOffset), rotation, color, data);
|
effect.create(x + Angles.trnsx(rotation, lengthOffset), y + Angles.trnsy(rotation, lengthOffset), rotation + effectRotationOffset, color, data);
|
||||||
rotation += rotationSpacing;
|
rotation += rotationSpacing;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ public class CampaignRules{
|
|||||||
public boolean showSpawns;
|
public boolean showSpawns;
|
||||||
public boolean sectorInvasion;
|
public boolean sectorInvasion;
|
||||||
public boolean randomWaveAI;
|
public boolean randomWaveAI;
|
||||||
|
public boolean legacyLaunchPads;
|
||||||
|
|
||||||
public void apply(Planet planet, Rules rules){
|
public void apply(Planet planet, Rules rules){
|
||||||
rules.staticFog = rules.fog = fog;
|
rules.staticFog = rules.fog = fog;
|
||||||
|
|||||||
@@ -38,6 +38,8 @@ public class EventType{
|
|||||||
teamCoreDamage,
|
teamCoreDamage,
|
||||||
socketConfigChanged,
|
socketConfigChanged,
|
||||||
update,
|
update,
|
||||||
|
beforeGameUpdate,
|
||||||
|
afterGameUpdate,
|
||||||
unitCommandChange,
|
unitCommandChange,
|
||||||
unitCommandPosition,
|
unitCommandPosition,
|
||||||
unitCommandAttack,
|
unitCommandAttack,
|
||||||
@@ -80,6 +82,8 @@ public class EventType{
|
|||||||
public static class BlockInfoEvent{}
|
public static class BlockInfoEvent{}
|
||||||
/** Called *after* all content has been initialized. */
|
/** Called *after* all content has been initialized. */
|
||||||
public static class ContentInitEvent{}
|
public static class ContentInitEvent{}
|
||||||
|
/** Called *after* all mod content has been loaded, but before it has been initialized. */
|
||||||
|
public static class ModContentLoadEvent{}
|
||||||
/** Called when the client game is first loaded. */
|
/** Called when the client game is first loaded. */
|
||||||
public static class ClientLoadEvent{}
|
public static class ClientLoadEvent{}
|
||||||
/** Called after SoundControl registers its music. */
|
/** Called after SoundControl registers its music. */
|
||||||
|
|||||||
@@ -84,6 +84,8 @@ public class Rules{
|
|||||||
public float unitHealthMultiplier = 1f;
|
public float unitHealthMultiplier = 1f;
|
||||||
/** How much damage unit crash damage deals. (Compounds with unitDamageMultiplier) */
|
/** How much damage unit crash damage deals. (Compounds with unitDamageMultiplier) */
|
||||||
public float unitCrashDamageMultiplier = 1f;
|
public float unitCrashDamageMultiplier = 1f;
|
||||||
|
/** How fast units can mine. */
|
||||||
|
public float unitMineSpeedMultiplier = 1f;
|
||||||
/** If true, ghost blocks will appear upon destruction, letting builder blocks/units rebuild them. */
|
/** If true, ghost blocks will appear upon destruction, letting builder blocks/units rebuild them. */
|
||||||
public boolean ghostBlocks = true;
|
public boolean ghostBlocks = true;
|
||||||
/** Whether to allow units to build with logic. */
|
/** Whether to allow units to build with logic. */
|
||||||
@@ -241,6 +243,10 @@ public class Rules{
|
|||||||
return (this.env & env) != 0;
|
return (this.env & env) != 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float buildRadius(Team team){
|
||||||
|
return enemyCoreBuildRadius + teams.get(team).extraCoreBuildRadius;
|
||||||
|
}
|
||||||
|
|
||||||
public float unitBuildSpeed(Team team){
|
public float unitBuildSpeed(Team team){
|
||||||
return unitBuildSpeedMultiplier * teams.get(team).unitBuildSpeedMultiplier;
|
return unitBuildSpeedMultiplier * teams.get(team).unitBuildSpeedMultiplier;
|
||||||
}
|
}
|
||||||
@@ -262,6 +268,10 @@ public class Rules{
|
|||||||
return unitDamage(team) * unitCrashDamageMultiplier * teams.get(team).unitCrashDamageMultiplier;
|
return unitDamage(team) * unitCrashDamageMultiplier * teams.get(team).unitCrashDamageMultiplier;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public float unitMineSpeed(Team team){
|
||||||
|
return unitMineSpeedMultiplier * teams.get(team).unitMineSpeedMultiplier;
|
||||||
|
}
|
||||||
|
|
||||||
public float blockHealth(Team team){
|
public float blockHealth(Team team){
|
||||||
return blockHealthMultiplier * teams.get(team).blockHealthMultiplier;
|
return blockHealthMultiplier * teams.get(team).blockHealthMultiplier;
|
||||||
}
|
}
|
||||||
@@ -312,6 +322,8 @@ public class Rules{
|
|||||||
public float unitDamageMultiplier = 1f;
|
public float unitDamageMultiplier = 1f;
|
||||||
/** How much damage unit crash damage deals. (Compounds with unitDamageMultiplier) */
|
/** How much damage unit crash damage deals. (Compounds with unitDamageMultiplier) */
|
||||||
public float unitCrashDamageMultiplier = 1f;
|
public float unitCrashDamageMultiplier = 1f;
|
||||||
|
/** How fast units can mine. */
|
||||||
|
public float unitMineSpeedMultiplier = 1f;
|
||||||
/** Multiplier of resources that units take to build. */
|
/** Multiplier of resources that units take to build. */
|
||||||
public float unitCostMultiplier = 1f;
|
public float unitCostMultiplier = 1f;
|
||||||
/** How much health units start with. */
|
/** How much health units start with. */
|
||||||
@@ -322,6 +334,9 @@ public class Rules{
|
|||||||
public float blockDamageMultiplier = 1f;
|
public float blockDamageMultiplier = 1f;
|
||||||
/** Multiplier for building speed. */
|
/** Multiplier for building speed. */
|
||||||
public float buildSpeedMultiplier = 1f;
|
public float buildSpeedMultiplier = 1f;
|
||||||
|
/** Extra spacing added to the no-build zone around the core. */
|
||||||
|
public float extraCoreBuildRadius = 0f;
|
||||||
|
|
||||||
|
|
||||||
//build cost disabled due to technical complexity
|
//build cost disabled due to technical complexity
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,6 +30,9 @@ public class SectorInfo{
|
|||||||
public ObjectMap<Item, ExportStat> rawProduction = new ObjectMap<>();
|
public ObjectMap<Item, ExportStat> rawProduction = new ObjectMap<>();
|
||||||
/** Export statistics. */
|
/** Export statistics. */
|
||||||
public ObjectMap<Item, ExportStat> export = new ObjectMap<>();
|
public ObjectMap<Item, ExportStat> export = new ObjectMap<>();
|
||||||
|
//TODO: there is an obvious exploit with launch pad redirection here; pads can be redirected after leaving a sector, which doesn't update calculations.
|
||||||
|
/** Import statistics, based on what launch pads are actually receiving. */
|
||||||
|
public ObjectMap<Item, ExportStat> imports = new ObjectMap<>();
|
||||||
/** Items stored in all cores. */
|
/** Items stored in all cores. */
|
||||||
public ItemSeq items = new ItemSeq();
|
public ItemSeq items = new ItemSeq();
|
||||||
/** The best available core type. */
|
/** The best available core type. */
|
||||||
@@ -80,14 +83,18 @@ public class SectorInfo{
|
|||||||
public int waveVersion = -1;
|
public int waveVersion = -1;
|
||||||
/** Whether this sector was indicated to the player or not. */
|
/** Whether this sector was indicated to the player or not. */
|
||||||
public boolean shown = false;
|
public boolean shown = false;
|
||||||
/** Temporary seq for last imported items. Do not use. */
|
|
||||||
public transient ItemSeq lastImported = new ItemSeq();
|
|
||||||
|
|
||||||
/** Special variables for simulation. */
|
/** Special variables for simulation. */
|
||||||
public float sumHealth, sumRps, sumDps, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
|
public float sumHealth, sumRps, sumDps, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
|
||||||
/** Wave where first boss shows up. */
|
/** Wave where first boss shows up. */
|
||||||
public int bossWave = -1;
|
public int bossWave = -1;
|
||||||
|
|
||||||
|
public ObjectFloatMap<Item> importCooldownTimers = new ObjectFloatMap<>();
|
||||||
|
public @Nullable transient float[] importRateCache;
|
||||||
|
|
||||||
|
/** Temporary seq for last imported items. Do not use. */
|
||||||
|
public transient ItemSeq lastImported = new ItemSeq();
|
||||||
|
|
||||||
/** Counter refresh state. */
|
/** Counter refresh state. */
|
||||||
private transient Interval time = new Interval();
|
private transient Interval time = new Interval();
|
||||||
/** Core item storage input/output deltas. */
|
/** Core item storage input/output deltas. */
|
||||||
@@ -107,12 +114,6 @@ public class SectorInfo{
|
|||||||
productionDeltas[item.id] += amount;
|
productionDeltas[item.id] += amount;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @return the real location items go when launched on this sector */
|
|
||||||
public Sector getRealDestination(){
|
|
||||||
//on multiplayer the destination is, by default, the first captured sector (basically random)
|
|
||||||
return !net.client() || destination != null ? destination : state.rules.sector.planet.sectors.find(Sector::hasBase);
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Updates export statistics. */
|
/** Updates export statistics. */
|
||||||
public void handleItemExport(ItemStack stack){
|
public void handleItemExport(ItemStack stack){
|
||||||
handleItemExport(stack.item, stack.amount);
|
handleItemExport(stack.item, stack.amount);
|
||||||
@@ -123,10 +124,43 @@ public class SectorInfo{
|
|||||||
export.get(item, ExportStat::new).counter += amount;
|
export.get(item, ExportStat::new).counter += amount;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Updates import statistics. */
|
||||||
|
public void handleItemImport(Item item, int amount){
|
||||||
|
imports.get(item, ExportStat::new).counter += amount;
|
||||||
|
}
|
||||||
|
|
||||||
public float getExport(Item item){
|
public float getExport(Item item){
|
||||||
return export.get(item, ExportStat::new).mean;
|
return export.get(item, ExportStat::new).mean;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public boolean hasExport(Item item){
|
||||||
|
var exp = export.get(item);
|
||||||
|
return exp != null && exp.mean > 0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void refreshImportRates(Planet planet){
|
||||||
|
if(importRateCache == null || importRateCache.length != content.items().size){
|
||||||
|
importRateCache = new float[content.items().size];
|
||||||
|
}else{
|
||||||
|
Arrays.fill(importRateCache, 0f);
|
||||||
|
}
|
||||||
|
eachImport(planet, sector -> sector.info.export.each((item, stat) -> {
|
||||||
|
importRateCache[item.id] += stat.mean;
|
||||||
|
}));
|
||||||
|
}
|
||||||
|
|
||||||
|
public float[] getImportRates(Planet planet){
|
||||||
|
if(importRateCache == null){
|
||||||
|
refreshImportRates(planet);
|
||||||
|
}
|
||||||
|
return importRateCache;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** @return the import rate of an item as item/second. This is the *raw* max import rate, not what landing pads are actually using. */
|
||||||
|
public float getImportRate(Planet planet, Item item){
|
||||||
|
return getImportRates(planet)[item.id];
|
||||||
|
}
|
||||||
|
|
||||||
/** Write contents of meta into main storage. */
|
/** Write contents of meta into main storage. */
|
||||||
public void write(){
|
public void write(){
|
||||||
//enable attack mode when there's a core.
|
//enable attack mode when there's a core.
|
||||||
@@ -221,19 +255,8 @@ public class SectorInfo{
|
|||||||
//refresh throughput
|
//refresh throughput
|
||||||
if(time.get(refreshPeriod)){
|
if(time.get(refreshPeriod)){
|
||||||
|
|
||||||
//refresh export
|
updateStats(export);
|
||||||
export.each((item, stat) -> {
|
updateStats(imports);
|
||||||
//initialize stat after loading
|
|
||||||
if(!stat.loaded){
|
|
||||||
stat.means.fill(stat.mean);
|
|
||||||
stat.loaded = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
//add counter, subtract how many items were taken from the core during this time
|
|
||||||
stat.means.add(Math.max(stat.counter, 0));
|
|
||||||
stat.counter = 0;
|
|
||||||
stat.mean = stat.means.rawMean();
|
|
||||||
});
|
|
||||||
|
|
||||||
if(coreDeltas == null) coreDeltas = new int[content.items().size];
|
if(coreDeltas == null) coreDeltas = new int[content.items().size];
|
||||||
if(productionDeltas == null) productionDeltas = new int[content.items().size];
|
if(productionDeltas == null) productionDeltas = new int[content.items().size];
|
||||||
@@ -250,6 +273,11 @@ public class SectorInfo{
|
|||||||
//export can, at most, be the raw items being produced from factories + the items being taken from the core
|
//export can, at most, be the raw items being produced from factories + the items being taken from the core
|
||||||
export.get(item).mean = Math.min(export.get(item).mean, rawProduction.get(item).mean + Math.max(-production.get(item).mean, 0));
|
export.get(item).mean = Math.min(export.get(item).mean, rawProduction.get(item).mean + Math.max(-production.get(item).mean, 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if(imports.containsKey(item)){
|
||||||
|
//import can't exceed max import rate
|
||||||
|
imports.get(item).mean = Math.min(imports.get(item).mean, getImportRate(state.getPlanet(), item));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Arrays.fill(coreDeltas, 0);
|
Arrays.fill(coreDeltas, 0);
|
||||||
@@ -257,6 +285,20 @@ public class SectorInfo{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void updateStats(ObjectMap<Item, ExportStat> map){
|
||||||
|
map.each((item, stat) -> {
|
||||||
|
//initialize stat after loading
|
||||||
|
if(!stat.loaded){
|
||||||
|
stat.means.fill(stat.mean);
|
||||||
|
stat.loaded = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
stat.means.add(Math.max(stat.counter, 0));
|
||||||
|
stat.counter = 0;
|
||||||
|
stat.mean = stat.means.rawMean();
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
void updateDelta(Item item, ObjectMap<Item, ExportStat> map, int[] deltas){
|
void updateDelta(Item item, ObjectMap<Item, ExportStat> map, int[] deltas){
|
||||||
ExportStat stat = map.get(item, ExportStat::new);
|
ExportStat stat = map.get(item, ExportStat::new);
|
||||||
if(!stat.loaded){
|
if(!stat.loaded){
|
||||||
@@ -293,7 +335,7 @@ public class SectorInfo{
|
|||||||
/** Iterates through every sector this one imports from. */
|
/** Iterates through every sector this one imports from. */
|
||||||
public void eachImport(Planet planet, Cons<Sector> cons){
|
public void eachImport(Planet planet, Cons<Sector> cons){
|
||||||
for(Sector sector : planet.sectors){
|
for(Sector sector : planet.sectors){
|
||||||
Sector dest = sector.info.getRealDestination();
|
Sector dest = sector.info.destination;
|
||||||
if(sector.hasBase() && sector.info != this && dest != null && dest.info == this && sector.info.anyExports()){
|
if(sector.hasBase() && sector.info != this && dest != null && dest.info == this && sector.info.anyExports()){
|
||||||
cons.get(sector);
|
cons.get(sector);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,12 +8,13 @@ import arc.util.*;
|
|||||||
import mindustry.game.Rules.*;
|
import mindustry.game.Rules.*;
|
||||||
import mindustry.game.Teams.*;
|
import mindustry.game.Teams.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
|
import mindustry.logic.*;
|
||||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||||
import mindustry.world.modules.*;
|
import mindustry.world.modules.*;
|
||||||
|
|
||||||
import static mindustry.Vars.*;
|
import static mindustry.Vars.*;
|
||||||
|
|
||||||
public class Team implements Comparable<Team>{
|
public class Team implements Comparable<Team>, Senseable{
|
||||||
public final int id;
|
public final int id;
|
||||||
public final Color color;
|
public final Color color;
|
||||||
public final Color[] palette;
|
public final Color[] palette;
|
||||||
@@ -138,7 +139,7 @@ public class Team implements Comparable<Team>{
|
|||||||
public String localized(){
|
public String localized(){
|
||||||
return Core.bundle.get("team." + name + ".name", name);
|
return Core.bundle.get("team." + name + ".name", name);
|
||||||
}
|
}
|
||||||
|
|
||||||
public String coloredName(){
|
public String coloredName(){
|
||||||
return emoji + "[#" + color + "]" + localized() + "[]";
|
return emoji + "[#" + color + "]" + localized() + "[]";
|
||||||
}
|
}
|
||||||
@@ -152,4 +153,10 @@ public class Team implements Comparable<Team>{
|
|||||||
public String toString(){
|
public String toString(){
|
||||||
return name;
|
return name;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public double sense(LAccess sensor){
|
||||||
|
if(sensor == LAccess.id) return id;
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -56,6 +56,19 @@ public class Teams{
|
|||||||
return Geometry.findClosest(x, y, get(team).cores);
|
return Geometry.findClosest(x, y, get(team).cores);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public boolean anyEnemyCoresWithinBuildRadius(Team team, float x, float y){
|
||||||
|
for(TeamData data : active){
|
||||||
|
if(team != data.team){
|
||||||
|
for(CoreBuild tile : data.cores){
|
||||||
|
if(tile.within(x, y, state.rules.buildRadius(tile.team) + tilesize)){
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
public boolean anyEnemyCoresWithin(Team team, float x, float y, float radius){
|
public boolean anyEnemyCoresWithin(Team team, float x, float y, float radius){
|
||||||
for(TeamData data : active){
|
for(TeamData data : active){
|
||||||
if(team != data.team){
|
if(team != data.team){
|
||||||
|
|||||||
@@ -6,6 +6,7 @@ import arc.struct.*;
|
|||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.content.*;
|
import mindustry.content.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
|
import mindustry.game.Schematic.*;
|
||||||
import mindustry.game.SectorInfo.*;
|
import mindustry.game.SectorInfo.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.maps.*;
|
import mindustry.maps.*;
|
||||||
@@ -115,6 +116,11 @@ public class Universe{
|
|||||||
Core.settings.putJson("launch-resources-seq", lastLaunchResources);
|
Core.settings.putJson("launch-resources-seq", lastLaunchResources);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Updates selected loadout for future deployment. Creates an empty schematic with a single core block. */
|
||||||
|
public void updateLoadout(CoreBlock block){
|
||||||
|
updateLoadout(block, new Schematic(Seq.with(new Stile(block, 0, 0, null, (byte)0)), new StringMap(), block.size, block.size));
|
||||||
|
}
|
||||||
|
|
||||||
/** Updates selected loadout for future deployment. */
|
/** Updates selected loadout for future deployment. */
|
||||||
public void updateLoadout(CoreBlock block, Schematic schem){
|
public void updateLoadout(CoreBlock block, Schematic schem){
|
||||||
Core.settings.put("lastloadout-" + block.name, schem.file == null ? "" : schem.file.nameWithoutExtension());
|
Core.settings.put("lastloadout-" + block.name, schem.file == null ? "" : schem.file.nameWithoutExtension());
|
||||||
@@ -157,26 +163,33 @@ public class Universe{
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
//first pass: clear import stats
|
//don't simulate the planet if there is an in-progress mission on that planet
|
||||||
for(Sector sector : planet.sectors){
|
if(!planet.allowWaveSimulation && planet.sectors.contains(s -> s.hasBase() && !s.isBeingPlayed() && s.isAttacked())){
|
||||||
if(sector.hasBase() && !sector.isBeingPlayed()){
|
continue;
|
||||||
sector.info.lastImported.clear();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//second pass: update export & import statistics
|
if(planet.campaignRules.legacyLaunchPads){
|
||||||
for(Sector sector : planet.sectors){
|
//first pass: clear import stats
|
||||||
if(sector.hasBase() && !sector.isBeingPlayed()){
|
for(Sector sector : planet.sectors){
|
||||||
|
if(sector.hasBase() && !sector.isBeingPlayed()){
|
||||||
|
sector.info.lastImported.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//export to another sector
|
//second pass: update export & import statistics
|
||||||
if(sector.info.destination != null){
|
for(Sector sector : planet.sectors){
|
||||||
Sector to = sector.info.destination;
|
if(sector.hasBase() && !sector.isBeingPlayed()){
|
||||||
if(to.hasBase() && to.planet == planet){
|
|
||||||
ItemSeq items = new ItemSeq();
|
//export to another sector
|
||||||
//calculated exported items to this sector
|
if(sector.info.destination != null){
|
||||||
sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
|
Sector to = sector.info.destination;
|
||||||
to.addItems(items);
|
if(to.hasBase() && to.planet == planet){
|
||||||
to.info.lastImported.add(items);
|
ItemSeq items = new ItemSeq();
|
||||||
|
//calculated exported items to this sector
|
||||||
|
sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
|
||||||
|
to.addItems(items);
|
||||||
|
to.info.lastImported.add(items);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -185,6 +198,9 @@ public class Universe{
|
|||||||
//third pass: everything else
|
//third pass: everything else
|
||||||
for(Sector sector : planet.sectors){
|
for(Sector sector : planet.sectors){
|
||||||
if(sector.hasBase()){
|
if(sector.hasBase()){
|
||||||
|
if(sector.info.importRateCache != null){
|
||||||
|
sector.info.refreshImportRates(planet);
|
||||||
|
}
|
||||||
|
|
||||||
//if it is being attacked, capture time is 0; otherwise, increment the timer
|
//if it is being attacked, capture time is 0; otherwise, increment the timer
|
||||||
if(sector.isAttacked()){
|
if(sector.isAttacked()){
|
||||||
@@ -196,6 +212,8 @@ public class Universe{
|
|||||||
//increment seconds passed for this sector by the time that just passed with this turn
|
//increment seconds passed for this sector by the time that just passed with this turn
|
||||||
if(!sector.isBeingPlayed()){
|
if(!sector.isBeingPlayed()){
|
||||||
|
|
||||||
|
//TODO: if a planet has sectors under attack and simulation is OFF, just don't simulate it
|
||||||
|
|
||||||
//increment time if attacked
|
//increment time if attacked
|
||||||
if(sector.isAttacked()){
|
if(sector.isAttacked()){
|
||||||
sector.info.secondsPassed += turnDuration/60f;
|
sector.info.secondsPassed += turnDuration/60f;
|
||||||
@@ -238,12 +256,15 @@ public class Universe{
|
|||||||
//add production, making sure that it's capped
|
//add production, making sure that it's capped
|
||||||
sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
|
sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
|
||||||
|
|
||||||
sector.info.export.each((item, stat) -> {
|
if(planet.campaignRules.legacyLaunchPads){
|
||||||
if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
|
sector.info.export.each((item, stat) -> {
|
||||||
//cap export by import when production is negative.
|
if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
|
||||||
stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
|
//cap export by import when production is negative.
|
||||||
}
|
//TODO remove
|
||||||
});
|
stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
//prevent negative values with unloaders
|
//prevent negative values with unloaders
|
||||||
sector.info.items.checkNegative();
|
sector.info.items.checkNegative();
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user