diff --git a/core/assets-raw/fontgen/config.json b/core/assets-raw/fontgen/config.json index dffb86e36f..d9fd5accf9 100644 --- a/core/assets-raw/fontgen/config.json +++ b/core/assets-raw/fontgen/config.json @@ -1069,6 +1069,20 @@ "search": [ "planet" ] + }, + { + "uid": "ec43f846ca53702f30310718d627f2b5", + "css": "arrow-note", + "code": 59444, + "src": "custom_icons", + "selected": true, + "svg": { + "path": "M50 0L0 50V150 250 350 450 550 650L50 700H150 250 350 450 550 650 750L800 750 750 800 700 850V950L750 1000H850L900 950 950 900 1000 850 1050 800 1100 750 1150 700 1200 650V550L1150 500 1100 450 1050 400 1000 350 950 300 900 250 850 200H750L700 250V350L750 400 800 450 750 500H650 550 450 350 250L200 450V350 250 150 50L150 0Z", + "width": 1200 + }, + "search": [ + "arrow-note" + ] } ] } \ No newline at end of file diff --git a/core/assets-raw/icons/arrow-note.png b/core/assets-raw/icons/arrow-note.png new file mode 100644 index 0000000000..36dbf86c3a Binary files /dev/null and b/core/assets-raw/icons/arrow-note.png differ diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties index d45a58bd66..de89295e55 100644 --- a/core/assets/bundles/bundle.properties +++ b/core/assets/bundles/bundle.properties @@ -1019,7 +1019,6 @@ stat.targetsair = Targets Air stat.targetsground = Targets Ground stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Range @@ -1036,6 +1035,7 @@ stat.itemcapacity = Item Capacity stat.memorycapacity = Memory Capacity stat.basepowergeneration = Base Power Generation stat.productiontime = Production Time +stat.warmuptime = Warmup Time stat.repairtime = Block Full Repair Time stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1078,6 +1078,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.abilities = Abilities stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1176,6 +1177,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] damage bullet.splashdamage = [stat]{0}[lightgray] area dmg ~ [stat]{1}[lightgray] tiles bullet.incendiary = [stat]incendiary @@ -1186,10 +1189,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}x[lightgray] frag bullets: bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] knockback bullet.pierce = [stat]{0}x[lightgray] pierce @@ -1210,6 +1220,7 @@ unit.liquidsecond = liquid units/second unit.itemssecond = items/second unit.liquidunits = liquid units unit.powerunits = power units +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = degrees unit.seconds = seconds @@ -1227,6 +1238,7 @@ unit.billions = b unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = General category.power = Power @@ -2847,4 +2859,4 @@ 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. \ No newline at end of file +lenum.unban = Unban a unit or block. diff --git a/core/assets/bundles/bundle_be.properties b/core/assets/bundles/bundle_be.properties index 3c4e40df6d..fd1f6785b4 100644 --- a/core/assets/bundles/bundle_be.properties +++ b/core/assets/bundles/bundle_be.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Паветраныя мэты stat.targetsground = Наземныя мэты stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Хуткасць перамяшчэння stat.launchtime = Інтэрвал запускаў stat.shootrange = Радыус дзеяння @@ -1033,6 +1032,7 @@ stat.itemcapacity = Умяшчальнасць прадметаў stat.memorycapacity = Ёмістасць Памяці stat.basepowergeneration = Базавая генерацыя энергіі stat.productiontime = Час вытворчасці +stat.warmuptime = Warmup Time stat.repairtime = Час поўнай рэгенерацыі stat.repairspeed = Хуткасць Рамонту stat.weapons = Зброя @@ -1075,6 +1075,7 @@ stat.minetier = Моц Здабычы stat.payloadcapacity = Ёмістасць Нагрузкі stat.abilities = Здольнасйі stat.canboost = Можа Узлятаць +stat.boostingspeed = Boosting Speed stat.flying = Паветраны stat.ammouse = Выкарыстанне Боезапасу stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Кантралюецца Працэссарам +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat] {0} [lightgray]страты bullet.splashdamage = [stat] {0} [lightgray]страты ў радыусе ~ [stat] {1} [lightgray] блокаў bullet.incendiary = [stat] запальны @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat] {0} [lightgray]аддачы bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = вадкасных адзінак/секунду unit.itemssecond = прадметаў/секунду unit.liquidunits = вадкасных адзінак unit.powerunits = энерг. адзінак +unit.powerequilibrium = power equilibrium unit.heatunits = адзінкі энергіі unit.degrees = град. unit.seconds = сек. @@ -1224,6 +1235,7 @@ unit.billions = Б. unit.shots = shots unit.pershot = /стрэл unit.perleg = per leg +unit.perside = per side category.purpose = Апісанне category.general = Асноўныя category.power = Энергія diff --git a/core/assets/bundles/bundle_bg.properties b/core/assets/bundles/bundle_bg.properties index 8026bb7198..c95af8c879 100644 --- a/core/assets/bundles/bundle_bg.properties +++ b/core/assets/bundles/bundle_bg.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Напада по въздух stat.targetsground = Напада по земя stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Скорост на движение stat.launchtime = Време между изстрелванията stat.shootrange = Обхват @@ -1033,6 +1032,7 @@ stat.itemcapacity = Ресурсен капацитет stat.memorycapacity = Капацитет на паметта stat.basepowergeneration = Основно производство на енергия stat.productiontime = Време за производство +stat.warmuptime = Warmup Time stat.repairtime = Време за пълна поправка на блок stat.repairspeed = Скорост на поправяне stat.weapons = Оръжия @@ -1075,6 +1075,7 @@ stat.minetier = Ниво на добив stat.payloadcapacity = Товарен капацитет stat.abilities = Способности stat.canboost = Може да ускорява +stat.boostingspeed = Boosting Speed stat.flying = Летящ stat.ammouse = Употреба на боеприпаси stat.ammocapacity = Муниции @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Контролиран от процесор +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] щети bullet.splashdamage = [stat]{0}[lightgray] щети на площ ~[stat] {1}[lightgray] полета bullet.incendiary = [stat]Подпалване @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] ограничена щета bullet.suppression = [stat]{0} сек[lightgray] възпиране на поправки ~ [stat]{1}[lightgray] плочки +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/сек[lightgray] куршуми в интервал: bullet.frags = [stat]{0}[lightgray]x фрагменти: bullet.lightning = [stat]{0}[lightgray]x светкавица ~ [stat]{1}[lightgray] щети +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] щети на сгради +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] отблъскване bullet.pierce = [stat]{0}[lightgray]x пробождане @@ -1207,6 +1217,7 @@ unit.liquidsecond = течност/секунда unit.itemssecond = предмети/секунда unit.liquidunits = течност unit.powerunits = електричество +unit.powerequilibrium = power equilibrium unit.heatunits = единици горещина unit.degrees = градуси unit.seconds = секунди @@ -1224,6 +1235,7 @@ unit.billions = млр unit.shots = shots unit.pershot = /изстрел unit.perleg = per leg +unit.perside = per side category.purpose = Предназначение category.general = Обща информация category.power = Електричество diff --git a/core/assets/bundles/bundle_ca.properties b/core/assets/bundles/bundle_ca.properties index e7912bc63a..f7d4eaba8b 100644 --- a/core/assets/bundles/bundle_ca.properties +++ b/core/assets/bundles/bundle_ca.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Dispara objectius aeris stat.targetsground = Dispara objectius terrestres stat.crushdamage = Dany per aixafament stat.legsplashdamage = Dany per aixafament -stat.legsplashrange = Abast de l’aixafament stat.itemsmoved = Velocitat de moviment stat.launchtime = Temps entre llançaments stat.shootrange = Abast @@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitat d’elements stat.memorycapacity = Capacitat de memòria stat.basepowergeneration = Generació base d’energia stat.productiontime = Temps de producció +stat.warmuptime = Warmup Time stat.repairtime = Temps de reparació completa de blocs stat.repairspeed = Velocitat de reparació stat.weapons = Armes @@ -1075,6 +1075,7 @@ stat.minetier = Nivell de perforació stat.payloadcapacity = Capacitat de les cintes de blocs stat.abilities = Habilitats stat.canboost = Pot sobrevolar. +stat.boostingspeed = Boosting Speed stat.flying = Està volant. stat.ammouse = Ús de munició stat.ammocapacity = Capacitat de munició @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Controlat pel processador +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] de dany bullet.splashdamage = [stat]{0}[lightgray] de dany a l’àrea ~[stat] {1}[lightgray] caselles bullet.incendiary = [stat]incendiari @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] de dany límit bullet.suppression = [stat]Supressió de reparacions cada {0} s[lightgray] ~ [stat]{1}[lightgray] caselles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]Interval de bales de {0}/s[lightgray]: bullet.frags = [stat]{0}[lightgray]× de bales de fragmentació: bullet.lightning = [stat]{0}[lightgray]× llampec ~ [stat]{1}[lightgray] de dany +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0} %[lightgray] de dany a les estructures +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0} %[lightgray] de dany d’escut bullet.knockback = [stat]{0}[lightgray] de bloqueig bullet.pierce = [stat]{0}[lightgray]× de perforació @@ -1207,6 +1217,7 @@ unit.liquidsecond = unitats de líquid/s unit.itemssecond = elements/s unit.liquidunits = unitats de líquid unit.powerunits = unitats d’energia +unit.powerequilibrium = power equilibrium unit.heatunits = unitats de calor unit.degrees = ° unit.seconds = s @@ -1224,6 +1235,7 @@ unit.billions = kM unit.shots = dispars unit.pershot = /dispar unit.perleg = per pota +unit.perside = per side category.purpose = Funció category.general = General category.power = Energia diff --git a/core/assets/bundles/bundle_cs.properties b/core/assets/bundles/bundle_cs.properties index f6807ec8c7..574f4b07ce 100644 --- a/core/assets/bundles/bundle_cs.properties +++ b/core/assets/bundles/bundle_cs.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Zaměřuje vzdušné jednotky stat.targetsground = Zaměřuje pozemní jednotky stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Rychlost pohybu stat.launchtime = Čas mezi vysláním stat.shootrange = Dostřel @@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapacita předmětů stat.memorycapacity = Kapacita paměti stat.basepowergeneration = Základní generování energie stat.productiontime = Čas produkce +stat.warmuptime = Warmup Time stat.repairtime = Čas do úplné opravy stat.repairspeed = Rychlost Opravy stat.weapons = Zbraně @@ -1075,6 +1075,7 @@ stat.minetier = Těžící úroveň stat.payloadcapacity = Kapacita pro náklad stat.abilities = Schopnosti stat.canboost = Umí posilovat +stat.boostingspeed = Boosting Speed stat.flying = Létající stat.ammouse = Spotřeba Munice stat.ammocapacity = Kapacita nábojů @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Procesor je ovládán[] +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] poškození[] bullet.splashdamage = [stat]{0}[lightgray] plošného poškození ~[stat] {1}[lightgray] dlaždic bullet.incendiary = [stat]zápalný @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] limit poškození bullet.suppression = [stat]{0} sek[lightgray] potlačení opravy ~ [stat]{1}[lightgray] kostek +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sek[lightgray] interval kulek: bullet.frags = [stat]{0}[lightgray]x střepinových střel: bullet.lightning = [stat]{0}[lightgray]x jiskření ~ [stat]{1}[lightgray] poškození +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] poškození budov +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] poškození štítu bullet.knockback = [stat]{0}[lightgray] odhození[] bullet.pierce = [stat]{0}[lightgray]x průrazné[] @@ -1207,6 +1217,7 @@ unit.liquidsecond = kapalin/sekunda unit.itemssecond = předmětů/sekunda unit.liquidunits = jednotek kapalin unit.powerunits = jednotek energie +unit.powerequilibrium = power equilibrium unit.heatunits = jednotek tepla unit.degrees = úhly unit.seconds = sekundy @@ -1224,6 +1235,7 @@ unit.billions = mld. unit.shots = střely unit.pershot = /střela unit.perleg = per leg +unit.perside = per side category.purpose = Účel category.general = Všeobecné category.power = Energie diff --git a/core/assets/bundles/bundle_da.properties b/core/assets/bundles/bundle_da.properties index 70a659051c..73304d19e0 100644 --- a/core/assets/bundles/bundle_da.properties +++ b/core/assets/bundles/bundle_da.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Skyder flyvere stat.targetsground = Skyder fodgængere stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Bevægelseshastighed stat.launchtime = Tid mellem affyringer stat.shootrange = Rækkevidde @@ -1033,6 +1032,7 @@ stat.itemcapacity = Beholdningskapacitet stat.memorycapacity = Hukommelseskapacitet stat.basepowergeneration = Grundlæggende strøm-output stat.productiontime = Produktionstid +stat.warmuptime = Warmup Time stat.repairtime = Block Full Repair Time stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1075,6 +1075,7 @@ stat.minetier = Mine-niveau stat.payloadcapacity = Last-kapacitet stat.abilities = Evner stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor kontrolleret +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] skade bullet.splashdamage = [stat]{0}[lightgray] områdeskade ~[stat] {1}[lightgray] felter bullet.incendiary = [stat]brændfarlig @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] tilbageslag bullet.pierce = [stat]{0}[lightgray]x gennemboring @@ -1207,6 +1217,7 @@ unit.liquidsecond = væskeenheder/sekund unit.itemssecond = genstande/sekund unit.liquidunits = væskeenheder unit.powerunits = strømenheder +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = grader unit.seconds = sekunder @@ -1224,6 +1235,7 @@ unit.billions = mia unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = Generel category.power = Strøm diff --git a/core/assets/bundles/bundle_de.properties b/core/assets/bundles/bundle_de.properties index 3289a30987..34f5902f4c 100644 --- a/core/assets/bundles/bundle_de.properties +++ b/core/assets/bundles/bundle_de.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Visiert Lufteinheiten an stat.targetsground = Visiert Bodeneinheiten an stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Bewegungsgeschwindigkeit stat.launchtime = Zeit zwischen Starts stat.shootrange = Reichweite @@ -1033,6 +1032,7 @@ stat.itemcapacity = Materialkapazität stat.memorycapacity = Speicherkapazität stat.basepowergeneration = Basis-Stromerzeugung stat.productiontime = Produktionszeit +stat.warmuptime = Warmup Time stat.repairtime = Zeit zur vollständigen Reparatur stat.repairspeed = Heilungsgeschwindigkeit stat.weapons = Waffen @@ -1075,6 +1075,7 @@ stat.minetier = Abbau-Kraft stat.payloadcapacity = Einheitenkapazität stat.abilities = Fähigkeiten stat.canboost = Kann boosten +stat.boostingspeed = Boosting Speed stat.flying = Flug stat.ammouse = Muntionsverbrauch stat.ammocapacity = Munitionskapazität @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Prozessorgesteuert +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] Schaden bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln bullet.incendiary = [stat]entzündend @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] Heilungsunterdrückung ~ [stat]{1}[lightgray] Kacheln +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] Intervallgeschosse: bullet.frags = [stat]{0}[lightgray]x Splittergeschosse: bullet.lightning = [stat]{0}[lightgray]x Blitz ~ [stat]{1}[lightgray] Schaden +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray]Blockschaden +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] zurückstoßend bullet.pierce = [stat]{0}[lightgray]x Durchstechkraft @@ -1207,6 +1217,7 @@ unit.liquidsecond = Flüssigkeitseinheiten/Sekunde unit.itemssecond = Materialeinheiten/Sekunde unit.liquidunits = Flüssigkeitseinheiten unit.powerunits = Stromeinheiten +unit.powerequilibrium = power equilibrium unit.heatunits = Hitzeeinheiten unit.degrees = Grad unit.seconds = Sekunden @@ -1224,6 +1235,7 @@ unit.billions = Mrd unit.shots = Schuss unit.pershot = /Schuss unit.perleg = per leg +unit.perside = per side category.purpose = Beschreibung category.general = Allgemeines category.power = Strom diff --git a/core/assets/bundles/bundle_es.properties b/core/assets/bundles/bundle_es.properties index dc4bf5aab6..37d1e21443 100644 --- a/core/assets/bundles/bundle_es.properties +++ b/core/assets/bundles/bundle_es.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Apunta al aire stat.targetsground = Apunta a tierra stat.crushdamage = Daño de aplastamiento stat.legsplashdamage = Daño de area por pisotón -stat.legsplashrange = Rango de pisotón stat.itemsmoved = Velocidad de movimiento stat.launchtime = Tiempo entre lanzamientos stat.shootrange = Alcance @@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidad de objetos stat.memorycapacity = Capacidad de memoria stat.basepowergeneration = Generación de energía stat.productiontime = Tiempo de producción +stat.warmuptime = Warmup Time stat.repairtime = Tiempo de reparación completa de bloques stat.repairspeed = Velocidad de reparación stat.weapons = Armas @@ -1075,6 +1075,7 @@ stat.minetier = Nivel de taladro stat.payloadcapacity = Capacidad de transporte stat.abilities = Habilidades stat.canboost = Puede volar +stat.boostingspeed = Boosting Speed stat.flying = Aéreo stat.ammouse = Uso de munición stat.ammocapacity = Capacidad de munición @@ -1173,6 +1174,8 @@ bar.activated = Activado units.processorcontrol = [lightgray]Controlado desde el procesador +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] daño bullet.splashdamage = [stat]{0}[lightgray] daño en área ~[stat] {1}[lightgray] bloques bullet.incendiary = [stat]incendiaria @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] perforación de armadura bullet.antiarmor = [stat]{0}x[lightgray] anti-armadura bullet.maxdamagefraction = [stat]{0}%[lightgray] daño límite bullet.suppression = [stat]{0} seg[lightgray] supresión de reparación ~ [stat]{1}[lightgray] casillas +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/seg[lightgray] balas por intervalo: bullet.frags = [stat]{0}[lightgray]x proyectiles fragmentados: bullet.lightning = [stat]{0}[lightgray]x rayos ~ [stat]{1}[lightgray] daño +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] daño a estructuras +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] daño a escudo bullet.knockback = [stat]{0}[lightgray] empuje bullet.pierce = [stat]{0}[lightgray]x perforación @@ -1207,6 +1217,7 @@ unit.liquidsecond = unidades de líquido/segundo unit.itemssecond = objetos/segundo unit.liquidunits = unidades de líquido unit.powerunits = unidades de energía +unit.powerequilibrium = power equilibrium unit.heatunits = unidades de calor unit.degrees = grados unit.seconds = segundos @@ -1224,6 +1235,7 @@ unit.billions = B unit.shots = shots unit.pershot = /disparo unit.perleg = por pata +unit.perside = per side category.purpose = Objetivo category.general = General category.power = Energía diff --git a/core/assets/bundles/bundle_et.properties b/core/assets/bundles/bundle_et.properties index 3963a63cde..69b3c850f8 100644 --- a/core/assets/bundles/bundle_et.properties +++ b/core/assets/bundles/bundle_et.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Sihib õhku stat.targetsground = Sihib maapinnale stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Transportimise kiirus stat.launchtime = Aeg lendutõusude vahel stat.shootrange = Ulatus @@ -1033,6 +1032,7 @@ stat.itemcapacity = Ressursside mahutavus stat.memorycapacity = Memory Capacity stat.basepowergeneration = Energiatootlus stat.productiontime = Tootmisaeg +stat.warmuptime = Warmup Time stat.repairtime = Täieliku parandamise aeg stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.abilities = Abilities stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] hävituspunkti bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki bullet.incendiary = [stat]süttiv @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = vedelikuühikut/s unit.itemssecond = ressursiühikut/s unit.liquidunits = vedelikuühikut unit.powerunits = energiaühikut +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = kraadi unit.seconds = s @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = Üldinfo category.power = Energia diff --git a/core/assets/bundles/bundle_eu.properties b/core/assets/bundles/bundle_eu.properties index 18f365643b..32a2eb7521 100644 --- a/core/assets/bundles/bundle_eu.properties +++ b/core/assets/bundles/bundle_eu.properties @@ -70,7 +70,7 @@ schematic.shareworkshop = Partekatu tailerrean schematic.flip = [accent][[{0}][]/[accent][[{1}][]: itzulbiratu eskema schematic.saved = Eskema gordeta. schematic.delete.confirm = Eskema hau behin betiko suntsituko da. -schematic.edit = Edit Schematic +schematic.edit = Editatu Eskematikoa schematic.info = {0}x{1}, {2} bloke schematic.disabled = [scarlet]Eskemak desgaituta[]\nEz duzu eskemak erabiltzeko baimenik [accent]mapa[] edo [accent]zerbitzari[] honetan. schematic.tags = Etiketak: @@ -79,7 +79,7 @@ schematic.addtag = Gehitu etiketa schematic.texttag = Etiketaren testua schematic.icontag = Etiketaren ikonoa schematic.renametag = Aldatu etiketaren izena -schematic.tagged = {0} tagged +schematic.tagged = {0} etiketatuta schematic.tagdelconfirm = Ezabatu etiketa hau erabat? schematic.tagexists = Etiketa badago aurretik. @@ -100,9 +100,9 @@ level.mode = Jolas-modua: coreattack = < Muina erasopean dago! > nearpoint = [[ [scarlet]ATERA ERRUNTZE EREMUTIK ATOAN[] ]\nDeuseztapena berehalakoa database = Muinaren datu-basea -database.button = Database -database.patched = Modified by data patches. -viewfields = View Content Fields +database.button = Datubase +database.patched = Data patchek aldatuta. +viewfields = Ikusi edukien eremuak savegame = Gorde partida loadgame = Kargatu partida joingame = Batu partidara @@ -123,7 +123,7 @@ continue = Jarraitu maps.none = [lightgray]Ez da maparik aurkitu! invalid = Baliogabea pickcolor = Hautatu kolorea -color = Color +color = Kolorea preparingconfig = Konfigurazioa prestatzen preparingcontent = Edukia prestatzen uploadingcontent = Edukia igotzen @@ -141,34 +141,34 @@ mods.report = Eman akatsaren berri mods.openfolder = Ireki Mod-en karpeta mods.viewcontent = Ikusi edukia mods.reload = Birkargatu -mods.reloadexit = Jolsa irten egingo da, mod-ak birkargatzeko. +mods.reloadexit = Jolasa irten egingo da, mod-ak birkargatzeko. mod.installed = [[Instalatuta] mod.display = [gray]Mod:[orange] {0} mod.enabled = [lightgray]Gaituta mod.disabled = [scarlet]Desgaituta mod.multiplayer.compatible = [gray]Hainbat jokalariekin bateragarria mod.disable = Desgaitu -mod.version = Version: +mod.version = Bertsioa: mod.content = Edukia: mod.delete.error = Ezin izan da mod-a ezabatu. Agian fitxategia erabilia izaten ari da. -mod.incompatiblegame = [red]Outdated Game -mod.incompatiblemod = [red]Incompatible -mod.blacklisted = [red]Unsupported -mod.unmetdependencies = [red]Unmet Dependencies +mod.incompatiblegame = [red]Joko Zaharkitua +mod.incompatiblemod = [red]Bateraezina +mod.blacklisted = [red]Sostengurik gabe +mod.unmetdependencies = [red]Ezagutu gabeko dependentziak mod.erroredcontent = [scarlet]Edukiaren erroreak -mod.circulardependencies = [red]Circular Dependencies -mod.incompletedependencies = [red]Incomplete Dependencies +mod.circulardependencies = [red]Dependentzia zirkularrak +mod.incompletedependencies = [red]Osatugabeko dependentziak -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.incompatiblemod.details = This mod is incompatible with the latest version of the game. The author must update it, and add [accent]minGameVersion: 154[] 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.missingdependencies.details = This mod is missing dependencies: {0} -mod.erroredcontent.details = This mod caused errors when loading. Ask the mod author to fix them. -mod.circulardependencies.details = This mod has dependencies that depends on each other. -mod.incompletedependencies.details = This mod is unable to be loaded due to invalid or missing dependencies: {0}. +mod.requiresversion.details = Beharrezko joko bertsioa: [accent]{0}[]\nZure jokoa zaharkituta dago. Mod honek jokoaren bertsio berriagoa eskatzen du (agian beta/alfa askapen bat) funtzionatzeko. +mod.incompatiblemod.details = Mod hau ez da bateragarria jokoaren azken bertsioarekin. Egileak eguneratu egin behar du, eta [accent]minGameVersion: 147[] gehitu bere [accent]mod.json[] fitxategira. +mod.blacklisted.details = Mod hau eskuzko zerrenda beltzean agertu da, jokoaren bertsio honekin talkak edo beste kontu batzuk eragiteagatik. Ez erabili. +mod.missingdependencies.details = Mod honek dependentzien falta dauka: {0} +mod.erroredcontent.details = Mod horrek akatsak eragin zituen kargatzerakoan. Eskatu mod egileari konpontzeko. +mod.circulardependencies.details = Mod honek elkarren menpeko dependentziak ditu. +mod.incompletedependencies.details = Mod hau ezin da kargatu dependentzia elbarri edo desagertuengatik: {0}. -mod.requiresversion = Requires game version: [red]{0} +mod.requiresversion = Beharrezko joko bertsioa: [red]{0} mod.errors = Erroreak gertatu dira edukia kargatzean. mod.noerrorplay = [scarlet]Erroreak dituzten mod-ak dituzu.[] Desgaitu kaltetutako mod-ak edo konpondu erroreak jolastu aurretik. @@ -185,17 +185,17 @@ mod.author = [lightgray]Egilea:[] {0} mod.missing = Gordetako partida honek eguneratu dituzun edo jada instalatuta ez dituzun mod-ak ditu. Gordetako partida izorratu daiteke. Ziur kargatu nahi duzula?\n[lightgray]Mod-ak:\n{0} mod.preview.missing = Mod hau tailerrean argitaratu aurretik, aurrebista bat gehitu behar diozu.\nKokatu[accent] preview.png[] izeneko irudi bat mod-aren karpetan eta saiatu berriro. mod.folder.missing = Karpeta formatuko mod-ak besterik ezin dira argitaratu tailerrean.\nEdozein mod karpetara bihurtzeko, deskopnrimitu fitxategia eta ezabatu zip zaharra, gero berrabiarazi jolasa edo birkargatu zure mod-ak. -mod.scripts.disable = Zure gailuak ez ditu scrit-ak dituzten mod-ak onartzen. Mod hauek desgaitu behar dituzu jolasteko. +mod.scripts.disable = Zure gailuak ez ditu script-ak dituzten mod-ak onartzen. Mod hauek desgaitu behar dituzu jolasteko. -mod.dependencies.error = [scarlet]Mods are missing dependencies -mod.dependencies.soft = (optional) -mod.dependencies.download = Import -mod.dependencies.downloadreq = Import Required -mod.dependencies.downloadall = Import All -mod.dependencies.status = Import Results -mod.dependencies.success = Successfully downloaded: -mod.dependencies.failure = Failed to download: -mod.dependencies.imported = This mod requires dependencies. Download? +mod.dependencies.error = [scarlet]Mod-ak beharrezko dependentzien falta daukate +mod.dependencies.soft = (aukerakoa) +mod.dependencies.download = Importatzea +mod.dependencies.downloadreq = Importatzea Beharrezkoa +mod.dependencies.downloadall = Importatu Dena +mod.dependencies.status = Importazio emaitzak +mod.dependencies.success = Ondo jaitsia: +mod.dependencies.failure = Errorea jaisterakoan: +mod.dependencies.imported = Mod honek dependentziak behar ditu. Jaitsi? about.button = Honi buruz name = Izena: @@ -269,25 +269,25 @@ servers.showhidden = Erakutsi ezkutatutako zerbitzariak server.shown = Erakutsita server.hidden = Ezkutatuta -viewplayer = Viewing Player: [accent]{0} +viewplayer = Bistaratzaile: [accent]{0} trace = Trazatu jokalaria trace.playername = Jokalariaren izena: [accent]{0} trace.ip = IP-a: [accent]{0} trace.id = ID bakana: [accent]{0} -trace.language = Language: [accent]{0} +trace.language = Hizkuntza: [accent]{0} trace.mobile = Bezero mugikorra: [accent]{0} trace.modclient = Bezero pertsonalizatua: [accent]{0} -trace.times.joined = Times Joined: [accent]{0} -trace.times.kicked = Times Kicked: [accent]{0} +trace.times.joined = Zenbatetan bat egin: [accent]{0} +trace.times.kicked = Zenbatetan kanporatuta: [accent]{0} trace.ips = IPs: -trace.names = Names: +trace.names = Izenak: invalidid = Bezero ID baliogabea! Ireki arazte txosten bat. -player.ban = Ban -player.kick = Kick -player.trace = Trace -player.admin = Toggle Admin -player.team = Change Team +player.ban = Debekatuta +player.kick = Kanporatuta +player.trace = Traza +player.admin = Admina Aldatu +player.team = Taldea Aldatu server.bans = Debekuak server.bans.none = Ez da debekatutako jokalaririk aurkitu! @@ -305,8 +305,8 @@ confirmkick = Ziur jokalari hau kanporatu nahi duzula? confirmunban = Ziur jokalari hau debekatzeari utzi nahi nahi diozula? confirmadmin = Ziur jokalari hau admin bihurtu nahi duzula? confirmunadmin = Ziur jokalari honi admin eskubidea kendu nahi diozula? -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 = Bozkatu kanporatzeko arrazoia +votekick.reason.message = Ziur zaude kanporatze arrazoia bozkatu nahi duzula "{0}[white]"?\nBai bada, mesedez sartu arrazoia: joingame.title = Batu partidara joingame.ip = Helbidea: disconnect = Deskonektatuta. @@ -314,18 +314,18 @@ disconnect.error = Konexio errorea. disconnect.closed = Konexioa itxita. disconnect.timeout = Denbor-muga agortuta. disconnect.data = Huts egin du munduaren datuak eskuratzean! -disconnect.snapshottimeout = Timed out while receiving UDP snapshots.\nThis may be caused by an unstable network or connection. +disconnect.snapshottimeout = Denbora agortuta UDPren argazkiak jasotzen zituen bitartean..\nHau sare edo konexio ezegonkor batek eragin dezake. cantconnect = Ezin izan da partidara elkartu ([accent]{0}[]). connecting = [accent]Konektatzen... -reconnecting = [accent]Reconnecting... +reconnecting = [accent]Birkonektatzen... connecting.data = [accent]Munduaren datuak kargatzen... server.port = Ataka: server.invalidport = Ataka zenbaki baliogabea! -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]Errorea zerbitzaria 6567 portuan konektatzerakoan.[]\n\nZiurtatu beste Mindustry zerbitzaririk ez dabilela zure gailuan edo sarean! server.error = [crimson]Errorea zerbitzaria ostatatzean: [accent]{0} save.new = Gordetako partida berria save.overwrite = Ziur gordetzeko tarte hau gainidatzi nahi duzula? -save.nocampaign = Individual save files from the campaign cannot be imported. +save.nocampaign = Ezin dira inportatu kanpainako fitxategiak. overwrite = Gainidatzi save.none = Ez da gordetako partidarik aurkitu! savefail = Huts egin du partida gordetzean! @@ -346,16 +346,16 @@ save.corrupted = [accent]Gordetako partidaren fitxategia hondatuta dago edo bali empty = on = Piztuta off = Itzalita -save.search = Search saved games... +save.search = Gordetako jokoen bila... save.autosave = Gordetze automatikoa: {0} save.map = Mapa: {0} save.wave = {0}. bolada save.mode = Jolas-modua: {0} save.date = Azkenekoz gordeta: {0} save.playtime = Jolastua: {0} -dontshowagain = Don't show again -warn.32bit.title = 32-bit Deprecation Warning -warn.32bit = You are using a [red]32-bit[] version of Mindustry.\nAs newer Java versions have dropped 32-bit Windows support, [red]32-bit support will be discontinued in the future[].\n\nPlease upgrade to a 64-bit machine, and make sure you have the 64-bit version of Mindustry downloaded.\n\nIf you are running Mindustry as a JAR file, make sure you are using 64-bit Java. +dontshowagain = Ez erakutsi berriro +warn.32bit.title = 32 biteko deprekuzioaren abisua +warn.32bit = [red]32-bit[] eko Mindustry bertsioa erabiltzen zabiltza.\nJavaren bertsio berrienek 32-biteko Windowsen soportea alde batera utzi dutenez, [red]32-biteko bertsioaren soportea ez da eguneratuko etorkizunean[].\n\nMesedez, eguneratu 64 biteko makina batera eta ziurtatu Mindustryren 64 biteko bertsioa deskargatuta duzula.\n\nMindustry exekutatzen ari bazara JAR fitxategi gisa, ziurtatu 64 biteko Java erabiltzen ari zarela. warning = Abisua. confirm = Baieztatu delete = Ezabatu @@ -365,66 +365,66 @@ ok = Ados open = Ireki customize = Aldatu arauak cancel = Utzi -command = Command +command = Komandoa command.queue = [lightgray][Queuing] -command.mine = Mine -command.repair = Repair -command.rebuild = Rebuild -command.assist = Assist Player -command.move = Move -command.boost = Boost -command.enterPayload = Enter Payload Block -command.loadUnits = Load Units -command.loadBlocks = Load Blocks -command.unloadPayload = Unload Payload -command.loopPayload = Loop Unit Transfer -stance.stop = Cancel Orders -stance.shoot = Stance: Shoot -stance.holdfire = Stance: Hold Fire -stance.pursuetarget = Stance: Pursue Target -stance.patrol = Stance: Patrol Path -stance.ram = Stance: Ram\n[lightgray]Straight line movement, no pathfinding -stance.mineauto = Automatic Mining -stance.mine = Mine Item: {0} +command.mine = Minatu +command.repair = Konpondu +command.rebuild = Berreraiki +command.assist = Jokalaria lagundu +command.move = Mugitu +command.boost = Bultzatu +command.enterPayload = Karga erabilgarriko blokea sartu +command.loadUnits = Unitateak kargatu +command.loadBlocks = Blokeak kargatu +command.unloadPayload = Deskargatu karga erabilgarria +command.loopPayload = Begizta-unitatearen transferentzia +stance.stop = Aginduak ezeztatu +stance.shoot = Jarrera: Tiro egin +stance.holdfire = Jarrera: Su-etena +stance.pursuetarget = Jarrera: Objetiboa jarraitu +stance.patrol = Jarrera: Patruila bidea +stance.ram = Jarrera: Ram\n[lightgray]Mugimendua lerro zuzenean, biderik bilatu gabe +stance.mineauto = Meatzaritza automatikoa +stance.mine = Minatutako objektua: {0} openlink = Ireki esteka copylink = Kopiatu esteka back = Atzera -max = Max -objective = Map Objective -crash.export = Export Crash Logs -crash.none = No crash logs found. -crash.exported = Crash logs exported. +max = Maximoa +objective = Mapako Helburua +crash.export = Akats-erregistroak esportatzea +crash.none = Ez dira akats-erregistroak aurkitu. +crash.exported = Akats-erregistroak esportatuta. data.export = Esportatu datuak data.import = Inportatu datuak -data.openfolder = Open Data Folder +data.openfolder = Ireki datu karpeta data.exported = Datuak esportatuta. data.invalid = Datu hauek baliogabeak dira. data.import.confirm = Kanpoko datuak inportatzeak zure oraingo jolasaren datu [scarlet]guztiak[] ezabatuko ditu.\n[accent]Hau ezin da desegin![]\n\nBehin datuak inporatuta, zure jolasa berehala irtengo da. quit.confirm = Ziur irten nahi duzula? loading = [accent]Kargatzen... -downloading = [accent]Downloading... +downloading = [accent]Jaisten... saving = [accent]Gordetzen... -respawn = [accent][[{0}][] to respawn in core +respawn = [accent][[{0}][] nukleoan berriro agertzeko cancelbuilding = [accent][[{0}][] plan bat ezabatzeko selectschematic = [accent][[{0}][] hautatu+kopiatzeko pausebuilding = [accent][[{0}][] eraikiketa eteteko resumebuilding = [scarlet][[{0}][] eraikiketa berrekiteko -enablebuilding = [scarlet][[{0}][] to enable building -showui = UI hidden.\nPress [accent][[{0}][] to show UI. -commandmode.name = [accent]Command Mode +enablebuilding = [scarlet][[{0}][] eraikuntza ahalbidetzeko +showui = Ezkutatutako UI.\nPresionatu [accent][[{0}][] UI erakusteko. +commandmode.name = [accent]Komando-modua commandmode.nounits = [no units] wave = [accent]{0}. bolada -wave.cap = [accent]Wave {0}/{1} +wave.cap = [accent]Olatua {0}/{1} wave.waiting = [lightgray]Boladarako {0} wave.waveInProgress = [lightgray]Bolada abian waiting = [lightgray]Itxaroten... waiting.players = Jokalariei itxaroten... wave.enemies = [lightgray]{0} etsai daude -wave.enemycores = [accent]{0}[lightgray] Enemy Cores -wave.enemycore = [accent]{0}[lightgray] Enemy Core +wave.enemycores = [accent]{0}[lightgray] Etsaien nukleoak +wave.enemycore = [accent]{0}[lightgray] Etsaiaren nukleoa wave.enemy = [lightgray]Etsai {0} dago -wave.guardianwarn = Guardian approaching in [accent]{0}[] waves. -wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave. +wave.guardianwarn = Zaindaria [accent]{0}[] olatutan hurbiltzen. +wave.guardianwarn.one = Zaindaria [accent]{0}[] olatuan hurbiltzen. loadimage = Kargatu irudia saveimage = Gorde irudia unknown = Ezezaguna @@ -442,20 +442,20 @@ map.publish.confirm = Ziur mapa hau argitaratu nahi duzula?\n\n[lightgray]Ziurta workshop.menu = Erabaki elementu honekin zer egin nahi duzun. workshop.info = Elementuaren informazioa changelog = Aldaketa egunkatia (aukerakoa): -updatedesc = Overwrite Title & Description -eula = Steam EULA +updatedesc = Gainidatzi izenburua eta deskribapena +eula = Steam enpresaren azken erabiltzaile-lizentziaren akordioa missing = Elementu hau ezabatu edo lekuz aldatu da.\n[lightgray]Tailerreko zerrendatik kendu da automatikoki. publishing = [accent]Argitaratzen... publish.confirm = Ziur hau argitaratu nahi duzula?\n\n[lightgray]Egiaztatu tailerreko EULA lizentziarekin ados zaudela aurretik, bestela zure elementuak ez dira agertuko! publish.error = Errorea elementua argitaratzean: {0} steam.error = Huts egin du Steam zerbitzuak hasieratzean.\nErrorea: {0} -editor.showblocks = Show Blocks -editor.showterrain = Show Terrain -editor.showfloor = Show Floor -editor.planet = Planet: -editor.sector = Sector: -editor.seed = Seed: +editor.showblocks = Blokeak erakutsi +editor.showterrain = Lurzorua erakutsi +editor.showfloor = Erakutsi pisua +editor.planet = Planeta: +editor.sector = Sektorea: +editor.seed = Hazia: editor.brush = Brotxa editor.openin = Ireki editorean editor.oregen = Mea sorrera @@ -467,82 +467,82 @@ editor.nodescription = Mapek deskripzio bat izan behar dute argitaratu aurretik, editor.waves = Boladak: editor.rules = Arauak: editor.generation = Sorrarazi: -editor.objectives = Objectives -editor.locales = Locale Bundles -editor.patches.guide = Patch Guide -editor.patches = Content Patches -editor.patch = Patchset: {0} -editor.patches.none = [lightgray]No patchsets loaded. -editor.patches.errors = Patchset Errors -editor.patches.importerror = Failed to import patchset -editor.patches.delete.confirm = Are you sure you want to delete this patchset? -editor.patch.fields = {0} fields -editor.worldprocessors = World Processors -editor.worldprocessors.editname = Edit Name -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.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.objectives = Helburuak +editor.locales = Eskualde-konfigurazioko paketeak +editor.patches.guide = Adabakien gida +editor.patches = Eduki adabakiak +editor.patch = Adabaki multzoa: {0} +editor.patches.none = [lightgray]Ez dago adabaki multzorik kargatuta. +editor.patches.errors = Adabaki multzoen erroreak +editor.patches.importerror = Errorea adabakien multzoa inportatzean +editor.patches.delete.confirm = Ziur zaude adabaki multzo hau ezabatu nahi duzula? +editor.patch.fields = {0} eremuak +editor.worldprocessors = Munduko prozesadoreak +editor.worldprocessors.editname = Izena editatu +editor.worldprocessors.none = [lightgray]Ez dira munduko prozesadore blokeak aurkitu!\nGehitu bat mapa-editorean edo erabili \ue813 Gehitu botoia segituan. +editor.worldprocessors.nospace = Ez dago lekurik munduko prozesadore bat jartzeko!\nEgituraz bete duzu mapa? Zergatik egin duzu? +editor.worldprocessors.delete.confirm = Ziur zaude munduko prozesadore hau ezabatu nahi duzula?\n\nHormez inguratuta badago, ingurumen-horma batez ordeztuko da. editor.ingame = Editatu jolasean -editor.playtest = Playtest +editor.playtest = Jolas-proba editor.publish.workshop = Argitaratu lantegian editor.newmap = Mapa berria -editor.center = Center -editor.search = Search maps... -editor.filters = Filter Maps -editor.filters.mode = Gamemodes: -editor.filters.type = Map Type: -editor.filters.search = Search In: -editor.filters.author = Author -editor.filters.description = Description +editor.center = Zentroa +editor.search = Bilatu mapak... +editor.filters = Filtratu mapak +editor.filters.mode = Joko moduak: +editor.filters.type = Mapa mota: +editor.filters.search = Bilatu: +editor.filters.author = Egilea +editor.filters.description = Deskripzioa editor.shiftx = Shift X editor.shifty = Shift Y workshop = Lantegia waves.title = Boladak -waves.team = Team +waves.team = Taldea waves.remove = Kendu waves.every = maiztasuna waves.waves = bolada -waves.health = health: {0}% +waves.health = osasuna: {0}% waves.perspawn = sorrerako -waves.shields = shields/wave +waves.shields = ezkutuak/olatua waves.to = - -waves.spawn = spawn: +waves.spawn = agerpen puntua: waves.spawn.all = -waves.spawn.select = Spawn Select -waves.spawn.none = [scarlet]no spawns found in map -waves.max = max units -waves.guardian = Guardian +waves.spawn.select = Agerpen puntua aukeratu +waves.spawn.none = [scarlet]ez da mapan agerpen punturik aurkitu +waves.max = unitate maximoa +waves.guardian = Zaindaria waves.preview = Aurrebista waves.edit = Editatu... -waves.random = Random +waves.random = Ausaz waves.copy = Kopiatu arbelera waves.load = Kargatu arbeletik waves.invalid = Bolada baliogabeak arbelean. waves.copied = Boladak kopiatuta. waves.none = Ez da etsairik zehaztu.\nKontuan izan bolada hutsak lehenetsitako diseinuarekin ordeztuko direla. -waves.sort = Sort By -waves.sort.reverse = Reverse Sort -waves.sort.begin = Begin -waves.sort.health = Health -waves.sort.type = Type -waves.search = Search waves... -waves.filter = Unit Filter -waves.units.hide = Hide All -waves.units.show = Show All +waves.sort = Ordenatu honen arabera +waves.sort.reverse = Alderantzizko ordenazioa +waves.sort.begin = Hasiera +waves.sort.health = Osasuna +waves.sort.type = Mota +waves.search = Olatuak bilatu... +waves.filter = Unitate-iragazkia +waves.units.hide = Ezkutatu denak +waves.units.show = Erakutsi denak #these are intentionally in lower case -wavemode.counts = counts -wavemode.totals = totals -wavemode.health = health +wavemode.counts = zenbaketak +wavemode.totals = totalak +wavemode.health = osasuna -all = All +all = Denak editor.default = [lightgray] details = Xehetasunak... edit = Editatu... -variables = Vars -logic.clear.confirm = Are you sure you want to clear all code from this processor? -logic.restart = Restart -logic.globals = Built-in Variables +variables = aldagaiak +logic.clear.confirm = Ziur zaude prozesadore honen kode guztia garbitu nahi duzula? +logic.restart = Berrabiarazi +logic.globals = Sartutako aldagaiak editor.name = Izena: editor.spawn = Sortu unitatea @@ -558,16 +558,16 @@ editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatz editor.errorlocales = Error reading invalid locale bundles. editor.update = Eguneratu editor.randomize = Ausazkoa -editor.moveup = Move Up -editor.movedown = Move Down -editor.copy = Copy +editor.moveup = Igo +editor.movedown = Jaitsi +editor.copy = Kopiatu editor.apply = Aplikatu editor.generate = Sorrarazi -editor.sectorgenerate = Sector Generate +editor.sectorgenerate = Sortu sektorea editor.resize = Aldatu neurria editor.loadmap = Kargatu mapa editor.savemap = Gorde mapa -editor.savechanges = [scarlet]You have unsaved changes!\n\n[]Do you want to save them? +editor.savechanges = [scarlet]Gorde gabeko aldaketak dauzkazu!\n\n[]Gorde nahi dituzu? editor.saved = Gordeta! editor.save.noname = Zure mapak ez du izenik" Jarri baten bat 'Mapa info' menuan. editor.save.overwrite = Zure mapak jolas barneko mapa bat gainidatziko luke! Hautatu beste izen bat 'Mapa info' menuan. @@ -606,23 +606,23 @@ toolmode.eraseores = Ezabatu meak toolmode.eraseores.description = Ezabatu meak soilik. toolmode.fillteams = Bete taldeak toolmode.fillteams.description = Bete taldeak blokeen ordez. -toolmode.fillerase = Fill Erase -toolmode.fillerase.description = Erase blocks of the same type. -toolmode.fillcliffs = Fill Cliffs -toolmode.fillcliffs.description = Turns walls into cliffs. +toolmode.fillerase = Bete Ezabatu +toolmode.fillerase.description = Mota bereko blokeak ezabatu. +toolmode.fillcliffs = Bete labarrak +toolmode.fillcliffs.description = Hormak labar bihurtu. toolmode.drawteams = Marraztu taldeak toolmode.drawteams.description = Marraztu taldeak blokeen ordez. #unused -toolmode.underliquid = Under Liquids -toolmode.underliquid.description = Draw floors under liquid tiles. +toolmode.underliquid = Likidoen Azpian +toolmode.underliquid.description = Mosaiko likidoen azpian solairuak marraztea. filters.empty = [lightgray]Iragazkirik ez! Gehitu bat beheko botoiarekin. filter.distort = Distortsioa filter.noise = Orbana -filter.enemyspawn = Enemy Spawn Select -filter.spawnpath = Path To Spawn -filter.corespawn = Core Select +filter.enemyspawn = Aukeratu Etsaien agerpen puntua +filter.spawnpath = Agerpen punturako bidea +filter.corespawn = Nukleoa hautatzea filter.median = Mediana filter.oremedian = Mea mediana filter.blend = Bategitea @@ -634,7 +634,7 @@ filter.clear = Garbitu filter.option.ignore = Ezikusi filter.scatter = Sakabanaketa filter.terrain = Lursaila -filter.logic = Logic +filter.logic = Logika filter.option.scale = Eskala filter.option.chance = Zoria @@ -644,40 +644,40 @@ filter.option.circle-scale = Eskala zirkularra filter.option.octaves = Oktabak filter.option.falloff = Bakandu filter.option.angle = Angelua -filter.option.tilt = Tilt -filter.option.rotate = Rotate -filter.option.amount = Amount +filter.option.tilt = Makurdura +filter.option.rotate = Biratu +filter.option.amount = Kopurua filter.option.block = Blokea filter.option.floor = Zorua filter.option.flooronto = Zoru xedea -filter.option.target = Target -filter.option.replacement = Replacement +filter.option.target = Helburua +filter.option.replacement = Ordezkapena filter.option.wall = Horma filter.option.ore = Mea filter.option.floor2 = Bigarren zorua filter.option.threshold2 = Bigarren atalasea filter.option.radius = Erradioa filter.option.percentile = Pertzentila -filter.option.code = Code -filter.option.loop = Loop +filter.option.code = Kodea +filter.option.loop = Begizta -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.applytoall = Apply Changes To All Locales -locales.addtoother = Add To Other Locales -locales.rollback = Rollback to last applied -locales.filter = Property filter -locales.searchname = Search name... -locales.searchvalue = Search value... -locales.searchlocale = Search locale... -locales.byname = By name -locales.byvalue = By value -locales.showcorrect = Show properties that are present in all locales and have unique values everywhere -locales.showmissing = Show properties that are missing in some locales -locales.showsame = Show properties that have same values in different locales -locales.viewproperty = View in all locales -locales.viewing = Viewing property "{0}" -locales.addicon = Add Icon +locales.info = Hemen, tokiko paketeak gehitu ditzakezu hizkuntza zehatzetarako zure mapan. Pakete lokaletan, propietate bakoitzak izen bat eta balio bat ditu. Propietate hauek munduko prozesadore eta helburuek erabil ditzakete euren izenak erabiliz. Testu formatoa onartzen dute (ereduen ordez benetako balioak jarriz).\n\n[cyan]Propietate adibidea:\n[]izena: [accent]erlojua[]\nvalue: [accent]Erloju adibidea, geratzen den denbora: {0}[]\n\n[cyan]Erabilera:\n[]Jarri helburu gisa: [accent]@timer\n\n[]Inprimatu munduko prozesadore batean:\n[accent]localeprint "timer"\ndenbora formatua\n[gray](non denbora aparte kalkulatutako aldagai bat den) +locales.deletelocale = Ziur zaude pakete lokal hau ezabatu nahi duzula? +locales.applytoall = Aldaketak aplikatu lokal guztietan +locales.addtoother = Erantsi beste lokal batzuetara +locales.rollback = Azken aplikaziora itzuli +locales.filter = Propietate iragazkia +locales.searchname = Bilatu izena... +locales.searchvalue = Bilatu balioa... +locales.searchlocale = Bilatu lokala... +locales.byname = Izenez +locales.byvalue = Balioz +locales.showcorrect = Lokal guztietan dauden eta leku guztietan balio bereziak dituzten propietateak erakutsi. +locales.showmissing = Zenbait lokaletan falta diren propietateak erakutsi. +locales.showsame = Lokal desberdinetan balio berberak dituzten propietateak erakutsi. +locales.viewproperty = Lokal guztietan erakutsi +locales.viewing = "{0}" propietatea ikusten +locales.addicon = Ikonoa erantsi width = Zabalera: height = Altuera: @@ -704,78 +704,78 @@ locked = Blokeatuta complete = [lightgray]Helmena: requirement.wave = Iritsi {0} boladara {1} requirement.core = Suntsitu etsaiaren muina {0} -requirement.research = Research {0} -requirement.produce = Produce {0} -requirement.capture = Capture {0} -requirement.onplanet = Control Sector On {0} -requirement.onsector = Land On Sector: {0} -launch.text = Launch -map.multiplayer = Only the host can view sectors. +requirement.research = Ikertu {0} +requirement.produce = Ekoiztu {0} +requirement.capture = Harrapatu {0} +requirement.onplanet = Kontrolatu sektorea: {0} +requirement.onsector = Sektorean lurreratu: {0} +launch.text = Jaurti +map.multiplayer = Ostalariak bakarrik ikus ditzake sektoreak. uncover = Estalgabetu configure = Konfiguratu zuzkidura -objective.research.name = Research -objective.produce.name = Obtain -objective.item.name = Obtain Item -objective.coreitem.name = Core Item -objective.buildcount.name = Build Count -objective.unitcount.name = Unit Count -objective.destroyunits.name = Destroy Units -objective.timer.name = Timer -objective.destroyblock.name = Destroy Block -objective.destroyblocks.name = Destroy Blocks -objective.destroycore.name = Destroy Core -objective.commandmode.name = Command Mode -objective.flag.name = Flag +objective.research.name = Ikertu +objective.produce.name = Lortu +objective.item.name = Lortu Elementua +objective.coreitem.name = Oinarrizko Elementua +objective.buildcount.name = Eraikitze Kopurua +objective.unitcount.name = Unitate Kopurua +objective.destroyunits.name = Suntsitutako unitateak +objective.timer.name = Tenporizadorea +objective.destroyblock.name = Suntsitu Blokea +objective.destroyblocks.name = Suntsitu Blokeak +objective.destroycore.name = Suntsitu Nukleoa +objective.commandmode.name = Aginte modua +objective.flag.name = Bandera -marker.shapetext.name = Shape Text -marker.point.name = Point -marker.shape.name = Shape -marker.text.name = Text -marker.line.name = Line -marker.quad.name = Quad -marker.texture.name = Texture +marker.shapetext.name = Forma Testua +marker.point.name = Puntua +marker.shape.name = Forma +marker.text.name = Testua +marker.line.name = Linea +marker.quad.name = Laukia +marker.texture.name = Testura -marker.background = Background -marker.outline = Outline +marker.background = Fondoa +marker.outline = Ingurua -objective.research = [accent]Research:\n[]{0}[lightgray]{1} -objective.produce = [accent]Obtain:\n[]{0}[lightgray]{1} -objective.destroyblock = [accent]Destroy:\n[]{0}[lightgray]{1} -objective.destroyblocks = [accent]Destroy: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3} -objective.item = [accent]Obtain: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3} -objective.coreitem = [accent]Move into Core:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3} -objective.build = [accent]Build: [][lightgray]{0}[]x\n{1}[lightgray]{2} -objective.buildunit = [accent]Build Unit: [][lightgray]{0}[]x\n{1}[lightgray]{2} -objective.destroyunits = [accent]Destroy: [][lightgray]{0}[]x Units -objective.enemiesapproaching = [accent]Enemies approaching in [lightgray]{0}[] -objective.enemyescelating = [accent]Enemy production escalating in [lightgray]{0}[] -objective.enemyairunits = [accent]Enemy air unit production beginning in [lightgray]{0}[] -objective.destroycore = [accent]Destroy Enemy Core -objective.command = [accent]Command Units -objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0} +objective.research = [accent]Ikertu:\n[]{0}[lightgray]{1} +objective.produce = [accent]Lortu:\n[]{0}[lightgray]{1} +objective.destroyblock = [accent]Suntsitu:\n[]{0}[lightgray]{1} +objective.destroyblocks = [accent]Suntsitu: [lightgray]{0}[white]/{1}\n{2}[lightgray]{3} +objective.item = [accent]Lortu: [][lightgray]{0}[]/{1}\n{2}[lightgray]{3} +objective.coreitem = [accent]Nukleorantz mugitu:\n[][lightgray]{0}[]/{1}\n{2}[lightgray]{3} +objective.build = [accent]Eraiki: [][lightgray]{0}[]x\n{1}[lightgray]{2} +objective.buildunit = [accent]Unitatea eraiki: [][lightgray]{0}[]x\n{1}[lightgray]{2} +objective.destroyunits = [accent]Suntsitu: [][lightgray]{0}[]x Unitate +objective.enemiesapproaching = [accent]Etsaiak gerturatzen [lightgray]{0}[] +objective.enemyescelating = [accent]Etsaien ekoizketa eskalatzen [lightgray]{0}[] +objective.enemyairunits = [accent]Etsaien aire unitateen ekoizketaren hasiera [lightgray]{0}[] +objective.destroycore = [accent]Suntsitu etsai nukleoa +objective.command = [accent]Unitateak agindu +objective.nuclearlaunch = [accent]⚠ Jaurtiketa nuklearra detektatuta: [lightgray]{0} -announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠ +announce.nuclearstrike = [red]⚠ ERASO NUKLEARRA ⚠ -loadout = Loadout -resources = Resources -resources.max = Max +loadout = Ekipamendua +resources = Baliabideak +resources.max = Maximoa bannedblocks = Debekatutako blokeak -unbannedblocks = Unbanned Blocks -objectives = Objectives -bannedunits = Banned Units -unbannedunits = Unbanned Units -bannedunits.whitelist = Banned Units As Whitelist -bannedblocks.whitelist = Banned Blocks As Whitelist +unbannedblocks = Debekatu gabeko blokeak +objectives = Helburuak +bannedunits = Debekatutako unitateak +unbannedunits = Debekatu gabeko unitateak +bannedunits.whitelist = Debekatutako unitateak zerrenda zuri gisa +bannedblocks.whitelist = Debekatutako blokeak zerrenda zuri gisa addall = Gehitu denak -launch.from = Launching From: [accent]{0} -launch.capacity = Launching Item Capacity: [accent]{0} -launch.destination = Destination: {0} -landing.sources = Source Sectors: [accent]{0}[] -landing.import = Max Total Import: {0}[accent]{1}[lightgray]/min +launch.from = [accent]{0} -tik jaurtitzen +launch.capacity = Jaurtitako elementuaren edukiera: [accent]{0} +launch.destination = Helmuga: {0} +landing.sources = Jatorrizko sektoreak: [accent]{0}[] +landing.import = Gehieneko inportazioa, guztira: {0}[accent]{1}[lightgray]/min configure.invalid = Kopurua 0 eta {0} bitarteko zenbaki bat izan behar da. add = Gehitu -guardian = Guardian +guardian = Zaindaria connectfail = [crimson]Konexio errorea:\n\n[accent]{0} error.unreachable = Zerbitzaria eskuraezin.\nHelbidea ondo idatzita dago? @@ -787,76 +787,76 @@ error.mapnotfound = Ez da mapa-fitxategia aurkitu! error.io = Sareko irteera/sarrera errorea. error.any = Sareko errore ezezaguna. error.bloom = Ezin izan da distira hasieratu.\nAgian zure gailuak ez du onartzen. -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-k ezin du mod hau kargatu.\nZure gailua Java moden inportazioa blokeatzen ari da Androiden azken aldaketengatik.\nGai honen inguruan ez dago konponbide ezagunik. -weather.rain.name = Rain -weather.snowing.name = Snow -weather.sandstorm.name = Sandstorm -weather.sporestorm.name = Sporestorm -weather.fog.name = Fog +weather.rain.name = Euria +weather.snowing.name = Elurra +weather.sandstorm.name = Harea ekaitza +weather.sporestorm.name = Espora ekaitza +weather.fog.name = Lainoa -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.playtime = \uf129 [lightgray]Sektoreko jolas ordua: {0} +campaign.complete = [accent]Zorionak.\n\nEtsaia {0} posizioan garaitua izan da.\n[lightgray]Azlen sektorea konkistatua izan da. -sectorlist = Sectors -sectorlist.attacked = {0} under attack -sectors.unexplored = [lightgray]Unexplored -sectors.attempts = Attempts: -sectors.resources = Resources: -sectors.production = Production: -sectors.export = Export: -sectors.import = Import: -sectors.time = Time: -sectors.threat = Threat: -sectors.wave = Wave: -sectors.stored = Stored: -sectors.resume = Resume -sectors.launch = Launch -sectors.nolaunchcandidate = No Launch Sector -sectors.viewsubmission = \ue80d View Submissions -sectors.select = Select -sectors.launchselect = Select Launch Destination -sectors.nonelaunch = [lightgray]none (sun) -sectors.redirect = Redirect Launch Pads -sectors.rename = Rename Sector -sectors.enemybase = [scarlet]Enemy Base -sectors.vulnerable = [scarlet]Vulnerable -sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged -sectors.go = Go -sector.abandon = Abandon -sector.abandon.confirm = This sector's core(s) will self-destruct.\nContinue? -sector.curcapture = Sector Captured -sector.lockdown = [red]:warning:[accent] Sector currently under attack\n[lightgray]production, research, export and import disabled -sector.curlost = Sector Lost -sector.missingresources = [scarlet]Insufficient Core Resources -sector.attacked = Sector [accent]{0}[white] under attack! -sector.lost = Sector [accent]{0}[white] lost! -sector.capture = Sector [accent]{0}[white]Captured! -sector.capture.current = Sector Captured! -sector.changeicon = Change Icon -sector.noswitch.title = Unable to Switch Sectors -sector.noswitch = You may not switch sectors while an existing sector is under attack.\n\nSector: [accent]{0}[] on [accent]{1}[] -sector.view = View Sector -sector.foundationrequired = [lightgray] Core: Foundation Required +sectorlist = Sektoreak +sectorlist.attacked = {0} erasopean +sectors.unexplored = [lightgray]Esploratu gabe +sectors.attempts = Saiakerak: +sectors.resources = Baliabideak: +sectors.production = Ekoizketa: +sectors.export = Esportazioa: +sectors.import = Inportazioa: +sectors.time = Denbora: +sectors.threat = Mehatxua: +sectors.wave = Olatua: +sectors.stored = Biltegiratuta: +sectors.resume = Berriro hasi +sectors.launch = Jaurti +sectors.nolaunchcandidate = Jaurtiketa sektorerik gabe +sectors.viewsubmission = \ue80d Ikusi Proposamenak +sectors.select = Aukeratu +sectors.launchselect = Aukeratu Jaurtiketa Helmuga +sectors.nonelaunch = [lightgray]Ezer ez (eguzkia) +sectors.redirect = Jaurtiketa plataformak birbideratzea +sectors.rename = Sektorea berrizendatu +sectors.enemybase = [scarlet]Etsaiaren basea +sectors.vulnerable = [scarlet]Zaurgarria +sectors.underattack = [scarlet]Erasopean! [accent]{0}% kaltetuta +sectors.go = Joan +sector.abandon = Utzi +sector.abandon.confirm = Sektore honen nukleoak(ek) bere burua suntsituko du(te).\nJarraitu? +sector.curcapture = Harrapatutako sektorea +sector.lockdown = [red]:kontuz:[accent] Sektorea erasopean dago\n[lightgray]ekoizketa, ikerketak, esportazioa eta inportazioa ezinduta daude +sector.curlost = Sektorea galduta +sector.missingresources = [scarlet]Nukleoan baliabide nahikorik ez +sector.attacked = [accent]{0}[white] sektorea erasopean! +sector.lost = [accent]{0}[white] sektorea galduta! +sector.capture = [accent]{0}[white] sektorea harrapatuta! +sector.capture.current = Sektorea harrapatuta! +sector.changeicon = Ikonoa aldatu +sector.noswitch.title = Sektoreak ezin dira aldatu. +sector.noswitch = Ezin duzu sektorez aldatu lehendik dagoen sektore bat erasopean dagoen bitartean.\n\nSektorea: [accent]{0}[] [accent]{1}[]-n +sector.view = Ikusi sektorea +sector.foundationrequired = [lightgray] Nukleoa: Fundazioa beharrezkoa -threat.low = Low -threat.medium = Medium -threat.high = High -threat.extreme = Extreme -threat.eradication = Eradication +threat.low = Txikia +threat.medium = Ertaina +threat.high = Handia +threat.extreme = Sekulakoa +threat.eradication = Desagerrarazpena -difficulty.casual = Casual -difficulty.easy = Easy -difficulty.normal = Normal -difficulty.hard = Hard -difficulty.eradication = Eradication +difficulty.casual = Kasuala +difficulty.easy = Erraza +difficulty.normal = Normala +difficulty.hard = Zaila +difficulty.eradication = Desagerrarazpena -difficulty.enemyHealthMultiplier = Enemy Health: {0} -difficulty.enemySpawnMultiplier = Enemy Amount: {0} -difficulty.waveTimeMultiplier = Wave Timer: {0} -difficulty.nomodifiers = [lightgray](No modifiers) +difficulty.enemyHealthMultiplier = Etsaiaren osasuna: {0} +difficulty.enemySpawnMultiplier = Etsai kopurua: {0} +difficulty.waveTimeMultiplier = Olatuen tenporizadorea: {0} +difficulty.nomodifiers = [lightgray](Aldatzailerik ez) -planets = Planets +planets = Planetak planet.serpulo.name = Serpulo planet.erekir.name = Erekir @@ -895,24 +895,24 @@ sector.sunkenPier.name = Sunken Pier sector.cruxscape.name = Cruxscape sector.geothermalStronghold.name = Geothermal Stronghold -sector.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -sector.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills. -sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology. -sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units. -sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost. -sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible. -sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks. -sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers. -sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores. -sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism. -sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories. -sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads. -sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology. -sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure. -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.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.groundZero.description = Kokapen ezin hobea berriro hasteko. Etsaiaren mehatxu txikia. Baliabide gutxi.\nAhalik eta berun eta kobre gehien bildu.\nAurrera. +sector.frozenForest.description = Hemen ere, mendietatik hurbilago, esporak zabaldu dira. Tenperatura hotzek ezin dituzte betiko eduki.\n\nHasi agintea lortzen. Eraiki errekuntza-sorgailuak. Konpontzaileak erabiltzen ikasi. +sector.saltFlats.description = Basamortuaren kanpoaldean Gatz Etxeak daude. Leku honetan baliabide gutxi aurki daitezke.\n\nEtsaiak baliabideak gordetzeko gune bat eraiki du hemen. Nukleoa desagerrarazi. Ez utzi ezer zutik. +sector.craters.description = Krater honetan ura metatu da, gerra zaharren erlikia. Eremua erreklamatu. Bildu hondarra. Metaglasa usaintsua. Ponpatu ura dorreak eta zulagailuak hozteko. +sector.ruinousShores.description = Hondakinak pasatuta, itsasertza dago. Behin, leku horretan kostaldeko defentsa bat zegoen. Ez da asko geratzen. Defentsa-egitura oinarrizkoenak bakarrik geratu dira zutik, gainerako guztia hondatuta.\nJarraitu kanpora zabaltzen. Teknologia berraurkitu. +sector.stainedMountains.description = Barrurago daude mendiak, baina esporarik gabe.\nAtera hemen dagoen titanio ugaria. Ikasi erabiltzen.\n\nEtsaien presentzia handiagoa da hemen. Ez eman denborarik unitate indartsuenak bidaltzeko. +sector.overgrowth.description = Eremu hau landarez gainezka dago, esporen jatorritik gertuago.\nEtsaiak postu bat ezarri du hemen. Titan unitateak eraiki. Suntsitu. Galdutakoa erreklamatu. +sector.tarFields.description = Petrolio ekoizpen eremu baten kanpoaldea, mendien eta basamortuaren artean. Mundrun-erreserba erabilgarriak dituen eremu bakanetakoa.\nNahiz eta bertan behera utzi, eremu honek indar etsai arriskutsu batzuk ditu gertu. Ez gutxietsi.\n\n[lightgray]Ikertu petrolioa prozesatzeko teknologia, ahal bada. +sector.desolateRift.description = Oso eremu arriskutsua. Baliabide ugari, baina leku gutxi. Suntsitzeko arrisku handia. Zoaz lehenbailehen. Ez zaitzatela engaina etsaien erasoen arteko tarte luzeak. +sector.nuclearComplex.description = Torioa ekoizteko eta prozesatzeko instalazio zahar bat, hondakin bihurtua.\n[lightgray]Ikertu torioa eta bere erabilera ugariak.\n\nEtsaia ugari dago hemen, erasotzaileen bila etengabe. +sector.fungalPass.description = Goi-mendien eta behe-lurren arteko trantsizio-eremua, esporaz beteta. Hemen etsaiaren errekonozimenduaren base txiki bat dago.\nSuntsitu.\nDagger eta Crawler unitateak erabili. Kendu bi nukleoak. +sector.biomassFacility.description = Esporen jatorria. Instalazio horretan ikertu eta ekoitzi ziren hasiera batean.\nBarruan dagoen teknologia ikertu. Esporak landu erregaiak eta plastikoak ekoizteko.\n\n[lightgray]nstalazio hori itxi ondoren, esporak askatu ziren. Tokiko ekosisteman ezerk ezin zuen lehiatu hain organismo inbaditzailearekin. +sector.windsweptIslands.description = Kostaldetik haratago uharte-kate urrun hau dago. Erregistroek erakusten dute noizbait [accent]Plastanium[]-a ekoizten zuten egiturak izan zituztela.\n\nEtsaiaren ontzi-unitateak suntsitu. Ezarri base bat uharteetan. Ikertu lantegi hauek. +sector.extractionOutpost.description = Urrutiko postu bat, etsaiak eraikia beste sektore batzuetara baliabideak bidaltzeko.\n\nSektore arteko garraio-teknologia funtsezkoa da konkista handiagoa izateko. Suntsitu basea. Ikertu jaurtiketa plataformak. +sector.impact0078.description = Sistema honetan lehen aldiz sartu zen izarrarteko garraio-ontziaren aztarnak daude hemen.\n\nAtera ahal duzun guztia hondakinetatik. Bere honetan jarraitzen duen edozein teknologia ikertu. +sector.planetaryTerminal.description = Azken helburua.\n\nKostaldeko base horrek nukleoak planeta lokaletara jaurtitzeko gai den egitura du. Oso ondo babestuta dago.\n\nItsasontzi-unitateak ekoiztu. Ezabatu etsaia ahalik eta azkarren. Jaurtiketa egitura ikertu. +sector.coastline.description = Itsasontzi-unitateen teknologia-hondarrak hauteman dira toki horretan. Etsaien erasoei aurre egin, sektore hau harrapatu eta teknologia eskuratu. +sector.navalFortress.description = Etsaiak base bat ezarri du uharte urrun eta gotortu batean. Suntsitu postu aurreratu hau. Ontzi-teknologia aurreratua eskuratu eta ikertu. sector.onset.name = The Onset sector.aegis.name = Aegis @@ -932,46 +932,46 @@ sector.crossroads.name = Crossroads sector.karst.name = Karst sector.origin.name = Origin -sector.onset.description = Commence the conquest of Erekir. Gather resources, produce units, and begin researching technology. -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.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.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.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.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech. -sector.basin.description = Large enemy presence detected in this sector.\nBuild units quickly and capture enemy cores to gain a foothold. -sector.marsh.description = This sector has an abundance of arkycite, but has limited vents.\nBuild [accent]Chemical Combustion Chambers[] to generate power. -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.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.caldera-erekir.description = The resources detected in this sector are scattered across several islands.\nResearch and deploy drone-based transportation. -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.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.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.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.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.origin.description = The final sector with a significant enemy presence.\nNo probable research opportunities remain - focus solely on destroying all enemy cores. +sector.onset.description = Hasi Erekir konkistatzen. Baliabideak bildu, unitateak sortu eta teknologia ikertzen hasi. +sector.aegis.description = Sektore honetan tungsteno biltegiak daude.\nIkertu [accent]Talka zulagailua[] baliabide hori erauzteko eta inguruko etsaien basea suntsitzeko. +sector.lake.description = Sektore honetako zepa-lakuak nabarmen mugatzen du unitateen bideragarritasuna. Unitate flotatzaile bat da aukera bakarra.\nIkertu [accent]itsasontzien fabrikatzailea[] eta ekoiztu [accent]elude[] unitatea lehenbailehen. +sector.intersect.description = Eskaneatzeek iradokitzen dute sektore horri alde askotatik eraso egingo diotela lurreratu eta gutxira.\nJarri defentsak azkar eta zabaldu lehenbailehen.\n[accent]Mech[] unitateak beharko dira zonako lur malkartsuarentzat. +sector.atlas.description = Sektore honek lur asko ditu eta unitate ugari beharko ditu eraginkortasunez erasotzeko.\nEra berean, unitate hobetuak beharrezkoak izan daitezke hemen atzemandako base etsai gogorrenetako batzuk gainditzeko.\nIkertu [accent]Elektrolizagailua[] eta [accent]Tankeen berrfabrikatzailea[]. +sector.split.description = Sektore honetan etsaien presentzia txikia denez, ezin hobea da garraio-teknologia berria probatzeko. +sector.basin.description = Etsaien presentzia handia antzeman da sektore honetan.\nAzkar eraiki unitateak eta harrapatu etsai nukleoak lurra irabazteko. +sector.marsh.description = Sektore honek arkikita ugari du, baina arnasgune mugatuak ditu.\nEraiki [accent]Errekuntza kimikoko ganberak[] energia sortzeko. +sector.peaks.description = Sektore honetako lursail menditsua dela eta, unitate gehienak alferrikakoak dira. Unitate hegalariak beharko dira.\nKontuz ibili etsaien instalazio antiaereoekin. Instalazio horietako batzuk desaktiba daitezke laguntza-eraikinei eraso eginez. +sector.ravine.description = Sektorean ez da etsai nukleorik aurkitu, nahiz eta etsaiarentzako garraio ibilbide garrantzitsua den. Etsaien indar ugari espero dira.\nEkoiztu [accent]gaintentsio-aleazioa[]. Eraiki [accent]Afflict[] dorreak. +sector.caldera-erekir.description = Sektore honetan antzemandako baliabideak hainbat uhartetan sakabanatuta daude.\nDroneetan oinarritutako garraioa ikertu eta hedatu. +sector.stronghold.description = Sektore honetako etsaien kanpamentu handiak [accent]torio[] gordailu garrantzitsuak gordetzen ditu.\nErabil ezazu goiko mailako unitateak eta dorreak garatzeko. +sector.crevice.description = Etsaiak eraso-indar basatiak bidaliko ditu zure basea suntsitzeko sektore honetan.\n[accent]Karburoaren[] eta [accent]Pirolisi-sorgailuaren[] garapena nahitaezkoa izan daiteke biziraupenerako. +sector.siege.description = Sektore honek bi kanoi paralelo ditu, bi frontetatik eraso bat behartuko dutenak.\nIkertu [accent]zianogenoa[] tanke unitate are indartsuagoak sortzeko gaitasuna lortzeko.\nKontuz: Irismen luzeko etsaien misilak hauteman ditu. Talka baino lehen eraitsi daitezke. +sector.crossroads.description = Sektore honen etsaien baseak kokaleku desberdinetan ezarri dira. Hainbat unitate ikertu egokitzeko.\nGainera, base batzuk ezkutuekin babestuta daude. Pentsatu nola lortzen duten energia. +sector.karst.description = Sektore hau baliabideetan aberatsa da, baina etsaiak eraso egingo dio nukleo berri bat lurreratzen denean.\nAprobetxa itzazu baliabideak eta ikertu [accent]fase ehuna[]. +sector.origin.description = Azken sektorea etsaien presentzia handiarekin.\nEz dago ikerketa-aukera probablerik: kontzentratu soilik etsai nukleo guztiak suntsitzen. -status.burning.name = Burning -status.freezing.name = Freezing -status.wet.name = Wet -status.muddy.name = Muddy -status.melting.name = Melting -status.sapped.name = Sapped -status.electrified.name = Electrified -status.spore-slowed.name = Spore Slowed -status.tarred.name = Tarred -status.overdrive.name = Overdrive +status.burning.name = Sutan +status.freezing.name = Izozten +status.wet.name = Bustita +status.muddy.name = Lohitsuta +status.melting.name = Fusioa +status.sapped.name = Minatuta +status.electrified.name = Elektrifikatuta +status.spore-slowed.name = Esporak motelduta +status.tarred.name = Mundruneztatuta +status.overdrive.name = Gainmartxa status.overclock.name = Overclock -status.shocked.name = Shocked -status.blasted.name = Blasted -status.corroded.name = Corroded -status.unmoving.name = Unmoving -status.boss.name = Guardian +status.shocked.name = Txundituta +status.blasted.name = Madarikatuta +status.corroded.name = Janda +status.unmoving.name = Geldi +status.boss.name = Zaindari settings.language = Hizkuntza settings.data = Jolasaren datuak settings.reset = Berrezarri lehenespenak settings.rebind = Aldatu -settings.resetKey = Reset +settings.resetKey = Berrezarri settings.controls = Kontrolak settings.game = Jolasa settings.sound = Soinua @@ -979,66 +979,66 @@ settings.graphics = Grafikoak settings.cleardata = Garbitu jolasaren datuak... settings.clear.confirm = Ziur datu hauek garbitu nahi dituzula?\nEgindakoa ezin da desegin! settings.clearall.confirm = [scarlet]ABISUA![]\nHonek datu guztiak garbituko ditu, gordetako partidak, mapak, desblokeatutakoak, eta teklen konfigurazioak barne.\nBehin 'Ados' sakatzen duzula jolasak datuk guztiak ezabatuko ditu eta automatikoki irten. -settings.clearsaves.confirm = Are you sure you want to clear all your saves? -settings.clearsaves = Clear Saves -settings.clearresearch = Clear Research -settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research? -settings.clearcampaignsaves = Clear Campaign Saves -settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves? +settings.clearsaves.confirm = Ziur zaude gordetako fitxategi guztiak ezabatu nahi dituzula? +settings.clearsaves = Gordetako fitxategiak ezabatu +settings.clearresearch = Ikerketa ezabatu +settings.clearresearch.confirm = Ziur zaude zure kanpainaren ikerketa guztia ezabatu nahi duzula? +settings.clearcampaignsaves = Ezabatu kanpainan gordetako partidak +settings.clearcampaignsaves.confirm = Ziur zaude zure kanpaina guztiak ezabatu nahi dituzula? paused = [accent]< Pausatuta > clear = Garbitu banned = [scarlet]Debekatuta -unsupported.environment = [scarlet]Unsupported Environment +unsupported.environment = [scarlet]Euskarririk gabeko giroa yes = Bai no = Ez info.title = Informazioa error.title = [crimson]Errore bat gertatu da error.crashtitle = Errore bat gertatu da -unit.nobuild = [scarlet]Unit can't build -lastaccessed = [lightgray]Last Accessed: {0} -lastcommanded = [lightgray]Last Commanded: {0} +unit.nobuild = [scarlet]Unitatea ezin da ekoiztu +lastaccessed = [lightgray]Azken sarbidea: {0} +lastcommanded = [lightgray]Azken komandoa: {0} block.unknown = [lightgray]??? stat.showinmap = -stat.description = Purpose +stat.description = Helburua stat.input = Sarrera stat.output = Irteera -stat.maxefficiency = Max Efficiency +stat.maxefficiency = Eraginkortasun maximoa stat.booster = Indargarria -stat.tiles = Required Tiles -stat.affinities = Affinities -stat.opposites = Opposites +stat.tiles = Beharrezko teilak +stat.affinities = Kidetasunak +stat.opposites = Kontrakoak stat.powercapacity = Energia-edukiera stat.powershot = Energia/tiroko stat.damage = Kaltea -stat.frequency = Frequency +stat.frequency = Frekuentzia stat.targetsair = Airera tirokatzen du stat.targetsground = Lurrera tirokatzen du -stat.crushdamage = Crush Damage -stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range +stat.crushdamage = Zapalketak eragindako kaltea +stat.legsplashdamage = Hanketako zipriztinek eragindako kalteak. stat.itemsmoved = Garraio-abiadura stat.launchtime = Egozketen arteko denbora stat.shootrange = Irismena stat.size = Neurria -stat.displaysize = Display Size +stat.displaysize = Pantailaren tamaina stat.liquidcapacity = Likido-edukiera stat.powerrange = Energia irismena -stat.linkrange = Link Range -stat.instructions = Instructions +stat.linkrange = Lotura eremua +stat.instructions = Jarraibideak stat.powerconnections = Gehieneko konexioak stat.poweruse = Energia-erabilera stat.powerdamage = Energia/Kaltea stat.itemcapacity = Elementu-edukiera -stat.memorycapacity = Memory Capacity +stat.memorycapacity = Memoria kapazitatea stat.basepowergeneration = Oinarrizko energia sorrera stat.productiontime = Eraikitze denbora +stat.warmuptime = Warmup Time stat.repairtime = Blokearen konpontze denbora osoa -stat.repairspeed = Repair Speed -stat.weapons = Weapons -stat.bullet = Bullet -stat.moduletier = Module Tier -stat.unittype = Unit Type +stat.repairspeed = Konponketa abiadura +stat.weapons = Armak +stat.bullet = Bala +stat.moduletier = Modulu maila +stat.unittype = Unitate mota stat.speedincrease = Abiadura areagotzea stat.range = Irismena stat.drilltier = Ustiagarriak @@ -1046,210 +1046,222 @@ stat.drillspeed = Oinarrizko ustiatze-abiadura stat.boosteffect = Indartze-efektua stat.maxunits = Gehieneko unitate aktiboak stat.health = Osasuna -stat.armor = Armor +stat.armor = Armadura stat.buildtime = Eraikitze-denbora -stat.maxconsecutive = Max Consecutive +stat.maxconsecutive = Elkarren segidako maximoa stat.buildcost = Eraikitze-kostua stat.inaccuracy = Zehazgabetasuna stat.shots = Tiroak stat.reload = Tiroak/segundoko stat.ammo = Munizioa -stat.shieldhealth = Shield Health -stat.cooldowntime = Cooldown Time -stat.regenerationrate = Regeneration Rate +stat.shieldhealth = Ezkutuaren osasuna +stat.cooldowntime = Hozteko denbora +stat.regenerationrate = Birsortze tasa stat.activationtime = Activation Time -stat.explosiveness = Explosiveness -stat.basedeflectchance = Base Deflect Chance -stat.lightningchance = Lightning Chance -stat.lightningdamage = Lightning Damage -stat.flammability = Flammability -stat.radioactivity = Radioactivity -stat.charge = Charge -stat.heatcapacity = HeatCapacity -stat.viscosity = Viscosity -stat.temperature = Temperature -stat.speed = Speed -stat.buildspeed = Build Speed -stat.minespeed = Mine Speed -stat.minetier = Mine Tier -stat.payloadcapacity = Payload Capacity -stat.abilities = Abilities -stat.canboost = Can Boost -stat.flying = Flying -stat.ammouse = Ammo Use -stat.ammocapacity = Ammo Capacity -stat.damagemultiplier = Damage Multiplier -stat.healthmultiplier = Health Multiplier -stat.speedmultiplier = Speed Multiplier -stat.reloadmultiplier = Reload Multiplier -stat.buildspeedmultiplier = Build Speed Multiplier -stat.reactive = Reacts -stat.immunities = Immunities -stat.healing = Healing -stat.efficiency = [stat]{0}% Efficiency +stat.explosiveness = Leherkortasuna +stat.basedeflectchance = Oinarrizko desbideratze probabilitatea +stat.lightningchance = Tximisten probabilitatea +stat.lightningdamage = Tximisten kalteak +stat.flammability = Sukoitasuna +stat.radioactivity = Erradioaktibitatea +stat.charge = Kargatu +stat.heatcapacity = Bero ahalmena +stat.viscosity = Biskositatea +stat.temperature = Tenperatura +stat.speed = Abiadura +stat.buildspeed = Eraikitze abiadura +stat.minespeed = Meategiko abiadura +stat.minetier = Meategiko maila +stat.payloadcapacity = Karga gaitasun erabilgarria +stat.abilities = Gaitasunak +stat.canboost = Bultzada eman dezake +stat.boostingspeed = Boosting Speed +stat.flying = Hegan +stat.ammouse = Munizioaren erabilera +stat.ammocapacity = Munizio kapazitatea +stat.damagemultiplier = Kalte biderkatzailea +stat.healthmultiplier = Osasun biderkatzailea +stat.speedmultiplier = Abiadura biderkatzailea +stat.reloadmultiplier = Birkargatze biderkatzailea +stat.buildspeedmultiplier = Eraikitze abiadura biderkatzailea +stat.reactive = Erreakzionatzen du +stat.immunities = Immunitateak +stat.healing = Sendatzea +stat.efficiency = [stat]{0}% Eraginkortasuna -ability.forcefield = Force Field -ability.forcefield.description = Projects a force shield that absorbs bullets -ability.repairfield = Repair Field -ability.repairfield.description = Repairs nearby units -ability.statusfield = Status Field -ability.statusfield.description = Applies a status effect to nearby units -ability.unitspawn = Factory -ability.unitspawn.description = Constructs units -ability.shieldregenfield = Shield Regen Field -ability.shieldregenfield.description = Regenerates shields of nearby units -ability.movelightning = Movement Lightning -ability.movelightning.description = Releases lightning while moving -ability.armorplate = Armor Plate -ability.armorplate.description = Reduces damage taken while shooting -ability.shieldarc = Shield Arc -ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets -ability.suppressionfield = Regen Suppression Field -ability.suppressionfield.description = Stops nearby repair buildings -ability.energyfield = Energy Field -ability.energyfield.description = Zaps nearby enemies -ability.energyfield.healdescription = Zaps nearby enemies and heals allies -ability.regen = Regeneration -ability.regen.description = Regenerates own health over time -ability.liquidregen = Liquid Absorption -ability.liquidregen.description = Absorbs liquid to heal itself -ability.spawndeath = Death Spawns -ability.spawndeath.description = Releases units on death -ability.liquidexplode = Death Spillage -ability.liquidexplode.description = Spills liquid on death +ability.forcefield = Indar eremua +ability.forcefield.description = Balak xurgatuko dituen indar ezkutua proiektatu +ability.repairfield = Konponketa eremua +ability.repairfield.description = Hurbileko unitateak konpondu +ability.statusfield = Egoera eremua +ability.statusfield.description = Hurbileko unitateei egoera efektu bat aplikatzen diezu +ability.unitspawn = Fabrika +ability.unitspawn.description = Unitateak eraiki +ability.shieldregenfield = Ezkutuen birsorkuntza eremua +ability.shieldregenfield.description = Hurbileko unitateen ezkutuak berrsortu +ability.movelightning = Mugimenduaren tximista +ability.movelightning.description = Tximistak askatzen ditu mugitzen den bitartean +ability.armorplate = Armadura plaka +ability.armorplate.description = Tiroak iraun bitartean hartutako kalteak gutxitzen ditu +ability.shieldarc = Ezkutu arkua +ability.shieldarc.description = Indar ezkutua proiektatu balak xurgatzen dituen arku batean +ability.suppressionfield = Birsorkuntzaren ezabatze eremua. +ability.suppressionfield.description = Inguruko konponketa eraikinak gelditu +ability.energyfield = Energia eremua +ability.energyfield.description = Gertuko etsaiak suntsitzen ditu +ability.energyfield.healdescription = Inguruko etsaiak suntsitzen eta aliatuak sendatzen ditu +ability.regen = Birsortzea +ability.regen.description = Norberaren osasuna denborarekin birsortzen du +ability.liquidregen = Likidoen xurgapena +ability.liquidregen.description = Likidoa xurgatzen du sendatzeko +ability.spawndeath = Heriotza spawnak +ability.spawndeath.description = Unitateak askatzen ditu heriotzan +ability.liquidexplode = Heriotza isuria +ability.liquidexplode.description = Likidoa isurtzen du heriotzan -ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate -ability.stat.regen = [stat]{0}[lightgray] health/sec -ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse -ability.stat.shield = [stat]{0}[lightgray] shield -ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed -ability.stat.deflectchance = [stat]{0}%[lightgray] deflect chance -ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit -ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown -ability.stat.maxtargets = [stat]{0}[lightgray] max targets -ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount -ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction -ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed -ability.stat.duration = [stat]{0} sec[lightgray] duration -ability.stat.buildtime = [stat]{0} sec[lightgray] build time +ability.stat.firingrate = [stat]{0}/seg[lightgray] tiro tasa +ability.stat.regen = [stat]{0}[lightgray] osasuna/seg +ability.stat.pulseregen = [stat]{0}[lightgray] osasuna/pultsoa +ability.stat.shield = [stat]{0}[lightgray] ezkutua +ability.stat.repairspeed = [stat]{0}/seg[lightgray] konpontze abiadura +ability.stat.deflectchance = [stat]{0}%[lightgray] desbideratze probabilitatea +ability.stat.slurpheal = [stat]{0}[lightgray] osasuna/unitate likidoa +ability.stat.cooldown = [stat]{0} seg[lightgray] hozketa +ability.stat.maxtargets = [stat]{0}[lightgray] helburu maximoak +ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] mota bereko konponketa kopurua +ability.stat.damagereduction = [stat]{0}%[lightgray] kalte murrizketa +ability.stat.minspeed = [stat]{0} teilak/seg[lightgray] abiadura minimoa +ability.stat.duration = [stat]{0} seg[lightgray] iraupena +ability.stat.buildtime = [stat]{0} seg[lightgray] eraikitze denbora -bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0}) -bar.onlycoredeposit = Only Core Depositing Allowed +bar.displaytoolarge = Dimentsio handiegiak\n(Maximoa: {0}x{0}) +bar.onlycoredeposit = Nukleoak gordetzea baino ez dago baimenduta bar.drilltierreq = Zulagailu hobea behar da -bar.nobatterypower = Insufficieny Battery Power -bar.noresources = Missing Resources -bar.corereq = Core Base Required -bar.corefloor = Core Zone Tile Required +bar.nobatterypower = Bateriaren karga ez da nahikoa +bar.noresources = Baliabideak falta dira +bar.corereq = Oinarrizko basea beharrezkoa +bar.corefloor = Nukleo eremuaren teila beharrezkoa bar.cargounitcap = Cargo Unit Cap Reached bar.drillspeed = Ustiatze-abiadura: {0}/s bar.pumpspeed = Ponpatze abiadura: {0}/s bar.efficiency = Eraginkortasuna: {0}% -bar.boost = Boost: +{0}% -bar.powerbuffer = Battery Power: {0}/{1} +bar.boost = Bultzada: +{0}% +bar.powerbuffer = Bateriaren energia: {0}/{1} bar.powerbalance = Energia: {0}/s bar.powerstored = Bilduta: {0}/{1} bar.poweramount = Energia: {0} bar.poweroutput = Energia irteera: {0} -bar.powerlines = Connections: {0}/{1} +bar.powerlines = Konexioak: {0}/{1} bar.items = Elementuak: {0} bar.capacity = Edukiera: {0} bar.unitcap = {0} {1}/{2} bar.liquid = Likidoa bar.heat = Beroa -bar.cooldown = Cooldown -bar.instability = Instability -bar.heatamount = Heat: {0} -bar.heatpercent = Heat: {0} ({1}%) +bar.cooldown = Hozketa +bar.instability = Ezegonkortasuna +bar.heatamount = Beroa: {0} +bar.heatpercent = Beroa: {0} ({1}%) bar.power = Energia bar.progress = Eraikitze egoera -bar.loadprogress = Progress -bar.launchcooldown = Launch Cooldown -bar.input = Input -bar.output = Output -bar.strength = [stat]{0}[lightgray]x strength -bar.regenerationrate = [stat]{0}/sec[lightgray] regen rate +bar.loadprogress = Aurrerapena +bar.launchcooldown = Jaurtiketa hozketa +bar.input = Sarrera +bar.output = Irteera +bar.strength = [stat]{0}[lightgray]x indarra +bar.regenerationrate = [stat]{0}/seg[lightgray] birsorkuntza tasa bar.activationtimer = Activates in {0} bar.activated = Activated -units.processorcontrol = [lightgray]Processor Controlled +units.processorcontrol = [lightgray]Prozesadorea kontrolatua + +weapon.pointdefense = [stat]Point Defense bullet.damage = [stat]{0}[lightgray] kalte bullet.splashdamage = [stat]{0}[lightgray] ingurune-kaltea ~[stat] {1}[lightgray] lauza bullet.incendiary = [stat]su-eragilea bullet.homing = [stat]gidatua -bullet.armorpierce = [stat]armor piercing +bullet.armorpierce = [stat]armadura zulatzea bullet.armorweakness = [red]{0}%[lightgray] armor weakness bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor -bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit -bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles -bullet.interval = [stat]{0}/sec[lightgray] interval bullets: -bullet.frags = [stat]{0}[lightgray]x frag bullets: -bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage -bullet.buildingdamage = [stat]{0}%[lightgray] building damage -bullet.shielddamage = [stat]{0}%[lightgray] shield damage +bullet.maxdamagefraction = [stat]{0}%[lightgray] kalteen muga +bullet.suppression = [stat]{0} seg[lightgray] konponketa kentzea ~ [stat]{1}[lightgray] teilak +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage +bullet.interval = [stat]{0}/seg[lightgray] tarteko balak: +bullet.frags = [stat]{0}[lightgray]x zatiketa balak: +bullet.lightning = [stat]{0}[lightgray]x tximista ~ [stat]{1}[lightgray] kaltea +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length +bullet.buildingdamage = [stat]{0}%[lightgray] eraikuntza kalteak +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: +bullet.shielddamage = [stat]{0}%[lightgray] ezkutu kalteak bullet.knockback = [stat]{0}[lightgray] kontusioa -bullet.pierce = [stat]{0}[lightgray]x pierce -bullet.infinitepierce = [stat]pierce -bullet.healpercent = [stat]{0}[lightgray]% healing -bullet.healamount = [stat]{0}[lightgray] direct repair +bullet.pierce = [stat]{0}[lightgray]x zulatu +bullet.infinitepierce = [stat]zulatu +bullet.healpercent = [stat]{0}[lightgray]% sendaketa +bullet.healamount = [stat]{0}[lightgray] konponketa zuzena bullet.multiplier = [stat]{0}[lightgray]x munizio-biderkatzailea bullet.reload = [stat]{0}[lightgray]x tiro tasa -bullet.range = [stat]{0}[lightgray] tiles range -bullet.notargetsmissiles = [stat] ignores buildings -bullet.notargetsbuildings = [stat] ignores missiles +bullet.range = [stat]{0}[lightgray] teila eremua +bullet.notargetsmissiles = [stat] eraikinak alde batera uzten ditu +bullet.notargetsbuildings = [stat] misilak alde batera uzten ditu unit.blocks = bloke -unit.blockssquared = blocks² +unit.blockssquared = blokeak² unit.powersecond = energia unitate/segundoko -unit.tilessecond = tiles/second +unit.tilessecond = teilak/segundoko unit.liquidsecond = likido unitate/segundoko unit.itemssecond = elementu/segundoko unit.liquidunits = likido unitate unit.powerunits = energia unitate -unit.heatunits = heat units +unit.powerequilibrium = power equilibrium +unit.heatunits = berotze unitateak unit.degrees = grado unit.seconds = segundo -unit.minutes = mins +unit.minutes = minutuak unit.persecond = /seg unit.perminute = /min unit.timesspeed = x abiadura unit.multiplier = x unit.percent = % -unit.shieldhealth = shield health +unit.shieldhealth = ezkutu unit.items = elementu unit.thousands = k unit.millions = mil unit.billions = b -unit.shots = shots -unit.pershot = /shot -unit.perleg = per leg -category.purpose = Purpose +unit.shots = tiroak +unit.pershot = /tiroko +unit.perleg = hankako +unit.perside = per side +category.purpose = Helburua category.general = Orokorra category.power = Energia category.liquids = Likidoak category.items = Baliabideak category.crafting = Sarrera/Irteera -category.function = Function +category.function = Funtzioa category.optional = Aukerako hobekuntzak -setting.alwaysmusic.name = Always Play Music -setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals. -setting.skipcoreanimation.name = Skip Core Launch/Land Animation +setting.alwaysmusic.name = Beti musika jotzen +setting.alwaysmusic.description = Aktibatuta dagoenean, musikak joko du beti.Desaktibatuta dagoenean, ausazko tarteetan bakarrik joko du. +setting.skipcoreanimation.name = Nukleoa jaurtitzeko/lurreratzeko animaziorik ez egitea setting.landscape.name = Blokeatu horizontalean setting.shadows.name = Itzalak setting.blockreplace.name = Bloke proposamen automatikoak setting.linear.name = Iragazte lineala setting.hints.name = Pistak -setting.logichints.name = Logic Hints -setting.backgroundpause.name = Pause In Background -setting.buildautopause.name = Auto-Pause Building -setting.doubletapmine.name = Double-Tap to Mine -setting.commandmodehold.name = Hold For Command Mode -setting.distinctcontrolgroups.name = Limit One Control Group Per Unit -setting.modcrashdisable.name = Disable Mods On Startup Crash +setting.logichints.name = Logika aholkuak +setting.backgroundpause.name = Pausatu atzeko planoan +setting.buildautopause.name = Eraikina automatikoki pausatu +setting.doubletapmine.name = Ukitu bikoitza minatzeko. +setting.commandmodehold.name = Eduki sakatuta komando-modurako +setting.distinctcontrolgroups.name = Mugatu kontrol talde bat unitate bakoitzeko +setting.modcrashdisable.name = Modak desgaitu hasierako istripuan setting.animatedwater.name = Animatutako ura setting.animatedshields.name = Animatutako ezkutuak -setting.playerindicators.name = Player Indicators +setting.playerindicators.name = Jokalariaren adierazleak setting.indicators.name = Etsai/Aliatu adierazleak setting.autotarget.name = Punteria automatikoa setting.keyboard.name = Sagu+Teklatu kontrolak @@ -1258,60 +1270,60 @@ setting.fpscap.name = Max FPS setting.fpscap.none = Bat ere ez setting.fpscap.text = {0} FPS setting.uiscale.name = Interfaze-eskala[lightgray] (berrabiarazi behar da)[] -setting.uiscale.description = Restart required to apply changes. +setting.uiscale.description = Berrabiarazi egin behar da aldaketak aplikatzeko. setting.swapdiagonal.name = Kokatu beti diagonalean setting.screenshake.name = Pantailaren astindua -setting.bloomintensity.name = Bloom Intensity -setting.bloomblur.name = Bloom Blur +setting.bloomintensity.name = Bloom intentsitatea +setting.bloomblur.name = Bloom-aren desenfokatzea setting.effects.name = Bistaratze-efektuak setting.destroyedblocks.name = Erakutsi suntsitutako blokeak -setting.blockstatus.name = Display Block Status +setting.blockstatus.name = Blokearen egoera erakutsi setting.conveyorpathfinding.name = Garraio-zintak kokatzeko bide-bilaketa setting.sensitivity.name = Kontrolagailuaren sentikortasuna setting.saveinterval.name = Gordetzeko tartea setting.seconds = {0} segundo -setting.milliseconds = {0} milliseconds +setting.milliseconds = {0} milisegundo setting.fullscreen.name = Pantaila osoa setting.borderlesswindow.name = Ertzik gabeko leihoa[lightgray] (berrabiaraztea behar lezake) -setting.borderlesswindow.name.windows = Borderless Fullscreen -setting.borderlesswindow.description = Restart may be required to apply changes. +setting.borderlesswindow.name.windows = Ertzik gabeko pantaila osoa +setting.borderlesswindow.description = Berrabiarazi egin behar da aldaketak aplikatzeko. setting.fps.name = Erakutsi FPS -setting.console.name = Enable Console -setting.smoothcamera.name = Smooth Camera -setting.detach-camera.name = Free Camera -setting.detach-camera.description = If enabled, the camera moves independently of the player unit.\nThis setting can be assigned a hotkey. +setting.console.name = Gaitu kontsola +setting.smoothcamera.name = Kamera leuna +setting.detach-camera.name = Kamera librea +setting.detach-camera.description = Gaituta badago, kamera jokalari unitatearekiko independenteki mugitzen da.\nEzarpen honi laster-tekla bat esleitu dakioke. setting.vsync.name = VSync setting.pixelate.name = Pixelatu[lightgray] (animazioak desgaitzen ditu) setting.minimap.name = Erakutsi mapatxoa -setting.coreitems.name = Display Core Items +setting.coreitems.name = Erakutsi nukleoko elementuak setting.position.name = Erakutsi jokalariaren kokalekua -setting.mouseposition.name = Show Mouse Position +setting.mouseposition.name = Erakutsi arratoiaren posizioa setting.musicvol.name = Musikaren bolumena -setting.atmosphere.name = Show Planet Atmosphere -setting.drawlight.name = Draw Darkness/Lighting +setting.atmosphere.name = Erakutsi planetaren atmosfera +setting.drawlight.name = Marraztu Iluntasuna/Argitasuna setting.ambientvol.name = Giroaren bolumena setting.mutemusic.name = Isilarazi musika setting.sfxvol.name = Efektuen bolumena setting.mutesound.name = Isilarazi soinua setting.crashreport.name = Bidali kraskatze txosten automatikoak -setting.communityservers.name = Fetch Community Server List +setting.communityservers.name = Eskuratu komunitate zerbitzarien zerrenda setting.savecreate.name = Gorde automatikoki -setting.steampublichost.name = Public Game Visibility -setting.playerlimit.name = Player Limit +setting.steampublichost.name = Jokoaren ikusgarritasun publikoa +setting.playerlimit.name = Jokalari limitea setting.chatopacity.name = Txataren opakotasuna setting.lasersopacity.name = Energia laserraren opakutasuna -setting.unitlaseropacity.name = Unit Mining Beam Opacity -setting.bridgeopacity.name = Bridge Opacity +setting.unitlaseropacity.name = Meatzaritza sorta unitarioaren opakutasuna +setting.bridgeopacity.name = Zubiaren opakutasuna setting.playerchat.name = Erakutsi jolas barneko txata -setting.showweather.name = Show Weather Graphics -setting.hidedisplays.name = Hide Logic Displays +setting.showweather.name = Erakutsi eguraldi grafikoak +setting.hidedisplays.name = Ezkutatu pantaila logikoak setting.macnotch.name = Egokitu interfazea bistaratzeko setting.macnotch.description = Berrabiarazi behar da aldaketak aplikatzeko -steam.friendsonly = Friends Only -steam.friendsonly.tooltip = Whether only Steam friends will be able to join your game.\nUnchecking this box will make your game public - anyone can join. -setting.maxmagnificationmultiplierpercent.name = Min Camera Distance -setting.minmagnificationmultiplierpercent.name = Max Camera Distance -setting.minmagnificationmultiplierpercent.description = High values may cause performance issues. +steam.friendsonly = Lagunak bakarrik +steam.friendsonly.tooltip = Bai, Steam lagunak bakarrik sartu ahal izango dira zure jokoan.\nKutxa hau desblokeatzeak zure jokoa publiko egingo du. Edonork bat egin dezake. +setting.maxmagnificationmultiplierpercent.name = Kameraren distantzia minimoa +setting.minmagnificationmultiplierpercent.name = Kameraren distantzia maximoa +setting.minmagnificationmultiplierpercent.description = Balio altuek errendimendu-arazoak sor ditzakete. public.beta = Kontuan izan jolasaren beta bertsioek ezin dituztela jokalarien gela publokoak sortu. uiscale.reset = Interfazearen eskala aldatu da.\nSakatu "Ados" eskala hau berresteko.\n[scarlet][accent] {0}[] segundo atzera egin eta irteteko... uiscale.cancel = Utzi eta irten @@ -1320,89 +1332,89 @@ keybind.title = Aldatu teklak keybinds.mobile = [scarlet]Tekla konfigurazio gehienak ez dabiltza mugikorrean. Oinarrizko mugimendua onartzen da soilik. category.general.name = Orokorra category.view.name = Bistaratzea -category.command.name = Unit Command +category.command.name = Unitateko Agintea category.multiplayer.name = Hainbat jokalari -category.blocks.name = Block Select -placement.blockselectkeys = \n[lightgray]Key: [{0}, -keybind.respawn.name = Respawn -keybind.control.name = Control Unit +category.blocks.name = Blokea aukeratu +placement.blockselectkeys = \n[lightgray]Giltza: [{0}, +keybind.respawn.name = Berpizte puntua +keybind.control.name = Kontrol unitatea keybind.clear_building.name = Garrbitu eraikina keybind.press = Sakatu tekla bat... keybind.press.axis = Sakatu ardatza edo tekla... keybind.screenshot.name = Maparen pantaila-argazkia -keybind.toggle_power_lines.name = Toggle Power Lasers -keybind.toggle_block_status.name = Toggle Block Statuses +keybind.toggle_power_lines.name = Piztu/desaktibatu potentzia laserrak +keybind.toggle_block_status.name = Bloke egoerak aktibatu/desaktibatu keybind.move_x.name = Mugitu x keybind.move_y.name = Mugitu y -keybind.mouse_move.name = Follow Mouse -keybind.pan.name = Pan View -keybind.boost.name = Boost -keybind.command_mode.name = Command Mode -keybind.command_queue.name = Unit Command Queue -keybind.create_control_group.name = Create Control Group -keybind.cancel_orders.name = Cancel Orders +keybind.mouse_move.name = Sagua jarraitu +keybind.pan.name = Ikuspegi panoramikoa +keybind.boost.name = Bultzada +keybind.command_mode.name = Aginte modua +keybind.command_queue.name = Unitatearen agindu ilara +keybind.create_control_group.name = Sortu kontrol taldea +keybind.cancel_orders.name = Aginduak ezeztatu -keybind.unit_stance_shoot.name = Unit Stance: Shoot -keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire -keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target -keybind.unit_stance_patrol.name = Unit Stance: Patrol -keybind.unit_stance_ram.name = Unit Stance: Ram +keybind.unit_stance_shoot.name = Unitatearen jarrera: Tiro egin +keybind.unit_stance_hold_fire.name = Unitatearen jarrera: Eutsi sua +keybind.unit_stance_pursue_target.name = Unitatearen jarrera: Helburua jarraitu +keybind.unit_stance_patrol.name = Unitatearen jarrera: Patruila +keybind.unit_stance_ram.name = Unitatearen jarrera: Aharia -keybind.unit_command_move.name = Unit Command: Move -keybind.unit_command_repair.name = Unit Command: Repair -keybind.unit_command_rebuild.name = Unit Command: Rebuild -keybind.unit_command_assist.name = Unit Command: Assist -keybind.unit_command_mine.name = Unit Command: Mine -keybind.unit_command_boost.name = Unit Command: Boost -keybind.unit_command_load_units.name = Unit Command: Load Units -keybind.unit_command_load_blocks.name = Unit Command: Load Blocks -keybind.unit_command_unload_payload.name = Unit Command: Unload 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_move.name = Unitateko agindua: Mugitu +keybind.unit_command_repair.name = Unitateko agindua: Konponketa +keybind.unit_command_rebuild.name = Unitateko agindua: Berreraiki +keybind.unit_command_assist.name = Unitateko agindua: Laguntza +keybind.unit_command_mine.name = Unitateko agindua: Minatu +keybind.unit_command_boost.name = Unitateko agindua: Bultzatu +keybind.unit_command_load_units.name = Unitateko agindua: Karga unitateak +keybind.unit_command_load_blocks.name = Unitateko agindua: Kargatu blokeak +keybind.unit_command_unload_payload.name = Unitateko agindua: Deskargatu karga erabilgarria +keybind.unit_command_enter_payload.name = Unitateko agindua: Sartu karga erabilgarria +keybind.unit_command_loop_payload.name = Unitateko agindua: Begizta unitateen transferentzia -keybind.rebuild_select.name = Rebuild Region +keybind.rebuild_select.name = Eskualdea berreraiki keybind.schematic_select.name = Hautatu eskualdea keybind.schematic_menu.name = Eskema menua keybind.schematic_flip_x.name = Itzulbiratu X keybind.schematic_flip_y.name = Itzulbiratu Y -keybind.category_prev.name = Previous Category -keybind.category_next.name = Next Category -keybind.block_select_left.name = Block Select Left -keybind.block_select_right.name = Block Select Right -keybind.block_select_up.name = Block Select Up -keybind.block_select_down.name = Block Select Down -keybind.block_select_01.name = Category/Block Select 1 -keybind.block_select_02.name = Category/Block Select 2 -keybind.block_select_03.name = Category/Block Select 3 -keybind.block_select_04.name = Category/Block Select 4 -keybind.block_select_05.name = Category/Block Select 5 -keybind.block_select_06.name = Category/Block Select 6 -keybind.block_select_07.name = Category/Block Select 7 -keybind.block_select_08.name = Category/Block Select 8 -keybind.block_select_09.name = Category/Block Select 9 -keybind.block_select_10.name = Category/Block Select 10 +keybind.category_prev.name = Aurreko kategoria +keybind.category_next.name = Hurrengo kategoria +keybind.block_select_left.name = Blokea hautatu ezkerra +keybind.block_select_right.name = Blokea hautatu eskuina +keybind.block_select_up.name = Blokea hautatu gora +keybind.block_select_down.name = Blokea hautatu behera +keybind.block_select_01.name = Kategoria/Blokea Hautatu 1 +keybind.block_select_02.name = Kategoria/Blokea Hautatu 2 +keybind.block_select_03.name = Kategoria/Blokea Hautatu 3 +keybind.block_select_04.name = Kategoria/Blokea Hautatu 4 +keybind.block_select_05.name = Kategoria/Blokea Hautatu 5 +keybind.block_select_06.name = Kategoria/Blokea Hautatu 6 +keybind.block_select_07.name = Kategoria/Blokea Hautatu 7 +keybind.block_select_08.name = Kategoria/Blokea Hautatu 8 +keybind.block_select_09.name = Kategoria/Blokea Hautatu 9 +keybind.block_select_10.name = Kategoria/Blokea Hautatu 10 keybind.fullscreen.name = Txandakatu pantaila osoa keybind.select.name = Hautatu/Tirokatu keybind.diagonal_placement.name = Kokatze diagonala keybind.pick.name = Jaso blokea keybind.break_block.name = Apurtu blokea -keybind.select_all_units.name = Select All Units -keybind.select_all_unit_factories.name = Select All Unit Factories -keybind.select_all_unit_transport.name = Select All Unit Transports -keybind.select_across_screen.name = Select Across Screen (Hold) +keybind.select_all_units.name = Unitate guztiak hautatu +keybind.select_all_unit_factories.name = Unitateko lantegi guztiak hautatu +keybind.select_all_unit_transport.name = Unitate garraio guztiak hautatu +keybind.select_across_screen.name = Aukeratu pantaila osoa (Eutsi) keybind.deselect.name = Deshautatu -keybind.pickupCargo.name = Pickup Cargo -keybind.dropCargo.name = Drop Cargo +keybind.pickupCargo.name = Karga bildu +keybind.dropCargo.name = Deskargatu karga keybind.shoot.name = Tirokatu keybind.zoom.name = Zoom keybind.menu.name = Menua keybind.pause.name = Pausatu -keybind.skip_wave.name = Skip Wave +keybind.skip_wave.name = Saltatu olatua keybind.pause_building.name = Pausatu/berrekin eraikiketa keybind.minimap.name = Mapatxoa -keybind.planet_map.name = Planet Map -keybind.research.name = Research -keybind.block_info.name = Block Info +keybind.planet_map.name = Planetaren mapa +keybind.research.name = Ikerketa +keybind.block_info.name = Blokearen informazioa keybind.chat.name = Txata keybind.player_list.name = Jokalarien zerrenda keybind.console.name = Kontsola @@ -1412,11 +1424,11 @@ keybind.toggle_menus.name = Txandakatu menuak keybind.chat_history_prev.name = Txat historialean aurrekoa keybind.chat_history_next.name = Txat historialean hurrengoa keybind.chat_scroll.name = Korritu txata -keybind.chat_mode.name = Change Chat Mode +keybind.chat_mode.name = Txat modua aldatu keybind.drop_unit.name = Lurreratu unitatea keybind.zoom_minimap.name = Mapatxoaren zooma -keybind.detach_camera.name = Toggle Free Camera -keybind.debug_hitboxes.name = Toggle Debug Hitboxes +keybind.detach_camera.name = Aktibatu/Desaktibatu kamara librea +keybind.debug_hitboxes.name = Aktibatu/Desaktibatu araztu hiboxak mode.help.title = Moduen deskripzioa mode.survival.name = Biziraupena mode.survival.description = Modu arrunta. Baliabide mugatuak eta bolada automatikoak.\n[gray]Jolasteko etsaien sortze puntuak behar dira mapan. @@ -1429,105 +1441,105 @@ mode.attack.name = Erasoa mode.attack.description = Suntsitu etsaiaren basea. Boladarik ez.\n[gray]Kono gorria behar da mapan jolasteko. mode.custom = Arau pertsonalizatuak -rules.invaliddata = Invalid clipboard data. -rules.hidebannedblocks = Hide Banned Blocks +rules.invaliddata = Arbelaren datuak ez dira baliozkoak. +rules.hidebannedblocks = Ezkutatu debekatutako blokeak rules.infiniteresources = Baliabide amaigabeak -rules.fillitems = Fill Core With Items -rules.onlydepositcore = Only Allow Core Depositing +rules.fillitems = Bete nukleoa elementuz +rules.onlydepositcore = Nukleo depositua bakarrik baimentzea rules.coreunloaders = Allow Core Unloaders rules.coreunloaders.info = When enabled, Serpulo unloaders can take items from the core.\nDoes not affect Erekir unloaders. -rules.derelictrepair = Allow Derelict Block Repair -rules.reactorexplosions = Reactor Explosions -rules.coreincinerates = Core Incinerates Overflow -rules.disableworldprocessors = Disable World Processors -rules.schematic = Schematics Allowed +rules.derelictrepair = Baimendu bloke abandonatuen konponketa +rules.reactorexplosions = Erreaktorearen eztandak +rules.coreincinerates = Nukleoen erraustegien gainezkatzea +rules.disableworldprocessors = Munduko prozesadoreak desgaitu +rules.schematic = Onartutako eskemak rules.wavetimer = Boladen denboragailua -rules.wavesending = Wave Sending -rules.allowedit = Allow Editing Rules -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.alloweditworldprocessors = Allow Editing World Processors -rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor. +rules.wavesending = Olatuen bidalketa +rules.allowedit = Editatzeko arauak onartzen ditu +rules.allowedit.info = Gaituta dagoenean, jokalariak jokorako arauak editatu ahal izango ditu Pausa menuaren beheko ezkerreko izkinan dagoen botoiaren bidez. +rules.alloweditworldprocessors = Munduko prozesadoreak editatzeko baimena +rules.alloweditworldprocessors.info = Gaituta dagoenean, munduko logika-blokeak editoretik kanpo ere jar eta edita daitezke. rules.waves = Boladak -rules.airUseSpawns = Air units use spawn points -rules.wavespawnatcores = Waves Spawn At Cores -rules.wavespawnatcores.info = When enabled in attack mode, waves spawn near all enemy cores. +rules.airUseSpawns = Aire-unitateek spawn puntuak erabiltzen dituzte +rules.wavespawnatcores = Olatuak nukleoan sortzen dira +rules.wavespawnatcores.info = Erasotzeko moduan aktibatzen direnean, olatuak etsaien nukleo guztietatik gertu sortzen dira. rules.attack = Eraso modua -rules.buildai = Base Builder AI -rules.buildaitier = Builder AI Tier +rules.buildai = Base eraikitzailea AI +rules.buildaitier = Eraikitzailea AI maila rules.rtsai = RTS 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.clearsectoronloss = Clear Sector On Loss -rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over. -rules.rtsminsquadsize = Min Squad Size -rules.rtsmaxsquadsize = Max Squad Size -rules.rtsminattackweight = Min Attack Weight -rules.cleanupdeadteams = Clean Up Defeated Team Buildings (PvP) -rules.corecapture = Capture Core On Destruction -rules.polygoncoreprotection = Polygonal Core Protection -rules.placerangecheck = Placement Range Check +rules.rtsai.campaign = RTS Eraso AI +rules.rtsai.campaign.info = Eraso-mapetan unitateak multzokatzen dira eta jokalariak modu inteligenteagoan erasotzen. +rules.clearsectoronloss = Sektorea garbitu galeran +rules.clearsectoronloss.info = Sektorea galtzen denean, aurreko saiakerako jokalari-eraikinek ez dute aurrera egingo. +rules.rtsminsquadsize = Taldearen tamaina minimoa +rules.rtsmaxsquadsize = Taldearen tamaina maximoa +rules.rtsminattackweight = Eraso pisu minimoa +rules.cleanupdeadteams = Garbitu talde garaituen eraikinak (PvP) +rules.corecapture = Nukleoa harrapatu suntsiketan +rules.polygoncoreprotection = Nukleo poligonalen babesa +rules.placerangecheck = Kokatze eremuaren egiaztapena rules.protectcores = Protect Cores rules.protectcores.info = When disabled, the core no-build radius won't affect this team.\nPlayers won't be assigned to unprotected teams. rules.checkplacement = Check Placement rules.checkplacement.info = When disabled, buildings of this team are ignored in placement range checks. -rules.enemyCheat = IA-k (talde gorriak) baliabide amaigabeak ditu -rules.blockhealthmultiplier = Block Health Multiplier -rules.blockdamagemultiplier = Block Damage Multiplier +rules.enemyCheat = AI-k (talde gorriak) baliabide amaigabeak ditu +rules.blockhealthmultiplier = Blokeen osasun biderkatzailea +rules.blockdamagemultiplier = Blokeen kalte biderkatzailea rules.unitbuildspeedmultiplier = Unitateen sorrerarako abiadura-biderkatzailea rules.unitcostmultiplier = Unit Cost Multiplier rules.unithealthmultiplier = Unitateen osasun-biderkatzailea rules.unitdamagemultiplier = Unitateen kalte-biderkatzailea -rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier -rules.unitminespeedmultiplier = Unit Mine Speed Multiplier +rules.unitcrashdamagemultiplier = Unitateko talka matxuren biderkatzailea +rules.unitminespeedmultiplier = Unitateko minaketa abiadura biderkatzailea rules.logicunitcontrol = Logic Unit Control rules.logicunitbuild = Logic Unit Building rules.logicunitdeconstruct = Logic Unit Deconstruction -rules.solarmultiplier = Solar Power Multiplier -rules.unitcapvariable = Cores Contribute To Unit Cap -rules.unitpayloadsexplode = Carried Payloads Explode With The Unit -rules.unitcap = Base Unit Cap -rules.limitarea = Limit Map Area +rules.solarmultiplier = Eguzki energiaren biderkatzailea +rules.unitcapvariable = Nukleoen ekarpena unitate mugara +rules.unitpayloadsexplode = Eramaten diren kargak erabilgarriak unitatearekin lehertzen dira +rules.unitcap = Oinarrizko unitatearen kap. +rules.limitarea = Maparen eremua mugatu rules.enemycorebuildradius = Etsaien muinaren ez-eraikitze erradioa:[lightgray] (lauzak) -rules.extracorebuildradius = Extra No-Build Radius:[lightgray] (tiles) +rules.extracorebuildradius = Eraikuntzarik gabeko erradio gehigarria:[lightgray] (tiles) rules.wavespacing = Boladen tartea:[lightgray] (seg) -rules.initialwavespacing = Initial Wave Spacing:[lightgray] (sec) +rules.initialwavespacing = Hasierako olatuen arteko tartea:[lightgray] (sec) rules.buildcostmultiplier = Eraikitze kostu-biderkatzailea rules.buildspeedmultiplier = Eraikitze abiadura-biderkatzailea -rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier +rules.deconstructrefundmultiplier = Deseraiki itzulketa biderkatzailea rules.waitForWaveToEnd = Atzeratu bolada etsairik geratzen bada -rules.wavelimit = Map Ends After Wave +rules.wavelimit = Mapa olatuaren ostean amaitzen da rules.dropzoneradius = Erruntze puntuaren erradioa:[lightgray] (lauzak) -rules.unitammo = Units Require Ammo -rules.enemyteam = Enemy Team -rules.playerteam = Player Team +rules.unitammo = Unitateek munizioa behar dute +rules.enemyteam = Etsai taldea +rules.playerteam = Jokalari taldea rules.title.waves = Boladak rules.title.resourcesbuilding = Baliabideak eta eraikuntza rules.title.enemy = Etsaiak rules.title.unit = Unitateak -rules.title.experimental = Experimental -rules.title.environment = Environment -rules.title.teams = Teams -rules.title.planet = Planet -rules.lighting = Lighting -rules.fog = Fog of War -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.randomwaveai = Unpredictable Wave AI -rules.fire = Fire +rules.title.experimental = Esperimentala +rules.title.environment = Ingurumena +rules.title.teams = Taldeak +rules.title.planet = Planeta +rules.lighting = Iluminazioa +rules.fog = Gerra lainoa +rules.invasions = Etsaien sektorearen inbasioak +rules.legacylaunchpads = Oinordetzan hartutako jaurtiketa-plataformaren mekanika +rules.legacylaunchpads.info = 7.0 bertsioan bezala, lurreratze-plataformarik gabeko jaurtiketa-plataformak erabiltzea baimentzen du. +landingpad.legacy.disabled = [scarlet]\ue815 Desgaituta[lightgray] (Oinordetzan hartutako jaurtiketa plataforma gaitu) +rules.showspawns = Etsaien spawn-ak erakutsi +rules.randomwaveai = Olatu aurreikusezinen AI +rules.fire = Sua rules.anyenv = -rules.explosions = Block/Unit Explosion Damage -rules.ambientlight = Ambient Light -rules.weather = Weather -rules.weather.frequency = Frequency: -rules.weather.always = Always -rules.weather.duration = Duration: +rules.explosions = Blokea/Unitateko leherketa kalteak +rules.ambientlight = Ingurumen argia +rules.weather = Eguraldia +rules.weather.frequency = Frekuentzia: +rules.weather.always = Beti +rules.weather.duration = Iraupena: -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.onlydepositcore.info = Prevents units from depositing items into any buildings except cores. +rules.randomwaveai.info = Olatuetan sortutako unitateak ausazko egituren jomuga bihurtzen ditu, nukleoari edo energia sorgailuei zuzenean eraso beharrean. +rules.placerangecheck.info = Galarazi egiten die jokalariei etsaien eraikinetatik hurbil ezer jartzea. Dorre bat jartzen saiatzen denean, mendilerroa handitu egiten da, eta, beraz, dorrea ezin izango da etsaiarengana iritsi. +rules.onlydepositcore.info = Unitateei eragotzi egiten die edozein eraikinetan elementuak jartzea, nukleoetan izan ezik. database-category.item = Items database-category.liquid = Fluids @@ -1551,7 +1563,7 @@ database-tag.unit-air = Air database-tag.unit-naval = Naval database-tag.unit-ground = Ground -wallore = (Wall) +wallore = (Horma) item.copper.name = Kobrea item.lead.name = Beruna @@ -1569,43 +1581,43 @@ item.blast-compound.name = Lehergai konposatua item.pyratite.name = Piratita item.metaglass.name = Metabeira item.scrap.name = Txatarra -item.fissile-matter.name = Fissile Matter -item.beryllium.name = Beryllium -item.tungsten.name = Tungsten -item.oxide.name = Oxide -item.carbide.name = Carbide -item.dormant-cyst.name = Dormant Cyst +item.fissile-matter.name = Materia fisikaria +item.beryllium.name = Berilioa +item.tungsten.name = Tungstenoa +item.oxide.name = Oxidoa +item.carbide.name = Karburoa +item.dormant-cyst.name = Kiste loti liquid.water.name = Ura liquid.slag.name = Zepa liquid.oil.name = Olioa liquid.cryofluid.name = Krio-isurkaria -liquid.neoplasm.name = Neoplasm +liquid.neoplasm.name = Neoplasma liquid.arkycite.name = Arkycite -liquid.gallium.name = Gallium -liquid.ozone.name = Ozone -liquid.hydrogen.name = Hydrogen -liquid.nitrogen.name = Nitrogen -liquid.cyanogen.name = Cyanogen +liquid.gallium.name = Galioa +liquid.ozone.name = Ozonoa +liquid.hydrogen.name = Hidrogenoa +liquid.nitrogen.name = Nitrogenoa +liquid.cyanogen.name = Zianogenoa unit.dagger.name = Daga -unit.mace.name = Mace +unit.mace.name = Maza unit.fortress.name = Gotorleku unit.nova.name = Nova unit.pulsar.name = Pulsar -unit.quasar.name = Quasar +unit.quasar.name = Quasarra unit.crawler.name = Ibilkaria unit.atrax.name = Atrax -unit.spiroct.name = Spiroct +unit.spiroct.name = Espiroztoa unit.arkyid.name = Arkyid -unit.toxopid.name = Toxopid -unit.flare.name = Flare -unit.horizon.name = Horizon -unit.zenith.name = Zenith +unit.toxopid.name = Toxopidoa +unit.flare.name = Bengala +unit.horizon.name = Horizontea +unit.zenith.name = Zenita unit.antumbra.name = Antumbra -unit.eclipse.name = Eclipse +unit.eclipse.name = Eklipsea unit.mono.name = Mono -unit.poly.name = Poly +unit.poly.name = Poli unit.mega.name = Mega unit.quad.name = Quad unit.oct.name = Oct @@ -1615,23 +1627,23 @@ unit.bryde.name = Bryde unit.sei.name = Sei unit.omura.name = Omura unit.retusa.name = Retusa -unit.oxynoe.name = Oxynoe +unit.oxynoe.name = Oxinoe unit.cyerce.name = Cyerce unit.aegires.name = Aegires unit.navanax.name = Navanax unit.alpha.name = Alpha unit.beta.name = Beta unit.gamma.name = Gamma -unit.scepter.name = Scepter -unit.reign.name = Reign -unit.vela.name = Vela -unit.corvus.name = Corvus +unit.scepter.name = Zetroa +unit.reign.name = Erreinua +unit.vela.name = Bela +unit.corvus.name = Korboa -unit.stell.name = Stell -unit.locus.name = Locus -unit.precept.name = Precept -unit.vanquish.name = Vanquish -unit.conquer.name = Conquer +unit.stell.name = Altzairua +unit.locus.name = Lekua +unit.precept.name = Agintaria +unit.vanquish.name = Garailea +unit.conquer.name = Konkistatzailea unit.merui.name = Merui unit.cleroi.name = Cleroi unit.anthicus.name = Anthicus @@ -1645,35 +1657,35 @@ unit.disrupt.name = Disrupt unit.evoke.name = Evoke unit.incite.name = Incite unit.emanate.name = Emanate -unit.manifold.name = Manifold -unit.assembly-drone.name = Assembly Drone +unit.manifold.name = Kolektorea +unit.assembly-drone.name = Muntaketa drona unit.latum.name = Latum unit.renale.name = Renale -block.parallax.name = Parallax -block.cliff.name = Cliff +block.parallax.name = Paralaxia +block.cliff.name = Itsaslabarra block.sand-boulder.name = Hondar harkaitza -block.basalt-boulder.name = Basalt Boulder +block.basalt-boulder.name = Basaltozko harkaitza block.grass.name = Belarra -block.molten-slag.name = Slag -block.pooled-cryofluid.name = Cryofluid -block.space.name = Space +block.molten-slag.name = Zepa +block.pooled-cryofluid.name = Kriofluidoa +block.space.name = Espazioa block.salt.name = Gatza -block.salt-wall.name = Salt Wall +block.salt-wall.name = Gatz horma block.pebbles.name = Harribilak block.tendrils.name = Kiribilak -block.sand-wall.name = Sand Wall +block.sand-wall.name = Hareazko horma block.spore-pine.name = Espora pinua -block.spore-wall.name = Spore Wall -block.boulder.name = Boulder -block.snow-boulder.name = Snow Boulder +block.spore-wall.name = Espora horma +block.boulder.name = Harkaitza +block.snow-boulder.name = Elur harria block.snow-pine.name = Elur pinua block.shale.name = Shalea block.shale-boulder.name = Shale harkaitza block.moss.name = Goroldioa block.shrubs.name = Zuhaixkak block.spore-moss.name = Espora goroldioa -block.shale-wall.name = Shale Wall +block.shale-wall.name = Shale horma block.scrap-wall.name = Txatarrezko horma block.scrap-wall-large.name = Txatarrezko horma handia block.scrap-wall-huge.name = Txatarrezko horma itzela @@ -1684,15 +1696,15 @@ block.graphite-press.name = Grafito prentsa block.multi-press.name = Multi-prentsa block.constructing = {0} [lightgray](Eraikitzen) block.spawn.name = Etsai-sorrera -block.remove-wall.name = Remove Wall -block.remove-ore.name = Remove Ore +block.remove-wall.name = Horma kendu +block.remove-ore.name = Kendu mea block.core-shard.name = Muina: Maskorra block.core-foundation.name = Muina: Fundazioa block.core-nucleus.name = Muina: Nukleoa block.deep-water.name = Ur sakona block.shallow-water.name = Ura block.tainted-water.name = Ur kutsatua -block.deep-tainted-water.name = Deep Tainted Water +block.deep-tainted-water.name = Ur kutsatu sakona block.darksand-tainted-water.name = Hondar ilunez kutsatutako ura block.tar.name = Mundruna block.stone.name = Harria @@ -1704,50 +1716,50 @@ block.crater-stone.name = Kraterrak block.sand-water.name = Hondar ura block.darksand-water.name = Hondar ilun ura block.char.name = Kokea -block.dacite.name = Dacite -block.rhyolite.name = Rhyolite -block.dacite-wall.name = Dacite Wall -block.dacite-boulder.name = Dacite Boulder +block.dacite.name = Dazita +block.rhyolite.name = Erriolita +block.dacite-wall.name = Dazita horma +block.dacite-boulder.name = Dazita harkaitza block.ice-snow.name = Izotz elurra -block.stone-wall.name = Stone Wall -block.ice-wall.name = Ice Wall -block.snow-wall.name = Snow Wall -block.dune-wall.name = Dune Wall +block.stone-wall.name = Harrizko horma +block.ice-wall.name = Izotzezko horma +block.snow-wall.name = Elurrezko horma +block.dune-wall.name = Duna horma block.pine.name = Pinua -block.dirt.name = Dirt -block.dirt-wall.name = Dirt Wall -block.mud.name = Mud +block.dirt.name = Zikinkeria +block.dirt-wall.name = Zikinkeriazko horma +block.mud.name = Lokatza block.white-tree-dead.name = Zuhaitz zuri hila block.white-tree.name = Zuhaitz zuria block.spore-cluster.name = Espora mordoa block.metal-floor.name = Metalezko zorua 1 block.metal-floor-2.name = Metalezko zorua 2 block.metal-floor-3.name = Metalezko zorua 3 -block.metal-floor-4.name = Metal Floor 4 -block.metal-floor-5.name = Metalezko zorua 4 +block.metal-floor-4.name = Metalezko zorua 4 +block.metal-floor-5.name = Metalezko zorua 5 block.metal-floor-damaged.name = Kaltetutako metalezko zorua -block.metal-tiles-1.name = Metal Tiles 1 -block.metal-tiles-2.name = Metal Tiles 2 -block.metal-tiles-3.name = Metal Tiles 3 -block.metal-tiles-4.name = Metal Tiles 4 -block.metal-tiles-5.name = Metal Tiles 5 -block.metal-tiles-6.name = Metal Tiles 6 -block.metal-tiles-7.name = Metal Tiles 7 -block.metal-tiles-8.name = Metal Tiles 8 -block.metal-tiles-9.name = Metal Tiles 9 -block.metal-tiles-10.name = Metal Tiles 10 -block.metal-tiles-11.name = Metal Tiles 11 -block.metal-tiles-12.name = Metal Tiles 12 -block.metal-tiles-13.name = Metal Tiles 13 -block.metal-wall-1.name = Metal Wall 1 -block.metal-wall-2.name = Metal Wall 2 -block.metal-wall-3.name = Metal Wall 3 -block.colored-floor.name = Colored Floor -block.colored-wall.name = Colored Wall -block.character-overlay.name = Character Overlay -block.character-overlay-white.name = Character Overlay (White) -block.rune-overlay.name = Rune Overlay -block.rune-overlay-crux.name = Rune Overlay (Crux) +block.metal-tiles-1.name = Metalezko teilak 1 +block.metal-tiles-2.name = Metalezko teilak 2 +block.metal-tiles-3.name = Metalezko teilak 3 +block.metal-tiles-4.name = Metalezko teilak 4 +block.metal-tiles-5.name = Metalezko teilak 5 +block.metal-tiles-6.name = Metalezko teilak 6 +block.metal-tiles-7.name = Metalezko teilak 7 +block.metal-tiles-8.name = Metalezko teilak 8 +block.metal-tiles-9.name = Metalezko teilak 9 +block.metal-tiles-10.name = Metalezko teilak 10 +block.metal-tiles-11.name = Metalezko teilak 11 +block.metal-tiles-12.name = Metalezko teilak 12 +block.metal-tiles-13.name = Metalezko teilak 13 +block.metal-wall-1.name = Metalezko horma 1 +block.metal-wall-2.name = Metalezko horma 2 +block.metal-wall-3.name = Metalezko horma 3 +block.colored-floor.name = Zoru koloreztatua +block.colored-wall.name = Horma koloreztatua +block.character-overlay.name = Pertsonaien gainjartzea +block.character-overlay-white.name = Pertsonaien gainjartzea (Zuria) +block.rune-overlay.name = Runen gainjartzea +block.rune-overlay-crux.name = Runen gainjartzea (Gurutzea) block.dark-panel-1.name = Panel iluna 1 block.dark-panel-2.name = Panel iluna 2 block.dark-panel-3.name = Panel iluna 3 @@ -1755,7 +1767,7 @@ block.dark-panel-4.name = Panel iluna 4 block.dark-panel-5.name = Panel iluna 5 block.dark-panel-6.name = Panel iluna 6 block.dark-metal.name = Metal iluna -block.basalt.name = Basalt +block.basalt.name = Basaltoa block.hotrock.name = Arroka beroa block.magmarock.name = Magma arroka block.copper-wall.name = Kobrezko horma @@ -1777,7 +1789,7 @@ block.hail.name = Txingor block.lancer.name = Lantzari block.conveyor.name = Garraio-zinta block.titanium-conveyor.name = Titaniozko garraio-zinta -block.plastanium-conveyor.name = Plastanium Conveyor +block.plastanium-conveyor.name = Plastaniozko garraio-zinta block.armored-conveyor.name = Blindatutako garraio-zinta block.junction.name = Lotunea block.router.name = Bideratzailea @@ -1785,12 +1797,12 @@ block.distributor.name = Banatzailea block.sorter.name = Antolatzailea block.inverted-sorter.name = Alderantzizko antolatzailea block.message.name = Mezua -block.reinforced-message.name = Reinforced Message -block.world-message.name = World Message -block.world-switch.name = World Switch -block.illuminator.name = Illuminator +block.reinforced-message.name = Mezu indartua +block.world-message.name = Munduko mezua +block.world-switch.name = Mundu aldaketa +block.illuminator.name = Argiztatzailea block.overflow-gate.name = Gainezkatze atea -block.underflow-gate.name = Underflow Gate +block.underflow-gate.name = Azpi jario atea block.silicon-smelter.name = Silizio galdategia block.phase-weaver.name = Fase ehulea block.pulverizer.name = Birringailua @@ -1803,7 +1815,7 @@ block.coal-centrifuge.name = Ikatz zentrifugagailua block.power-node.name = Energia-nodoa block.power-node-large.name = Energia-nodo handia block.surge-tower.name = Tirainezko dorrea -block.diode.name = Battery Diode +block.diode.name = Bateriako diodoa block.battery.name = Bateria block.battery-large.name = Bateria handia block.combustion-generator.name = Errekuntza sorgailua @@ -1820,7 +1832,7 @@ block.mechanical-pump.name = Ponpa mekanikoa block.item-source.name = Elementu-iturria block.item-void.name = Elementu-zuloa block.liquid-source.name = Likido-iturria -block.liquid-void.name = Liquid Void +block.liquid-void.name = Hutsune likidoa block.power-void.name = Energia-zuloa block.power-source.name = Energia amaigabea block.unloader.name = Deskargagailua @@ -1835,17 +1847,17 @@ block.bridge-conveyor.name = Garraio-zinta zubia block.plastanium-compressor.name = Plastanio konpresorea block.pyratite-mixer.name = Piratita nahasgailua block.blast-mixer.name = Lehergai nahasgailua -block.solar-panel.name = Panel fotovoltaikoa -block.solar-panel-large.name = Panel fotovoltaiko handia +block.solar-panel.name = Panel fotoboltaikoa +block.solar-panel-large.name = Panel fotoboltaiko handia block.oil-extractor.name = Olio erauzgailua block.repair-point.name = Konponketa puntua -block.repair-turret.name = Repair Turret +block.repair-turret.name = Konponketa dorrea block.pulse-conduit.name = Pultsu hodia -block.plated-conduit.name = Plated Conduit +block.plated-conduit.name = Kanalizazio plakatua block.phase-conduit.name = Fasezko hodia block.liquid-router.name = Likidoen bideratzailea block.liquid-tank.name = Likidoentzako tankea -block.liquid-container.name = Liquid Container +block.liquid-container.name = Likidoen edukiontzia block.liquid-junction.name = Likidoentzako lotunea block.bridge-conduit.name = Hodi zubia block.rotary-pump.name = Ponpa birakaria @@ -1868,209 +1880,209 @@ block.arc.name = Arku block.rtg-generator.name = RTG sorgailua block.spectre.name = Espektro block.meltdown.name = Nukleofusio -block.foreshadow.name = Foreshadow +block.foreshadow.name = Aurreikuspena block.container.name = Edukiontzia block.launch-pad.name = Egozketa-plataforma -block.advanced-launch-pad.name = Launch Pad -block.landing-pad.name = Landing Pad +block.advanced-launch-pad.name = Jaurtiketa plataforma +block.landing-pad.name = Lurreratze plataforma -block.segment.name = Segment -block.ground-factory.name = Ground Factory -block.air-factory.name = Air Factory -block.naval-factory.name = Naval Factory -block.additive-reconstructor.name = Additive Reconstructor -block.multiplicative-reconstructor.name = Multiplicative Reconstructor -block.exponential-reconstructor.name = Exponential Reconstructor -block.tetrative-reconstructor.name = Tetrative Reconstructor -block.payload-conveyor.name = Mass Conveyor -block.payload-router.name = Payload Router -block.duct.name = Duct -block.duct-router.name = Duct Router -block.duct-bridge.name = Duct Bridge -block.large-payload-mass-driver.name = Large Payload Mass Driver -block.payload-void.name = Payload Void -block.payload-source.name = Payload Source -block.disassembler.name = Disassembler -block.silicon-crucible.name = Silicon Crucible -block.overdrive-dome.name = Overdrive Dome -block.interplanetary-accelerator.name = Interplanetary Accelerator -block.constructor.name = Constructor -block.constructor.description = Fabricates structures up to 2x2 tiles in size. -block.large-constructor.name = Large Constructor -block.large-constructor.description = Fabricates structures up to 4x4 tiles in size. -block.deconstructor.name = Deconstructor -block.deconstructor.description = Deconstructs structures and units. Returns 100% of build cost. -block.payload-loader.name = Payload Loader -block.payload-loader.description = Load liquids and items into blocks. -block.payload-unloader.name = Payload Unloader -block.payload-unloader.description = Unloads liquids and items from blocks. -block.heat-source.name = Heat Source -block.heat-source.description = A 1x1 block that gives virtualy infinite heat. +block.segment.name = Segmentua +block.ground-factory.name = Lurreko Fabrika +block.air-factory.name = Aire Fabrika +block.naval-factory.name = Itsas Fabrika +block.additive-reconstructor.name = Gehigarrizko Berreraikitzailea +block.multiplicative-reconstructor.name = Biderkatzaile Berreraikitzailea +block.exponential-reconstructor.name = Esponentzial Berreraikitzailea +block.tetrative-reconstructor.name = Tetratibo Berreraikitzailea +block.payload-conveyor.name = Masa Garraio-zinta +block.payload-router.name = Karga Erabilgarriaren Bideratzailea +block.duct.name = Hodia +block.duct-router.name = Hodi Bideratzailea +block.duct-bridge.name = Hodi Zubia +block.large-payload-mass-driver.name = Karga Handiko Masa Gidaria +block.payload-void.name = Karga Erabilgarriaren Hutsunea +block.payload-source.name = Karga Erabilgarriaren Iturria +block.disassembler.name = Desmuntatzailea +block.silicon-crucible.name = Siliziozko Gurutzagunea +block.overdrive-dome.name = Gainditzeko Kupula +block.interplanetary-accelerator.name = Planetarteko Azeleragailua +block.constructor.name = Eraikitzailea +block.constructor.description = 2x2 teila arteko egiturak fabrikatzen ditu. +block.large-constructor.name = Eraikitzaile Handia +block.large-constructor.description = 4x4 teila arteko egiturak fabrikatzen ditu. +block.deconstructor.name = Desmuntatzailea +block.deconstructor.description = Egiturak eta unitateak desmuntatzen ditu. Eraikuntza-kostuaren %100 itzultzen du. +block.payload-loader.name = Karga Erabilgarriko kargatzailea +block.payload-loader.description = Likidoak eta elementuak blokeetan kargatu. +block.payload-unloader.name = Karga erabilgarriko Deskargatzailea +block.payload-unloader.description = Blokeetatik likidoak eta elementuak deskargatzen ditu. +block.heat-source.name = Bero Iturria +block.heat-source.description = x1 bloke bat, ia bero infinitua ematen duena. #Erekir -block.empty.name = Empty -block.rhyolite-crater.name = Rhyolite Crater -block.rough-rhyolite.name = Rough Rhyolite -block.regolith.name = Regolith -block.yellow-stone.name = Yellow Stone -block.carbon-stone.name = Carbon Stone -block.ferric-stone.name = Ferric Stone -block.ferric-craters.name = Ferric Craters -block.beryllic-stone.name = Beryllic Stone -block.crystalline-stone.name = Crystalline Stone -block.crystal-floor.name = Crystal Floor -block.yellow-stone-plates.name = Yellow Stone Plates -block.red-stone.name = Red Stone -block.dense-red-stone.name = Dense Red Stone -block.red-ice.name = Red Ice -block.arkycite-floor.name = Arkycite Floor -block.arkyic-stone.name = Arkyic Stone -block.rhyolite-vent.name = Rhyolite Vent -block.carbon-vent.name = Carbon Vent -block.arkyic-vent.name = Arkyic Vent -block.yellow-stone-vent.name = Yellow Stone Vent -block.red-stone-vent.name = Red Stone Vent -block.crystalline-vent.name = Crystalline Vent -block.stone-vent.name = Stone Vent -block.basalt-vent.name = Basalt Vent -block.redmat.name = Redmat -block.bluemat.name = Bluemat -block.core-zone.name = Core Zone -block.regolith-wall.name = Regolith Wall -block.yellow-stone-wall.name = Yellow Stone Wall -block.rhyolite-wall.name = Rhyolite Wall -block.carbon-wall.name = Carbon Wall -block.ferric-stone-wall.name = Ferric Stone Wall -block.beryllic-stone-wall.name = Beryllic Stone Wall -block.arkyic-wall.name = Arkyic Wall -block.crystalline-stone-wall.name = Crystalline Stone Wall -block.red-ice-wall.name = Red Ice Wall -block.red-stone-wall.name = Red Stone Wall -block.red-diamond-wall.name = Red Diamond Wall -block.redweed.name = Redweed -block.pur-bush.name = Pur Bush -block.yellowcoral.name = Yellowcoral -block.carbon-boulder.name = Carbon Boulder -block.ferric-boulder.name = Ferric Boulder -block.beryllic-boulder.name = Beryllic Boulder -block.yellow-stone-boulder.name = Yellow Stone Boulder -block.arkyic-boulder.name = Arkyic Boulder -block.crystal-cluster.name = Crystal Cluster -block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster -block.crystal-blocks.name = Crystal Blocks -block.crystal-orbs.name = Crystal Orbs -block.crystalline-boulder.name = Crystalline Boulder -block.red-ice-boulder.name = Red Ice Boulder -block.rhyolite-boulder.name = Rhyolite Boulder -block.red-stone-boulder.name = Red Stone Boulder -block.graphitic-wall.name = Graphitic Wall -block.silicon-arc-furnace.name = Silicon Arc Furnace -block.electrolyzer.name = Electrolyzer -block.atmospheric-concentrator.name = Atmospheric Concentrator -block.oxidation-chamber.name = Oxidation Chamber -block.electric-heater.name = Electric Heater -block.slag-heater.name = Slag Heater -block.phase-heater.name = Phase Heater -block.heat-redirector.name = Heat Redirector -block.small-heat-redirector.name = Small Heat Redirector -block.heat-router.name = Heat Router -block.slag-incinerator.name = Slag Incinerator -block.carbide-crucible.name = Carbide Crucible -block.slag-centrifuge.name = Slag Centrifuge -block.surge-crucible.name = Surge Crucible -block.cyanogen-synthesizer.name = Cyanogen Synthesizer -block.phase-synthesizer.name = Phase Synthesizer -block.heat-reactor.name = Heat Reactor -block.beryllium-wall.name = Beryllium Wall -block.beryllium-wall-large.name = Large Beryllium Wall -block.tungsten-wall.name = Tungsten Wall -block.tungsten-wall-large.name = Large Tungsten Wall -block.blast-door.name = Blast Door -block.carbide-wall.name = Carbide Wall -block.carbide-wall-large.name = Large Carbide Wall -block.reinforced-surge-wall.name = Reinforced Surge Wall -block.reinforced-surge-wall-large.name = Large Reinforced Surge Wall -block.shielded-wall.name = Shielded Wall -block.radar.name = Radar -block.build-tower.name = Build Tower -block.regen-projector.name = Regen Projector -block.shockwave-tower.name = Shockwave Tower -block.shield-projector.name = Shield Projector -block.large-shield-projector.name = Large Shield Projector -block.armored-duct.name = Armored Duct -block.overflow-duct.name = Overflow Duct -block.underflow-duct.name = Underflow Duct -block.duct-unloader.name = Duct Unloader -block.surge-conveyor.name = Surge Conveyor -block.surge-router.name = Surge Router -block.unit-cargo-loader.name = Unit Cargo Loader -block.unit-cargo-unload-point.name = Unit Cargo Unload Point -block.reinforced-pump.name = Reinforced Pump -block.reinforced-conduit.name = Reinforced Conduit -block.reinforced-liquid-junction.name = Reinforced Liquid Junction -block.reinforced-bridge-conduit.name = Reinforced Bridge Conduit -block.reinforced-liquid-router.name = Reinforced Liquid Router -block.reinforced-liquid-container.name = Reinforced Liquid Container -block.reinforced-liquid-tank.name = Reinforced Liquid Tank -block.beam-node.name = Beam Node -block.beam-tower.name = Beam Tower -block.beam-link.name = Beam Link -block.turbine-condenser.name = Turbine Condenser -block.chemical-combustion-chamber.name = Chemical Combustion Chamber -block.pyrolysis-generator.name = Pyrolysis Generator -block.vent-condenser.name = Vent Condenser -block.cliff-crusher.name = Cliff Crusher -block.large-cliff-crusher.name = Advanced Cliff Crusher -block.plasma-bore.name = Plasma Bore -block.large-plasma-bore.name = Large Plasma Bore -block.impact-drill.name = Impact Drill -block.eruption-drill.name = Eruption Drill -block.core-bastion.name = Core Bastion -block.core-citadel.name = Core Citadel -block.core-acropolis.name = Core Acropolis -block.reinforced-container.name = Reinforced Container -block.reinforced-vault.name = Reinforced Vault -block.breach.name = Breach -block.sublimate.name = Sublimate +block.empty.name = Hutsik +block.rhyolite-crater.name = Erriolita kraterra +block.rough-rhyolite.name = Erriolita gordina +block.regolith.name = Regolitoa +block.yellow-stone.name = Harri horia +block.carbon-stone.name = Karbono harria +block.ferric-stone.name = Harri ferrikoa +block.ferric-craters.name = Krater ferrikoa +block.beryllic-stone.name = Harri berilikoa +block.crystalline-stone.name = Harri kristalinoa +block.crystal-floor.name = Kristalezko zorua +block.yellow-stone-plates.name = Harri horiko plakak +block.red-stone.name = Harri gorria +block.dense-red-stone.name = Harri gorri trinkoa +block.red-ice.name = Izotz gorria +block.arkycite-floor.name = Arkycite zorua +block.arkyic-stone.name = Arkyic harria +block.rhyolite-vent.name = Erriolitako arnasgunea +block.carbon-vent.name = Karbonozko arnasgunea +block.arkyic-vent.name = Arkyic-ko arnasgunea +block.yellow-stone-vent.name = Harri horizko arnasgunea +block.red-stone-vent.name = Harri gorrizko arnsagunea +block.crystalline-vent.name = Arnasgune kristalinoa +block.stone-vent.name = Harrizko arnasgunea +block.basalt-vent.name = Basaltozko arnasgunea +block.redmat.name = Mat-gorria +block.bluemat.name = Mat-urdina +block.core-zone.name = Nukleo eremua +block.regolith-wall.name = Regolitozko horma +block.yellow-stone-wall.name = Harri horizko horma +block.rhyolite-wall.name = Erriolitazko horma +block.carbon-wall.name = Karbonozko horma +block.ferric-stone-wall.name = Harri ferrikoko horma +block.beryllic-stone-wall.name = Beriliozko harrizko horma +block.arkyic-wall.name = Arkyic-ko horma +block.crystalline-stone-wall.name = Harri kristalinozko horma +block.red-ice-wall.name = Izotz gorrizko horma +block.red-stone-wall.name = Harri gorrizko horma +block.red-diamond-wall.name = Diamante gorrizko horma +block.redweed.name = Belar gorria +block.pur-bush.name = Pur zuhaixka +block.yellowcoral.name = Koral horia +block.carbon-boulder.name = Karbonozko harkaitza +block.ferric-boulder.name = Harkaitz ferrikoa +block.beryllic-boulder.name = Beriliozko harkaitza +block.yellow-stone-boulder.name = Harri horizko harkaitza +block.arkyic-boulder.name = Arkyic-ko harkaitza +block.crystal-cluster.name = Kristal kumulua +block.vibrant-crystal-cluster.name = Kristal dardarkarien kumulua +block.crystal-blocks.name = Kristalezko blokeak +block.crystal-orbs.name = Kristalezko orbeak +block.crystalline-boulder.name = Harkaitz kristalinoa +block.red-ice-boulder.name = Izotz gorrizko harkaitza +block.rhyolite-boulder.name = Erriolitazko harkaitza +block.red-stone-boulder.name = Harri gorriko harkaitza +block.graphitic-wall.name = Grafitozko horma +block.silicon-arc-furnace.name = Siliziozko arku labea +block.electrolyzer.name = Elektrolizatzailea +block.atmospheric-concentrator.name = Atmosferako kontzentratzailea +block.oxidation-chamber.name = Oxidazio ganbera +block.electric-heater.name = Berogailu elektrikoa +block.slag-heater.name = Zepa berogailua +block.phase-heater.name = Fase berogailua +block.heat-redirector.name = Beroaren birbideratzailea +block.small-heat-redirector.name = Beroaren birbideratzaile txikia +block.heat-router.name = Bero bideratzailea +block.slag-incinerator.name = Zepa erraustegia +block.carbide-crucible.name = Karburo arragoa +block.slag-centrifuge.name = Zepa zentrifugatzailea +block.surge-crucible.name = Gaintentsioko arragoa +block.cyanogen-synthesizer.name = Zianogeno sintetizatzailea +block.phase-synthesizer.name = Fase sintetizatzailea +block.heat-reactor.name = Bero erreaktorea +block.beryllium-wall.name = Beriliozko horma +block.beryllium-wall-large.name = Beriliozko horma handia +block.tungsten-wall.name = Tungstenozko horma +block.tungsten-wall-large.name = Tungstenozko horma handia +block.blast-door.name = Ate blindatua +block.carbide-wall.name = Karburozko horma +block.carbide-wall-large.name = Karburozko horma handia +block.reinforced-surge-wall.name = Eustorma indartua +block.reinforced-surge-wall-large.name = Eustorma indartu handia +block.shielded-wall.name = Horma babestua +block.radar.name = Radarra +block.build-tower.name = Eraiki dorrea +block.regen-projector.name = Birsortze proiektorea +block.shockwave-tower.name = Talka uhinen dorrea +block.shield-projector.name = Ezkutu proiektorea +block.large-shield-projector.name = Ezkutu proiektore handia +block.armored-duct.name = Hodi blindatua +block.overflow-duct.name = Gainezkatze hodia +block.underflow-duct.name = Behe fluxuko hodia +block.duct-unloader.name = Hodi deskargatzailea +block.surge-conveyor.name = Gaintentsio garraiagailua +block.surge-router.name = Gaintentsio bideratzailea +block.unit-cargo-loader.name = Karga-kargagailu unitarioa +block.unit-cargo-unload-point.name = Karga unitarioko deskarga puntua +block.reinforced-pump.name = Ponpa indartua +block.reinforced-conduit.name = Hodi indartua +block.reinforced-liquid-junction.name = Juntura likido indartua +block.reinforced-bridge-conduit.name = Zubi hodi indartua +block.reinforced-liquid-router.name = Likido bideratzaile indartua +block.reinforced-liquid-container.name = Likido ontzi indartua +block.reinforced-liquid-tank.name = Likido andela indartua +block.beam-node.name = Habe nodoa +block.beam-tower.name = Habe dorrea +block.beam-link.name = Habe likidoa +block.turbine-condenser.name = Turbina kondentsadorea +block.chemical-combustion-chamber.name = Errekuntza kimikoko ganbera +block.pyrolysis-generator.name = Pirolisi sorgailua +block.vent-condenser.name = Aireztapen kondentsadorea +block.cliff-crusher.name = Itsaslabar birrintzailea +block.large-cliff-crusher.name = Itsaslabar birrintzaile aurreratua +block.plasma-bore.name = Plasma kalibrea +block.large-plasma-bore.name = Plasma kalibre handia +block.impact-drill.name = Zulagailu kolpekari +block.eruption-drill.name = Erupzio zulagailua +block.core-bastion.name = Nukleoaren bastioia +block.core-citadel.name = Nukleoaren zitadela +block.core-acropolis.name = Nukleoaren akropolia +block.reinforced-container.name = Edukiontzi indartua +block.reinforced-vault.name = Ganga indartua +block.breach.name = Haustura +block.sublimate.name = Sublimatu block.titan.name = Titan -block.disperse.name = Disperse -block.afflict.name = Afflict -block.lustre.name = Lustre -block.scathe.name = Scathe -block.tank-refabricator.name = Tank Refabricator -block.mech-refabricator.name = Mech Refabricator -block.ship-refabricator.name = Ship Refabricator -block.tank-assembler.name = Tank Assembler -block.ship-assembler.name = Ship Assembler -block.mech-assembler.name = Mech Assembler -block.reinforced-payload-conveyor.name = Reinforced Payload Conveyor -block.reinforced-payload-router.name = Reinforced Payload Router -block.payload-mass-driver.name = Payload Mass Driver -block.small-deconstructor.name = Small Deconstructor -block.canvas.name = Canvas -block.world-processor.name = World Processor -block.world-cell.name = World Cell -block.tank-fabricator.name = Tank Fabricator -block.mech-fabricator.name = Mech Fabricator -block.ship-fabricator.name = Ship Fabricator -block.prime-refabricator.name = Prime Refabricator -block.unit-repair-tower.name = Unit Repair Tower -block.diffuse.name = Diffuse -block.basic-assembler-module.name = Basic Assembler Module -block.smite.name = Smite -block.malign.name = Malign -block.flux-reactor.name = Flux Reactor -block.neoplasia-reactor.name = Neoplasia Reactor +block.disperse.name = Sakabanatu +block.afflict.name = Atsekabetu +block.lustre.name = Distira +block.scathe.name = Astindu +block.tank-refabricator.name = Tankeen berregituratzailea +block.mech-refabricator.name = Mekaniko berregituratzailea +block.ship-refabricator.name = Ontzi berregituratzailea +block.tank-assembler.name = Tanke muntatzailea +block.ship-assembler.name = Ontzi muntatzailea +block.mech-assembler.name = Mekaniko muntatzailea +block.reinforced-payload-conveyor.name = Karga erabilgarriaren garraiatzaile indartua +block.reinforced-payload-router.name = Karga erabilgarriaren bideratzaile indartua +block.payload-mass-driver.name = Karga erabilgarriaren masa-gidaria +block.small-deconstructor.name = Deseraikitzaile txikia +block.canvas.name = Oihala +block.world-processor.name = Munduko prozesadorea +block.world-cell.name = Munduko zelula +block.tank-fabricator.name = Tanke fabrikatzailea +block.mech-fabricator.name = Mekaniko fabrikatzailea +block.ship-fabricator.name = Ontzi fabrikatzailea +block.prime-refabricator.name = Berrfabrikatzaile nagusia +block.unit-repair-tower.name = Unitateen konponketa dorrea +block.diffuse.name = Difusoa +block.basic-assembler-module.name = Oinarrizko muntatzaile modulua +block.smite.name = Jo +block.malign.name = Gaiztoa +block.flux-reactor.name = Fluxu erreaktorea +block.neoplasia-reactor.name = Neoplasia erreaktorea -block.switch.name = Switch -block.micro-processor.name = Micro Processor -block.logic-processor.name = Logic Processor -block.hyper-processor.name = Hyper Processor -block.logic-display.name = Logic Display -block.large-logic-display.name = Large Logic Display -block.tile-logic-display.name = Tiled Logic Display -block.memory-cell.name = Memory Cell -block.memory-bank.name = Memory Bank +block.switch.name = Aldatu +block.micro-processor.name = Mikroprozesadorea +block.logic-processor.name = Prozesadore logikoa +block.hyper-processor.name = Hiperprozesadorea +block.logic-display.name = Logika pantaila +block.large-logic-display.name = Logika pantaila handia +block.tile-logic-display.name = Logika pantaila teilakatua +block.memory-cell.name = Memoria zelula +block.memory-bank.name = Memoria bankua team.malis.name = Malis team.crux.name = gorria @@ -2079,68 +2091,68 @@ team.derelict.name = abandonatua team.green.name = berdea team.blue.name = urdina -hint.skip = Skip -hint.desktopMove = Use [accent][[WASD][] to move. -hint.zoom = [accent]Scroll[] to zoom in or out. -hint.desktopShoot = [accent][[Left-click][] to shoot. -hint.depositItems = To transfer items, drag from your ship to the core. -hint.respawn = To respawn as a ship, press [accent][[V][]. -hint.respawn.mobile = You have switched control to a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[] -hint.desktopPause = Press [accent][[Space][] to pause and unpause the game. -hint.breaking = [accent]Right-click[] and drag to break blocks. -hint.breaking.mobile = Activate the :hammer: [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection. -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.research = Use the :tree: [accent]Research[] button to research new technology. -hint.research.mobile = Use the :tree: [accent]Research[] button in the :menu: [accent]Menu[] to research new technology. -hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets. -hint.unitControl.mobile = [accent][[Double-tap][] to control friendly units or turrets. -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.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.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the :map: [accent]Map[] in the bottom right. -hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the :map: [accent]Map[] in the :menu: [accent]Menu[]. -hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type. -hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically. -hint.rebuildSelect.mobile = Select the :copy: copy button, then tap the :wrench: rebuild button and drag to select destroyed block plans.\nThis will rebuild them automatically. -hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path. -hint.conveyorPathfind.mobile = Enable :diagonal: [accent]diagonal mode[] and drag conveyors to automatically generate a path. -hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters. -hint.payloadPickup = Press [accent][[[] to pick up small blocks or units. -hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up. -hint.payloadDrop = Press [accent]][] to drop a payload. -hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there. -hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires. -hint.generator = :combustion-generator: [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with :power-node: [accent]Power Nodes[]. -hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or :graphite: [accent]Graphite[] :duo:Duo/:salvo:Salvo ammunition to take Guardians down. -hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores over them[].\n\nPlace a :core-foundation: [accent]Foundation[] core over the :core-shard: [accent]Shard[] core. Make sure it is free from nearby obstructions. +hint.skip = Saltatu +hint.desktopMove = Erabili [accent][[WASD][] mugitzeko. +hint.zoom = [accent]Scroll[] zooma handitzeko edo txikitzeko. +hint.desktopShoot = [accent][[Ezkerreko klika][] tiro egiteko. +hint.depositItems = Elementuak transferitzeko, arrastatu ontzitik nukleora. +hint.respawn = Ontzi gisa berriro agertzeko, sakatu [accent][[V][]. +hint.respawn.mobile = Kontrola unitate/egitura batera aldatu duzu. Ontzi gisa berriro agertzeko, [accent]sakatu goiko ezkerreko avatarra.[] +hint.desktopPause = Sakatu [accent][[Espazio][] botoia jokoa pausatu eta berriro hasteko. +hint.breaking = [accent]Eskuineko klika[] eta arrastatu blokeak hausteko. +hint.breaking.mobile = Aktibatu :hammer: [accent]mailua[] beheko aldean, eskuinean, eta ukitu blokeak hausteko.\n\nEduki hatza segundo batez sakatuta eta arrastatu hautapena eteteko. +hint.blockInfo = Bloke baten informazioa ikusteko, hautatu blokea [accent]eraikitzeko menuan[], ondoren eskuineko [accent][[?][] botoia sakatuz. +hint.derelict = [accent]Abandonatuta[] dauden egitura hautsiak dira jadanik funtzionatzen ez duten oinarri zaharren hondarrak.\n\nEgitura hauek [accent]desegituratu[] egin daitezke baliabideak lortzeko. +hint.research = Erabili :tree: [accent]Ikerketa[] botoia teknologia berri bat ikertzeko. +hint.research.mobile = Erabili :tree: [accent]Ikerketa[] botoia :menu: [accent]Menuan[] teknologia berri bat ikertzeko. +hint.unitControl = Eutsi [accent][[L-ctrl][] eta [accent]klik[] unitate edo dorre atseginak kontrolatzeko. +hint.unitControl.mobile = [accent][[Ukitu bikoitza][] unitate edo dorre atseginak kontrolatzeko. +hint.unitSelectControl = Unitateak kontrolatzeko, sakatu [accent]komando modua[] [accent]L-shift[] botoiari eutsiz.\nKomando moduan, klik egin eta arrastatu unitateak aukeratzeko. Egin [accent]eskuineko klika[] leku edo helburu batean, han dauden unitateetan komandatzeko. +hint.unitSelectControl.mobile = Unitateak kontrolatzeko, sakatu [accent]komando modua[] [accent]komando[] botoia, behean, ezkerretara aurkitzen dena.\nKomando moduan, sakatu luze eta arrastatu unitateak hautatzeko. Sakatu kokapen edo helburu batean, han dauden unitateetan komandatzeko. +hint.launch = Behar adina baliabide bildu ondoren, beheko eskuinaldean dagoen :map: [accent]Mapan[] hurbileko sektoreak hautatuz [accent]Jaurti[] ahal izango zara. +hint.launch.mobile = Behar adina baliabide bildu ondoren, hurbileko sektoreak hautatuz [accent]Jaurti[] ahal izango zara :menu: [accent]Menuko[] :map: [accent]Maparen[] bidez. +hint.schematicSelect = Eutsi [accent][[F][] eta arrastatu, kopiatu eta itsatsi beharreko blokeak hautatzeko.\n\n[accent][[Klik zentrala][] mota bateko blokea kopiatzeko.:map: [accent]Mapa[] +hint.rebuildSelect = Eutsi [accent][[B][] eta arrastatu suntsitutako blokeen planoak hautatzeko.\nHonek automatikoki berreraikiko ditu. +hint.rebuildSelect.mobile = Hautatu :copy: kopia botoia, gero sakatu :wrench: berreraiki botoia eta arrastatu suntsitutako blokeen planoak hautatzeko.\nHonek automatikoki berreraikiko ditu. +hint.conveyorPathfind = Eutsi [accent][[L-Ctrl][] garraiatzaileak arrastatzen dituen bitartean, automatikoki ibilbide bat sortzeko. +hint.conveyorPathfind.mobile = Gaitu :diagonal: [accent]diagonal modua[] eta arrastatu garraiatzaileak automatikoki ibilbide bat sortzeko. +hint.boost = Eutsi [accent][[L-Shift][] oztopoen gainetik hegan egiteko zure oraingo unitatearekin.\n\nLurreko unitate gutxi batzuek baino ez dituzte bultzatzaileak. +hint.payloadPickup = Sakatu [accent][[[] bloke edo unitate txikiak jasotzeko. +hint.payloadPickup.mobile = [accent]Sakatu eta eutsi[] bloke edo unitate txikia jasotzeko. +hint.payloadDrop = Sakatu [accent]][] karga erabilgarria botatzeko. +hint.payloadDrop.mobile = [accent]Sakatu eta eutsi[] hutsik dagoen kokaleku bat karga erabilgarria hor botatzeko. +hint.waveFire = Munizio gisa ura duten [accent]Olatu[] dorreak automatikoki itzaliko dituzte inguruko suteak. +hint.generator = :combustion-generator: [accent]Errekuntza sorgailuak[] ikatza erre eta energia ondoko blokeetara garraiatzen dute.\n\nPotentziatransmisioaren irismena zabaldu daiteke :power-node: [accent]Potentzia nodoekin[]. +hint.guardian = [accent]Zaindari[] unitateak blindatuta daude. Munizio ahula, hala nola [accent]Kobrea[] edo [accent]Beruna[] [scarlet]ez eraginkorra[] da.\n\nErabili maila handiagoko dorreak edo :graphite: [accent]Grafitozko[] :duo:Duo/:salvo:Salba munizioa. +hint.coreUpgrade = Nukleoak hobetzeko [accent]maila handiagoko nukleoak jar daitezke haien gainean[].\n\nKokatu :core-foundation: [accent]Fundazio[] nukleoa :core-shard: [accent]Shard[] nukleoaren gainean. Ziurtatu inguruko oztopoetatik libre dagoela. hint.serpuloCoreZone = Additional cores may be constructed on :core-zone: [accent]Core Zone[] tiles. -hint.cannotUpgrade = A [red]:tree:[] icon over a payload unit indicates that its upgraded version is not researched yet.\n\nUnit upgrades must be researched in the [accent]:tree: tech tree[] before they can be produced in reconstructors. -hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[]. -hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation. -hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[]. -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.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.cannotUpgrade = [red]:tree:[] ikonoak karga erabilgarri unitate baten gainean adierazten du haren bertsio berritua oraindik ez dela ikertu.\n\nUnitateen hobekuntzak [accent]:tree: teknologia-zuhaitzean[] ikertu behar dira berreraikitzaileetan ekoitzi aurretik. +hint.presetLaunch = Gris koloreko [accent]lurreratze eremu sektoreak[], hala nola [accent]Izoztutako basoa[], edozein lekutatik jaurti daitezke. Ez dute inguruko lurraldea konkistatzea eskatzen.\n\n[accent]Sektore zenbakidunak[], hau bezalakoa, [accent]aukerakoak[] dira. +hint.presetDifficulty = Sektore honek [scarlet]etsaien mehatxu maila altua du[].\nSektore hauetara jaurtitzea [accent]ez da gomendagarria[] teknologia eta prestaketa egokirik gabe. +hint.coreIncinerate = Nukleoa elementu batekin bete ondoren, jasotzen dituen mota horretako soberako edozein elementu [accent]erre[] egingo da. +hint.factoryControl = Unitate fabrika baten [accent]irteera helmuga[] ezartzeko, egin klik fabrika bloke batean komando moduan zaudela, eta ondoren egin klik eskuineko botoiarekin kokapen batean.\nEkoiztutako unitateak horra joango dira automatikoki. +hint.factoryControl.mobile = Unitate fabrika baten [accent]irteera helmuga[] ezartzeko, sakatu fabrika bloke batean komando moduan zaudela, eta ondoren sakatu kokapen batean.\nEkoiztutako unitateak horra joango dira automatikoki. -gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining. -gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining. -gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [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 :tree: tech tree.\nResearch the :mechanical-drill: [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.conveyors = Research and place :conveyor: [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate. -gz.conveyors.mobile = Research and place :conveyor: [accent]conveyors[] to move the mined resources\nfrom drills to the core.\n\nHold down your finger for a second and drag to place multiple conveyors. -gz.drills = Expand the mining operation.\nPlace more Mechanical Drills.\nMine 100 copper. -gz.lead = :lead: [accent]Lead[] is another commonly used resource.\nSet up drills to mine lead. -gz.moveup = :up: Move up for further objectives. -gz.turrets = Research and place 2 :duo: [accent]Duo[] turrets to defend the core.\nDuo turrets require \uf838 [accent]ammo[] from conveyors. -gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors. -gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace :copper-wall: [accent]copper walls[] around the turrets. -gz.defend = Enemy incoming, prepare to defend. -gz.aa = Flying units cannot easily be dispatched with standard turrets.\n:scatter: [accent]Scatter[] turrets provide excellent anti-air, but require :lead: [accent]lead[] as ammo. -gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors. -gz.supplyturret = [accent]Supply Turret +gz.mine = Mugitu lurrean dagoen :ore-copper: [accent]kobre mineralaren[] ondora eta egin klik meatzaritza hasteko. +gz.mine.mobile = Mugitu lurrean dagoen :ore-copper: [accent]kobre mineralaren[] ondora eta sakatu meatzaritza hasteko. +gz.research = Ireki :tree: tteknologia zuhaitza.\nIkertu :mechanical-drill: [accent]Zulagailu mekanikoa[], ondoren, hautatu beheko eskuineko menuan.\nEgin klik kobrezko adabaki batean hura jartzeko. +gz.research.mobile = Ireki :tree: teknologia zuhaitza.\nIkertu :mechanical-drill: [accent]Zulagailu mekanikoa[], ondoren, hautatu beheko eskuineko menuan.\nSakatu kobrezko adabaki batean hura jartzeko.\n\nSakatu \ue800 [accent]baieztapen ikurra[] behean eskuinean baieztatzeko. +gz.conveyors = Ikertu eta kokatu :conveyor: [accent]garraiatzaileak[] minatutako baliabideak garraiatzeko\nzulagailuetatik nukleora.\n\nKlik eta arrastatu garraiatzaile ugari kokatzeko aldi berean\n[accent]Scroll[] rotatzeko. +gz.conveyors.mobile = Ikertu eta kokatu :conveyor: [accent]garraiatzaileak[] minatutako baliabideak mugitzeko\nulagailuetatik nukleora.\n\nEutsi hatza segundo batez sakatuta eta arrastatu hainbat garraiatzaile jartzeko. +gz.drills = Handitu meatze eragiketa.\nKokatu zulagailu mekaniko gehiago\nMetzatu kobrezko 100. +gz.lead = :lead: [accent]Beruna[] normalean erabiltzen den beste baliabide bat da.\nKokatu zulagailuak beruna meatzatzeko. +gz.moveup = :up: Mugitu gora helburu gehiago lortzeko. +gz.turrets = Ikertu eta kokatu bi :duo: [accent]Duo[] dorre nukleoa babesteko.\nDuo dorreek \uf838 [accent]munizioa[] garraiatzaileen bitartez behar dute. +gz.duoammo = Hornitu Duo dorreak [accent]kobrez[], garraiatzaileak erabiliz. +gz.walls = [accent]Hormek[] datozen kalteak eraikinetara iristea saihes dezakete.\nKokatu :copper-wall: [accent]kobrezko hormak[] dorreen inguruan. +gz.defend = Etsaia dator, defendatzeko prestatu. +gz.aa = Unitate hegalariak ezin dira erraz ezabatu dorretxo estandarrekin.\n:scatter: [accent]Sakabanatze[] dorreak aire erasotzaileen aurkako babes bikaina eskaintzen dute, baina:lead: [accent]beruna[] behar dute munizio gisa. +gz.scatterammo = Hornitu sakabanatze dorreak [accent]berunaz[], erabili garraiatzaileak. +gz.supplyturret = [accent]Hornidura dorrea gz.zone1 = This is the enemy drop zone. -gz.zone2 = Anything built in the radius is destroyed when a wave starts. -gz.zone3 = A wave will begin now.\nGet ready. -gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[]. +gz.zone2 = Erradioan eraikitako edozer suntsitzen da olatu bat hasten denean. +gz.zone3 = Bolada bat hasiko da orain\nPrestatu. +gz.finish = Eraiki dorre gehiago, atera baliabide gehiago,\neta defendatu olatu guztien aurka [accent]sektorea konkistatzeko[]. fungalpass.tutorial1 = Use [accent]units[] to defend buildings and attack the enemy.\nResearch and place a :ground-factory: [accent]ground factory[]. fungalpass.tutorial2 = Select :dagger: [accent]Dagger[] units in the factory.\nProduce 3 units. @@ -2170,31 +2182,31 @@ atolls.carry7 = Follow these instructions to airdrop more units near the enemy b atolls.noairunit = This base is too well-fortified to destroy with air units. atolls.2strategies = There are two strategies to destroy this base. -onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move. -onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls. -onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[]. -onset.bore = Research and place a :plasma-bore: [accent]plasma bore[].\nThis automatically mines resources from walls. -onset.power = To [accent]power[] the plasma bore, research and place a :beam-node: [accent]beam node[].\nConnect the turbine condenser to the plasma bore. -onset.ducts = Research and place :duct: [accent]ducts[] to move the mined resources from the plasma bore to the core.\nClick and drag to place multiple ducts.\n[accent]Scroll[] to rotate. -onset.ducts.mobile = Research and place :duct: [accent]ducts[] to move the mined resources from the plasma bore to the core.\n\nHold down your finger for a second and drag to place multiple ducts. -onset.moremine = Expand the mining operation.\nPlace more Plasma Bores and use beam nodes and ducts to support them.\nMine 200 beryllium. -onset.graphite = More complex blocks require :graphite: [accent]graphite[].\nSet up plasma bores to mine graphite. -onset.research2 = Begin researching [accent]factories[].\nResearch the :cliff-crusher: [accent]cliff crusher[] and :silicon-arc-furnace: [accent]silicon arc furnace[]. -onset.arcfurnace = The arc furnace needs :sand: [accent]sand[] and :graphite: [accent]graphite[] to create :silicon: [accent]silicon[].\n[accent]Power[] is also required. -onset.crusher = Use :cliff-crusher: [accent]cliff crushers[] to mine sand. -onset.fabricator = Use [accent]units[] to explore the map, defend buildings, and attack the enemy. Research and place a :tank-fabricator: [accent]tank fabricator[]. -onset.makeunit = Produce a unit.\nUse the "?" button to see selected factory requirements. -onset.turrets = Units are effective, but [accent]turrets[] provide better defensive capabilities if used effectively.\nPlace a :breach: [accent]Breach[] turret.\nTurrets require :beryllium: [accent]ammo[]. -onset.turretammo = Supply the turret with [accent]beryllium ammo.[] -onset.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace some :beryllium-wall: [accent]beryllium walls[] around the turret. -onset.enemies = Enemy incoming, prepare to defend. -onset.defenses = [accent]Set up defenses:[lightgray] {0} -onset.attack = The enemy is vulnerable. Counter-attack. -onset.cores = New cores can be placed on [accent]core tiles[].\nNew cores function as forward bases and share a resource inventory with other cores.\nPlace a :core-bastion: core. -onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defenses, mining, and production. -onset.commandmode = Hold [accent]shift[] to enter [accent]command mode[].\n[accent]Left-click and drag[] to select units.\n[accent]Right-click[] to order selected units to move or attack. -onset.commandmode.mobile = Press the [accent]command button[] to enter [accent]command mode[].\nHold down a finger, then [accent]drag[] to select units.\n[accent]Tap[] to order selected units to move or attack. -aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[]. +onset.mine = Klik egin :beryllium: [accent]berilioa[] hormetatik meatzatzeko.\n\nErabili [accent][[WASD] mugitzeko. +onset.mine.mobile = Sakatu :beryllium: [accent]berilioa[] hormetatik meatzatzeko. +onset.research = Ireki :tree: teknologia zuhaitza.\nIkertu, ondoren kokatu :turbine-condenser: [accent]turbina kondentsadorea[] arnasguneetan.\nHau [accent]energia[] sortuko du. +onset.bore = Ikertu eta kokatu :plasma-bore: [accent]plasma zuloa[].\nHonek automatikoki meatzatuko ditu baliabideak hormetatik. +onset.power = Plasma meategiak [accent]energiaz[] hornitzeko, ikertu eta kokatu :beam-node: [accent]habe nodoa[].\nKonektatu turbinaren kondentsadorea plasma meategira. +onset.ducts = Ikertu eta kokatu :duct: [accent]hodiak[] plasma meategietako baliabideak plasma meategietatik nukleora eramateko.\nKlik egin eta arrastatu aldi berean hainbat hodi jartzeko\n[accent]Scroll[] rotatzeko. +onset.ducts.mobile = Ikertu eta kokatu :duct: [accent]hodiak[] plasma meategietako baliabideak plasma meategietatik nukleora eramateko.\n\nEutsi hatza segundo batez eta arrastatu aldi berean hainbat hodi jartzeko. +onset.moremine = Meatze ustiapena zabaldu.\nKokatu plasma meategi gehiago eta erabili habe nodoak eta hodiak horiek eusteko.\nMeatzatu 200 berilio. +onset.graphite = Bloke aurreratuagoak :graphite: [accent]grafitoa[] behar dute.\nKokatu plasma meategiak grafitoa meatzatzeko. +onset.research2 = Hasi ikertzen [accent]faktoriak[].\nIkertu :cliff-crusher: [accent]amildegi birrintzailea[] eta :silicon-arc-furnace: [accent]siliziozko arku labea[]. +onset.arcfurnace = Arku labeek :sand: [accent]hondarra[] eta :graphite: [accent]grafitoa[] behar dute :silicon: [accent]zilizioa[] sortzeko.\n[accent]Energia[] ere da beharrezkoa. +onset.crusher = Erabili :cliff-crusher: [accent]amildegi birrintzaileak[] hondarra meatzatzeko. +onset.fabricator = Erabili [accent]unitateak[] mapa esploratzeko, babestu eraikinak, eta etsaiak erasotu. Ikertu eta kokatu :tank-fabricator: [accent]tanke fabrikatzailea[]. +onset.makeunit = Ekoiztu unitatea.\nErabili "?" botoia hautatutako fabrikaren eskakizunak ikusteko. +onset.turrets = Unitateak eraginkorrak dira, baina [accent]dorreak[] eraginkortasunez erabiltzen badira, defentsarako gaitasun hobeak eskaintzen dituzte.\nKokatu :breach: [accent]Haustura[] dorrea.\nDorreek :beryllium: [accent]munizioa[] behar dute. +onset.turretammo = Hornitu dorrea [accent]beriliozko munizioarekin.[] +onset.walls = [accent]Hormek[] datozen kalteak eraikinetara iristea saihes dezakete.\nKokatu :beryllium-wall: [accent]beriliozko horma[] batzuk dorrearen inguruan. +onset.enemies = Etsaia dator, defendatzeko prestatu. +onset.defenses = [accent]Prestatu defentsa:[lightgray] {0} +onset.attack = Etsaia zaurgarria da. Kontraerasotu. +onset.cores = Nukleo berriak [accent]nukleo teiletan[] kokatu daitezke.\nNukleo berriek base aurreratu gisa funtzionatzen dute eta baliabideen inbentarioa partekatzen dute beste nukleoekin.\nKokatu :core-bastion: nukleoa. +onset.detect = Etsaiak 2 minututan detektatu ahal izango zaitu.\nPrestatu defentsak, meatzaritza eta ekoizpena. +onset.commandmode = Eutsi [accent]shift[] [accent]komando modua[] sartzeko.\n[accent]Ezkerreko klika eta arrastatu[] unitateak hautatzeko.\n[accent]Eskuineko klika[] hautatutako unitateei mugitzeko edo erasotzeko agindua emateko. +onset.commandmode.mobile = Sakatu [accent]komando botoia[] [accent]komando moduan[] sartzeko.\nEduki hatza sakatuta, eta ondoren [accent]arrastatu[] unitateak hautatzeko.\n[accent]Sakatu[] hautatutako unitateei mugitzeko edo erasotzeko agindua emateko. +aegis.tungsten = Tungstenoa [accent]inpaktu zulagailua[] erabiliz meaztatu daiteke.\nEgitura honek [accent]ura[] eta [accent]energia[] behar ditu. split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop) split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.) diff --git a/core/assets/bundles/bundle_fi.properties b/core/assets/bundles/bundle_fi.properties index 9839d66e7e..8ba959a870 100644 --- a/core/assets/bundles/bundle_fi.properties +++ b/core/assets/bundles/bundle_fi.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Hyökkää ilmaan stat.targetsground = Hyökkää maahan stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Liikkumisnopeus stat.launchtime = Aika laukaisujen välillä stat.shootrange = Kantama @@ -1033,6 +1032,7 @@ stat.itemcapacity = Tavarakapasiteetti stat.memorycapacity = Muistikapasiteetti stat.basepowergeneration = Perus energiantuotto stat.productiontime = Tuotantoaika +stat.warmuptime = Warmup Time stat.repairtime = Kokonaisen palikan korjausaika stat.repairspeed = Korjausnopeus stat.weapons = Aseet @@ -1075,6 +1075,7 @@ stat.minetier = Kaivuutaso stat.payloadcapacity = Lastikapasiteetti stat.abilities = Erikoisvoimat stat.canboost = Voi tehostaa +stat.boostingspeed = Boosting Speed stat.flying = Lentävä stat.ammouse = Ammusten käyttö stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Prosessorin hallitsema +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] Vahinko bullet.splashdamage = [stat]{0}[lightgray] Aluevahinko ~[stat] {1}[lightgray] palikkaa bullet.incendiary = [stat]sytyttävä @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x sirpaleammuksia: bullet.lightning = [stat]{0}[lightgray]x salama ~ [stat]{1}[lightgray] vahinkoa +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] vahinko rakennuksiin +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] tönäisy bullet.pierce = [stat]{0}[lightgray]x lävistys @@ -1207,6 +1217,7 @@ unit.liquidsecond = nesteyksikköä/sekunti unit.itemssecond = esinettä/sekunti unit.liquidunits = nesteyksikköä unit.powerunits = energiayksikköä +unit.powerequilibrium = power equilibrium unit.heatunits = lämpöyksikköä unit.degrees = astetta unit.seconds = sekunttia @@ -1224,6 +1235,7 @@ unit.billions = mrd unit.shots = shots unit.pershot = /laukaisu unit.perleg = per leg +unit.perside = per side category.purpose = Tarkoitus category.general = Yleinen category.power = Energia diff --git a/core/assets/bundles/bundle_fil.properties b/core/assets/bundles/bundle_fil.properties index 8d7c6a341f..4434d2696f 100644 --- a/core/assets/bundles/bundle_fil.properties +++ b/core/assets/bundles/bundle_fil.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Tinatarget ng mga Air stat.targetsground = Tinatarget ng mga Ground stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Bilis ng Pag-galaw stat.launchtime = Oras sa pagitan ng mga launches stat.shootrange = Saklaw @@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapasidad ng mga Aytem stat.memorycapacity = Kapasidad ng Memorya stat.basepowergeneration = Pagbuo ng Kuryente stat.productiontime = Oras ng Produksyon +stat.warmuptime = Warmup Time stat.repairtime = Block Full Repair Time stat.repairspeed = Bilis ng pagkumpuni stat.weapons = Armas @@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Kapasidad ng Payload stat.abilities = Mga Abilidad stat.canboost = Maaaring Magpalakas +stat.boostingspeed = Boosting Speed stat.flying = Maaring Maglipad stat.ammouse = Paggamit ng Bala stat.ammocapacity = Kapasidad ng Bala @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] damage bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles bullet.incendiary = [stat]incendiary @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] knockback bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = mga yunit ng likido/segundo unit.itemssecond = aytem/segundo unit.liquidunits = mga yunit ng likido unit.powerunits = mga yunit ng kuryente +unit.powerequilibrium = power equilibrium unit.heatunits = mga yunit ng init unit.degrees = digri unit.seconds = segundo @@ -1224,6 +1235,7 @@ unit.billions = bil unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Ang Purpose category.general = Pangkalahatan category.power = Kuryente diff --git a/core/assets/bundles/bundle_fr.properties b/core/assets/bundles/bundle_fr.properties index 425e45564f..3acabdf755 100644 --- a/core/assets/bundles/bundle_fr.properties +++ b/core/assets/bundles/bundle_fr.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Cibles Aériennes stat.targetsground = Cibles Terrestres stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Vitesse de Déplacement stat.launchtime = Temps entre chaque lancement stat.shootrange = Portée de tir @@ -1033,6 +1032,7 @@ stat.itemcapacity = Stockage stat.memorycapacity = Mémoire stat.basepowergeneration = Production d'énergie de Base stat.productiontime = Durée de production +stat.warmuptime = Warmup Time stat.repairtime = Durée de réparation complète d'un Bloc stat.repairspeed = Vitesse de réparation stat.weapons = Armes @@ -1075,6 +1075,7 @@ stat.minetier = Niveau de minage stat.payloadcapacity = Capacité de chargement stat.abilities = Habilités stat.canboost = Boost +stat.boostingspeed = Boosting Speed stat.flying = Unité volante stat.ammouse = Utilisation de munitions stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Contrôlé par un processeur. +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] dégâts bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs bullet.incendiary = [stat]incendiaire @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dégâts bullet.suppression = [stat]{0} sec[lightgray] suppression de soins ~ [stat]{1}[lightgray] blocs +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] Balle secondaire: bullet.frags = [stat]{0}[lightgray]x Balle à fragmentation: bullet.lightning = [stat]{0}[lightgray]x foudre ~ [stat]{1}[lightgray] dégâts +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] des dégâts aux bâtiments +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] recul bullet.pierce = [stat]{0}[lightgray]x perçant @@ -1207,6 +1217,7 @@ unit.liquidsecond = unités de liquide/seconde unit.itemssecond = objets/seconde unit.liquidunits = unités de liquide unit.powerunits = unités d'énergie +unit.powerequilibrium = power equilibrium unit.heatunits = unités de température unit.degrees = degrés unit.seconds = sec @@ -1224,6 +1235,7 @@ unit.billions = Md unit.shots = tirs unit.pershot = /tirs unit.perleg = per leg +unit.perside = per side category.purpose = Description category.general = Caractéristiques category.power = Énergie diff --git a/core/assets/bundles/bundle_hu.properties b/core/assets/bundles/bundle_hu.properties index 45f9cb3d8c..3f13e38e1f 100644 --- a/core/assets/bundles/bundle_hu.properties +++ b/core/assets/bundles/bundle_hu.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Légi célpontok stat.targetsground = Földi célpontok stat.crushdamage = Zúzó sebzés stat.legsplashdamage = Lábbal okozott területsebzés -stat.legsplashrange = Lábbal okozott területsebzés hatótávolsága stat.itemsmoved = Szállítási sebesség stat.launchtime = Kilövések közötti idő stat.shootrange = Hatótávolság @@ -1033,6 +1032,7 @@ stat.itemcapacity = Nyersanyag-kapacitás stat.memorycapacity = Memóriakapacitás stat.basepowergeneration = Alap áramtermelés stat.productiontime = Gyártási idő +stat.warmuptime = Warmup Time stat.repairtime = Teljes javítási idő stat.repairspeed = Javítási sebesség stat.weapons = Fegyverek @@ -1075,6 +1075,7 @@ stat.minetier = Termelési szint stat.payloadcapacity = Raktérkapacitás stat.abilities = Képességek stat.canboost = Erősíthető +stat.boostingspeed = Boosting Speed stat.flying = Repül stat.ammouse = Lőszerhasználat stat.ammocapacity = Lőszerkapacitás @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processzorvezérelt +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] sebzés bullet.splashdamage = [stat]{0}[lightgray] területi sebzés ~[stat] {1}[lightgray] mező bullet.incendiary = [stat]gyújtó @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] sebzési határérték bullet.suppression = [stat]{0} mp[lightgray] javításelnyomás ~[stat]{1}[lightgray] mező +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/mp[lightgray] gyakoriságú lövedékek: bullet.frags = [stat]{0}[lightgray]db repeszlövedék: bullet.lightning = [stat]{0}[lightgray]db villámcsapás ~[stat]{1}[lightgray] sebzés +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] épületsebzés +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] pajzssebzés bullet.knockback = [stat]{0}[lightgray] hátralökés bullet.pierce = [stat]{0}[lightgray]x átütő erő @@ -1207,6 +1217,7 @@ unit.liquidsecond = folyadékegység/mp unit.itemssecond = nyersanyag/mp unit.liquidunits = folyadékegység unit.powerunits = áramegység +unit.powerequilibrium = power equilibrium unit.heatunits = hőegység unit.degrees = fok unit.seconds = másodperc @@ -1224,6 +1235,7 @@ unit.billions = Mrd unit.shots = lövés unit.pershot = /lövés unit.perleg = /láb +unit.perside = per side category.purpose = Rendeltetés category.general = Általános category.power = Áram diff --git a/core/assets/bundles/bundle_id_ID.properties b/core/assets/bundles/bundle_id_ID.properties index 8a75e5e4a4..80203f2828 100644 --- a/core/assets/bundles/bundle_id_ID.properties +++ b/core/assets/bundles/bundle_id_ID.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Target Udara stat.targetsground = Target Darat stat.crushdamage = Damage Benturan stat.legsplashdamage = Damage Percikan Kaki -stat.legsplashrange = Jarak Percikan Kaki stat.itemsmoved = Kecepatan Barang stat.launchtime = Selang Waktu Peluncuran stat.shootrange = Jarak @@ -1033,6 +1032,7 @@ stat.itemcapacity = Kapasitas Item stat.memorycapacity = Kapasitas Memori stat.basepowergeneration = Produksi Tenaga Dasar stat.productiontime = Waktu Produksi +stat.warmuptime = Warmup Time stat.repairtime = Waktu Penuh Perbaikan Blok stat.repairspeed = Kecepatan Perbaikan stat.weapons = Senjata @@ -1075,6 +1075,7 @@ stat.minetier = Tingkat Tambang stat.payloadcapacity = Kapasitas Muatan stat.abilities = Kemampuan stat.canboost = Memiliki Pendorong +stat.boostingspeed = Boosting Speed stat.flying = Terbang stat.ammouse = Penggunaan Amunisi stat.ammocapacity = Kapasitas Amunisi @@ -1173,6 +1174,8 @@ bar.activated = Aktif units.processorcontrol = [lightgray]Dikendalikan Prosesor +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] damage bullet.splashdamage = [stat]{0}[lightgray] damage percikan~[stat] {1}[lightgray] ubin bullet.incendiary = [stat]membakar @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] menembus pelindung bullet.antiarmor = [stat]{0}x[lightgray] anti-pelindung bullet.maxdamagefraction = [stat]{0}%[lightgray] batas damage bullet.suppression = [stat]{0}[lightgray] detik penahan perbaikan ~ [stat]{1}[lightgray] ubin +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/detik[lightgray] jarak antar peluru: bullet.frags = [stat]{0}[lightgray]x pecahan: bullet.lightning = [stat]{0}[lightgray]x petir ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] damage bangunan +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] damage perisai bullet.knockback = [stat]{0}[lightgray] terdorong bullet.pierce = [stat]{0}[lightgray]x tembus @@ -1207,6 +1217,7 @@ unit.liquidsecond = unit zat cair/detik unit.itemssecond = item/detik unit.liquidunits = unit zat cair unit.powerunits = unit tenaga +unit.powerequilibrium = power equilibrium unit.heatunits = unit panas unit.degrees = derajat unit.seconds = detik @@ -1224,6 +1235,7 @@ unit.billions = m unit.shots = tembakan unit.pershot = /tembakan unit.perleg = per kaki +unit.perside = per side category.purpose = Kegunaan category.general = Umum category.power = Tenaga diff --git a/core/assets/bundles/bundle_it.properties b/core/assets/bundles/bundle_it.properties index 65faaf732b..128545e6fa 100644 --- a/core/assets/bundles/bundle_it.properties +++ b/core/assets/bundles/bundle_it.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Attacca Nemici Aerei stat.targetsground = Attacca Nemici Terreni stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocità stat.launchtime = Tempo tra Lanci stat.shootrange = Raggio @@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacità Oggetti stat.memorycapacity = Capacità di Memoria stat.basepowergeneration = Generazione Minima di Energia stat.productiontime = Tempo di Produzione +stat.warmuptime = Warmup Time stat.repairtime = Tempo di Riparazione Completa stat.repairspeed = Velocità di riparazione stat.weapons = Armi @@ -1075,6 +1075,7 @@ stat.minetier = Livello Estrazione stat.payloadcapacity = Capacità di Carico stat.abilities = Abilità stat.canboost = Capace di Potenziamento +stat.boostingspeed = Boosting Speed stat.flying = Volo stat.ammouse = Consumo di munizioni stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Attivato units.processorcontrol = [lightgray]Controllato dal Processore +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] danno bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi bullet.incendiary = [stat]incendiario @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] limite danno bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frammentazione: bullet.lightning = [stat]{0}[lightgray]x fulmine ~ [stat]{1}[lightgray] danno +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] danno alle costruzioni +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] contraccolpo bullet.pierce = [stat]{0}[lightgray]x perforazione @@ -1207,6 +1217,7 @@ unit.liquidsecond = unità liquide/s unit.itemssecond = oggetti/s unit.liquidunits = unità liquidi unit.powerunits = unità energetica +unit.powerequilibrium = power equilibrium unit.heatunits = unità termica unit.degrees = gradi unit.seconds = secondi @@ -1224,6 +1235,7 @@ unit.billions = mld unit.shots = shots unit.pershot = /colpo unit.perleg = per leg +unit.perside = per side category.purpose = Scopo category.general = Generali category.power = Energia diff --git a/core/assets/bundles/bundle_ja.properties b/core/assets/bundles/bundle_ja.properties index a2c93da760..11a0be109a 100644 --- a/core/assets/bundles/bundle_ja.properties +++ b/core/assets/bundles/bundle_ja.properties @@ -1016,7 +1016,6 @@ stat.targetsair = 対空攻撃 stat.targetsground = 対地攻撃 stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = 輸送速度 stat.launchtime = 発射の待機時間 stat.shootrange = 範囲 @@ -1033,6 +1032,7 @@ stat.itemcapacity = アイテム容量 stat.memorycapacity = メモリー容量 stat.basepowergeneration = 基本発電量 stat.productiontime = 製造速度 +stat.warmuptime = Warmup Time stat.repairtime = ブロックの完全修復速度 stat.repairspeed = 修復速度 stat.weapons = 武器 @@ -1075,6 +1075,7 @@ stat.minetier = 採掘 stat.payloadcapacity = 積載容量 stat.abilities = 能力 stat.canboost = ブースト可能 +stat.boostingspeed = Boosting Speed stat.flying = 飛行 stat.ammouse = 使用弾薬 stat.ammocapacity = 弾丸容量 @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]プロセッサーの制御下 +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] ダメージ bullet.splashdamage = [stat]{0}[lightgray] 範囲ダメージ 約[stat] {1}[lightgray] タイル bullet.incendiary = [stat]焼夷弾 @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] ダメージ制限 bullet.suppression = [stat]{0} 秒[lightgray] 修復妨害 ~ [stat]{1}[lightgray] タイル +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/秒[lightgray] 発砲間隔: bullet.frags = [stat]{0}[lightgray]x 破片数: bullet.lightning = [stat]{0}[lightgray]x 電撃 ~ [stat]{1}[lightgray] ダメージ +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] 対物ダメージ +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] シールドダメージ bullet.knockback = [stat]{0}[lightgray] ノックバック bullet.pierce = [stat]{0}[lightgray]x 貫通弾 @@ -1207,6 +1217,7 @@ unit.liquidsecond = 液体/秒 unit.itemssecond = アイテム/秒 unit.liquidunits = 液体 unit.powerunits = 電力 +unit.powerequilibrium = power equilibrium unit.heatunits = 熱量 unit.degrees = 度 unit.seconds = 秒 @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = 発 unit.pershot = /発 unit.perleg = per leg +unit.perside = per side category.purpose = 説明 category.general = 一般 category.power = 電力 diff --git a/core/assets/bundles/bundle_ko.properties b/core/assets/bundles/bundle_ko.properties index 47a741c37f..7542b72c32 100644 --- a/core/assets/bundles/bundle_ko.properties +++ b/core/assets/bundles/bundle_ko.properties @@ -1016,7 +1016,6 @@ stat.targetsair = 공중 조준 stat.targetsground = 지상 조준 stat.crushdamage = 파쇄 피해 stat.legsplashdamage = 다리 짓밟기 피해 -stat.legsplashrange = 다리 짓밟기 피해 범위 stat.itemsmoved = 이동 속도 stat.launchtime = 출격 간격 stat.shootrange = 사거리 @@ -1033,6 +1032,7 @@ stat.itemcapacity = 자원 용량 stat.memorycapacity = 변수 용량 stat.basepowergeneration = 기본 전력 발전량 stat.productiontime = 소요 시간 +stat.warmuptime = Warmup Time stat.repairtime = 건물 완전 수리 시간 stat.repairspeed = 수리 속도 stat.weapons = 무기 @@ -1075,6 +1075,7 @@ stat.minetier = 채굴 등급 stat.payloadcapacity = 화물 용량 stat.abilities = 능력 stat.canboost = 이륙 가능 +stat.boostingspeed = Boosting Speed stat.flying = 비행 stat.ammouse = 탄약 사용 stat.ammocapacity = 탄약 용량 @@ -1173,6 +1174,8 @@ bar.activated = 활성화됨 units.processorcontrol = [lightgray]프로세서 제어됨[] +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] 피해량[][] bullet.splashdamage = [stat]{0}[lightgray] 범위 피해량 ~ [stat]{1}[lightgray] 타일[][][][] bullet.incendiary = [stat]방화[] @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] 방어력 관통 bullet.antiarmor = [stat]{0}x[lightgray] 방어력 반격 bullet.maxdamagefraction = [stat]{0}%[lightgray] 피해 한도 bullet.suppression = [stat]{0} 초[lightgray] 수리 억제 ~ [stat]{1}[lightgray] 타일 +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/초[lightgray] 간격 탄환: bullet.frags = [stat]{0}[lightgray]개 파편 탄환:[][] bullet.lightning = [stat]{0}[lightgray]x 전격 ~ [stat]{1}[lightgray] 피해량[][][][] +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] 건물 피해량[][] +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] 보호막 피해량 bullet.knockback = [stat]{0}[lightgray] 넉백[][] bullet.pierce = [stat]{0}[lightgray]번 관통[][] @@ -1207,6 +1217,7 @@ unit.liquidsecond = 액체/초 unit.itemssecond = 자원/초 unit.liquidunits = 액체 unit.powerunits = 전력 +unit.powerequilibrium = power equilibrium unit.heatunits = 열 단위 unit.degrees = 도 unit.seconds = 초 @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = 발 unit.pershot = /발 unit.perleg = /다리 +unit.perside = per side category.purpose = 목적 category.general = 일반 category.power = 전력 diff --git a/core/assets/bundles/bundle_lt.properties b/core/assets/bundles/bundle_lt.properties index fcbbc466c9..1975fcb286 100644 --- a/core/assets/bundles/bundle_lt.properties +++ b/core/assets/bundles/bundle_lt.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Šaudo į oro taikinius stat.targetsground = Šaudo į žemės taikinius stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Judėjimo Greitis stat.launchtime = Laikas Tarp Paleidimų stat.shootrange = Atstumas @@ -1033,6 +1032,7 @@ stat.itemcapacity = Daiktų Talpumas stat.memorycapacity = Memory Capacity stat.basepowergeneration = Bazinis Energijos Generavimas stat.productiontime = Gamybos Laikas +stat.warmuptime = Warmup Time stat.repairtime = Pilnas bloko sutaisymo laikas stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.abilities = Abilities stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] žalos bullet.splashdamage = [stat]{0}[lightgray] zonos žalos ~[stat] {1}[lightgray] blokai bullet.incendiary = [stat]uždegantis @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] numušimas bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = skysčio per sekundę unit.itemssecond = daiktų per sekundę unit.liquidunits = skysčio vienetai unit.powerunits = energijos vienetai +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = laipsnių unit.seconds = sekundės @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = Bendra category.power = Energija diff --git a/core/assets/bundles/bundle_nl.properties b/core/assets/bundles/bundle_nl.properties index d3630d23d8..70242c08d7 100644 --- a/core/assets/bundles/bundle_nl.properties +++ b/core/assets/bundles/bundle_nl.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Luchtdoelwitten stat.targetsground = Gronddoelwitten stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Beweegingssnelheid stat.launchtime = Tijd tussen lanceringen stat.shootrange = Bereik @@ -1033,6 +1032,7 @@ stat.itemcapacity = Itemcapaciteit stat.memorycapacity = Geheugencapaciteit stat.basepowergeneration = Standaard Stroom Generatie stat.productiontime = Productie Tijd +stat.warmuptime = Warmup Time stat.repairtime = Volledige Blok Repareertijd stat.repairspeed = Repareersnelheid stat.weapons = Wapens @@ -1075,6 +1075,7 @@ stat.minetier = Delvingsniveau stat.payloadcapacity = Ladingscapaciteit stat.abilities = Capaciteiten stat.canboost = Kan Boosten +stat.boostingspeed = Boosting Speed stat.flying = Vliegende stat.ammouse = Ammunitie gebruik stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Gestuurd +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] schade bullet.splashdamage = [stat]{0}[lightgray] gebied scade ~[stat] {1}[lightgray] tegels bullet.incendiary = [stat]brandstichtend @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x fragment kogels: bullet.lightning = [stat]{0}[lightgray]x bliksem ~ [stat]{1}[lightgray] schade +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] gebouwschade +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] terugslag bullet.pierce = [stat]{0}[lightgray]x doorboor @@ -1207,6 +1217,7 @@ unit.liquidsecond = vloeistof eenheden/seconde unit.itemssecond = materialen/seconde unit.liquidunits = vloeistof eenheden unit.powerunits = stroom eenheden +unit.powerequilibrium = power equilibrium unit.heatunits = warmte eenheden unit.degrees = graden unit.seconds = seconden @@ -1224,6 +1235,7 @@ unit.billions = mjd unit.shots = shots unit.pershot = /schot unit.perleg = per leg +unit.perside = per side category.purpose = Doel category.general = Algemeen category.power = Stroom diff --git a/core/assets/bundles/bundle_nl_BE.properties b/core/assets/bundles/bundle_nl_BE.properties index 5fcbcfc849..0b096b4b2d 100644 --- a/core/assets/bundles/bundle_nl_BE.properties +++ b/core/assets/bundles/bundle_nl_BE.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Targets Air stat.targetsground = Targets Ground stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Range @@ -1033,6 +1032,7 @@ stat.itemcapacity = Item Capacity stat.memorycapacity = Memory Capacity stat.basepowergeneration = Base Power Generation stat.productiontime = Production Time +stat.warmuptime = Warmup Time stat.repairtime = Block Full Repair Time stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.abilities = Abilities stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] damage bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles bullet.incendiary = [stat]incendiary @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] knockback bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = liquid units/second unit.itemssecond = items/second unit.liquidunits = liquid units unit.powerunits = power units +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = degrees unit.seconds = seconds @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = General category.power = Power diff --git a/core/assets/bundles/bundle_pl.properties b/core/assets/bundles/bundle_pl.properties index bcb21b0c03..3234c664ba 100644 --- a/core/assets/bundles/bundle_pl.properties +++ b/core/assets/bundles/bundle_pl.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Namierza wrogów powietrznych stat.targetsground = Namierza wrogów lądowych stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Prędkość poruszania się stat.launchtime = Czas pomiędzy wystrzeleniami stat.shootrange = Zasięg @@ -1033,6 +1032,7 @@ stat.itemcapacity = Pojemność przedmiotów stat.memorycapacity = Pojemność pamięci stat.basepowergeneration = Podstawowa generacja mocy stat.productiontime = Czas produkcji +stat.warmuptime = Warmup Time stat.repairtime = Czas pełnej naprawy bloku stat.repairspeed = Prędkość napraw stat.weapons = Bronie @@ -1075,6 +1075,7 @@ stat.minetier = Stopień Wydobycia stat.payloadcapacity = Ładowność stat.abilities = Umiejętności stat.canboost = Może przyspieszyć +stat.boostingspeed = Boosting Speed stat.flying = Może latać stat.ammouse = Zużycie Amunicji stat.ammocapacity = Pojemność Amunicji @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Kontrolowany przez procesor +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] Obrażenia bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki bullet.incendiary = [stat]zapalający @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] maksymalne obrażenia bullet.suppression = [stat]{0} sec[lightgray] wyłączenie naprawy ~ [stat]{1}[lightgray] kratki +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] częstotliwość strzału: bullet.frags = [stat]{0}[lightgray]x pociski odłamkowe: bullet.lightning = [stat]{0}[lightgray]x błyskawice ~ [stat]{1}[lightgray] Obrażenia +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] obrażeń budynkom +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] obrażenia tarczy bullet.knockback = [stat]{0}[lightgray] odrzut bullet.pierce = [stat]{0}[lightgray]x przebicia @@ -1207,6 +1217,7 @@ unit.liquidsecond = jednostek płynu na sekundę unit.itemssecond = przedmiotów na sekundę unit.liquidunits = jednostek płynu unit.powerunits = jednostek prądu +unit.powerequilibrium = power equilibrium unit.heatunits = jednostek ciepła unit.degrees = stopnie unit.seconds = sekundy @@ -1224,6 +1235,7 @@ unit.billions = mld. unit.shots = strzały unit.pershot = /strzał unit.perleg = per leg +unit.perside = per side category.purpose = Opis category.general = Główne category.power = Prąd diff --git a/core/assets/bundles/bundle_pt_BR.properties b/core/assets/bundles/bundle_pt_BR.properties index fa484211aa..2dbc71b2c1 100644 --- a/core/assets/bundles/bundle_pt_BR.properties +++ b/core/assets/bundles/bundle_pt_BR.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Mira no ar stat.targetsground = Mira no chão stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocidade de movimento stat.launchtime = Tempo entre Disparos stat.shootrange = Alcance @@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens stat.memorycapacity = Capacidade de Memória stat.basepowergeneration = Geração de poder base stat.productiontime = Tempo de produção +stat.warmuptime = Warmup Time stat.repairtime = Tempo de reparo total do bloco stat.repairspeed = Taxa de Reparo stat.weapons = Armas @@ -1075,6 +1075,7 @@ stat.minetier = Nível de Mineração stat.payloadcapacity = Capacidade de Carga stat.abilities = Habilidades stat.canboost = Pode impulsionar +stat.boostingspeed = Boosting Speed stat.flying = Voador stat.ammouse = Consumo de Munição stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Controlado por Processador +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] de dano bullet.splashdamage = [stat]{0}[lightgray] de dano em área ~[stat] {1}[lightgray] bloco(s) bullet.incendiary = [stat]Incendiário @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x balas de fragmentação: bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] dano em construção +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] Impulso bullet.pierce = [stat]{0}[lightgray]x perfuração @@ -1207,6 +1217,7 @@ unit.liquidsecond = líquido/seg unit.itemssecond = itens/seg unit.liquidunits = unidades de líquido unit.powerunits = unidades de energia +unit.powerequilibrium = power equilibrium unit.heatunits = unidades de calor unit.degrees = Graus unit.seconds = segundos @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = shots unit.pershot = /disparo unit.perleg = per leg +unit.perside = per side category.purpose = Propósito category.general = Geral category.power = Energia diff --git a/core/assets/bundles/bundle_pt_PT.properties b/core/assets/bundles/bundle_pt_PT.properties index 9ea479f3bb..9edbdbdb6a 100644 --- a/core/assets/bundles/bundle_pt_PT.properties +++ b/core/assets/bundles/bundle_pt_PT.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Mirar no Ar stat.targetsground = Mirar no Chão stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Velocidade de movimento stat.launchtime = Tempo entre Tiros stat.shootrange = Alcance de Tiro @@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacidade de Itens stat.memorycapacity = Capacidade de Memória stat.basepowergeneration = Geração de Poder Base stat.productiontime = Tempo de Produção +stat.warmuptime = Warmup Time stat.repairtime = Tempo de Reparo Total do Bloco stat.repairspeed = Velocidade de Reparação stat.weapons = Armas @@ -1075,6 +1075,7 @@ stat.minetier = Nível de Mineração stat.payloadcapacity = Capacidade da Carga stat.abilities = Habilidades stat.canboost = Pode Impulsionar +stat.boostingspeed = Boosting Speed stat.flying = Voar stat.ammouse = Consumo de Munição stat.ammocapacity = Capacidade de Munição @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Controlado por Processador +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] dano bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Bloco(s) bullet.incendiary = [stat]incendiário @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] limite de dano bullet.suppression = [stat]{0} seg.[lightgray] supressão de reparação ~ [stat]{1}[lightgray] blocos +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/seg.[lightgray] balas de intervalo: bullet.frags = [stat]{0}[lightgray]x fragmentos de balas: bullet.lightning = [stat]{0}[lightgray]x raio ~ [stat]{1}[lightgray] dano +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] dano em construções +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] impulso bullet.pierce = [stat]{0}[lightgray]x perfuração @@ -1207,6 +1217,7 @@ unit.liquidsecond = Unidades de líquido/seg. unit.itemssecond = Itens/seg. unit.liquidunits = Unidades de líquido unit.powerunits = Unidades de energia +unit.powerequilibrium = power equilibrium unit.heatunits = Unidades de calor unit.degrees = Graus unit.seconds = segundos @@ -1224,6 +1235,7 @@ unit.billions = B unit.shots = disparos unit.pershot = /dispasro unit.perleg = per leg +unit.perside = per side category.purpose = Propósito category.general = Geral category.power = Poder diff --git a/core/assets/bundles/bundle_ro.properties b/core/assets/bundles/bundle_ro.properties index 91b5cbdea4..0a6c0519c6 100644 --- a/core/assets/bundles/bundle_ro.properties +++ b/core/assets/bundles/bundle_ro.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Lovește Aeronave stat.targetsground = Lovește Artilerie stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Viteză de Mișcare a Materialelor stat.launchtime = Timp între Lansări stat.shootrange = Rază @@ -1033,6 +1032,7 @@ stat.itemcapacity = Capacitate Materiale stat.memorycapacity = Capacitate Memorie stat.basepowergeneration = Generare Electricitate (Bază) stat.productiontime = Timp Producție +stat.warmuptime = Warmup Time stat.repairtime = Durată Reparare Bloc stat.repairspeed = Viteză Reparare stat.weapons = Arme @@ -1075,6 +1075,7 @@ stat.minetier = Minabile stat.payloadcapacity = Capacitate Încărcătură stat.abilities = Abilități stat.canboost = Are Propulsor +stat.boostingspeed = Boosting Speed stat.flying = Zboară stat.ammouse = Consum muniție stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Controlat de Procesor +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] forță bullet.splashdamage = [stat]{0}[lightgray] forță pe raza ~[stat] {1}[lightgray] pătrate bullet.incendiary = [stat]incendiar @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x fragmente: bullet.lightning = [stat]{0}[lightgray]x fulgere ~ [stat]{1}[lightgray] forță +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] forță/clădire +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] împingere bullet.pierce = [stat]{0}[lightgray]x penetrează @@ -1207,6 +1217,7 @@ unit.liquidsecond = unități lichid/secundă unit.itemssecond = materiale/secundă unit.liquidunits = unități lichid unit.powerunits = electricitate +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = grade unit.seconds = secunde @@ -1224,6 +1235,7 @@ unit.billions = mld unit.shots = shots unit.pershot = /lovitură unit.perleg = per leg +unit.perside = per side category.purpose = Utilizare category.general = General category.power = Electricitate diff --git a/core/assets/bundles/bundle_ru.properties b/core/assets/bundles/bundle_ru.properties index 6704c4816a..9ce672d76d 100644 --- a/core/assets/bundles/bundle_ru.properties +++ b/core/assets/bundles/bundle_ru.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Воздушные цели stat.targetsground = Наземные цели stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Скорость перемещения stat.launchtime = Интервал запусков stat.shootrange = Радиус действия @@ -1033,6 +1032,7 @@ stat.itemcapacity = Вместимость предметов stat.memorycapacity = Размер памяти stat.basepowergeneration = Базовая генерация энергии stat.productiontime = Время производства +stat.warmuptime = Warmup Time stat.repairtime = Время полного ремонта stat.repairspeed = Скорость ремонта stat.weapons = Орудия @@ -1075,6 +1075,7 @@ stat.minetier = Уровень добычи stat.payloadcapacity = Грузоподъёмность stat.abilities = Способности stat.canboost = Может взлететь +stat.boostingspeed = Boosting Speed stat.flying = Летающий stat.ammouse = Использование боеприпасов stat.ammocapacity = Вместимость боеприпасов @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Управляется процессором +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] урона bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] блоков bullet.incendiary = [stat]зажигательный @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] предел урона bullet.suppression = [stat]{0} сек[lightgray] подавления регенерации в радиусе ~ [stat]{1}[lightgray] блоков +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/сек[lightgray] интервальный(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.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] урона по постройкам +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] урона по щитам bullet.knockback = [stat]{0}[lightgray] отбрасывания bullet.pierce = [stat]{0}[lightgray]x пробития @@ -1207,6 +1217,7 @@ unit.liquidsecond = жидкостных единиц/секунду unit.itemssecond = предметов/секунду unit.liquidunits = жидкостных единиц unit.powerunits = энерг. единиц +unit.powerequilibrium = power equilibrium unit.heatunits = единиц тепла unit.degrees = ° unit.seconds = сек @@ -1224,6 +1235,7 @@ unit.billions = В unit.shots = выстрелы unit.pershot = /выстрел unit.perleg = per leg +unit.perside = per side category.purpose = Назначение category.general = Основные category.power = Энергия diff --git a/core/assets/bundles/bundle_sr.properties b/core/assets/bundles/bundle_sr.properties index 45ee5329d6..dc5207ea1e 100644 --- a/core/assets/bundles/bundle_sr.properties +++ b/core/assets/bundles/bundle_sr.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Nišani vazduh stat.targetsground = Nišani zemlju stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Brzina kretanja stat.launchtime = Vreme između lansiranja stat.shootrange = Domet @@ -1033,6 +1032,7 @@ stat.itemcapacity = Skladište materijala stat.memorycapacity = Kapacitet memorije stat.basepowergeneration = Osnovna generacija struje stat.productiontime = Vreme proizvodnje +stat.warmuptime = Warmup Time stat.repairtime = Vreme popravke celog bloka stat.repairspeed = Brzina popravke stat.weapons = Oružja @@ -1075,6 +1075,7 @@ stat.minetier = Nivo kopanja stat.payloadcapacity = Tovarni kapacitet stat.abilities = Spospbnosti stat.canboost = Može lebdeti +stat.boostingspeed = Boosting Speed stat.flying = Leteća jedinica stat.ammouse = Upotreba municije stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Procesno Upravljan +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] šteta bullet.splashdamage = [stat]{0}[lightgray] oblasna šteta ~[stat] {1}[lightgray] polja bullet.incendiary = [stat]zapaljiv @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x šrapnela: bullet.lightning = [stat]{0}[lightgray]x munja ~ [stat]{1}[lightgray] štete +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] šteta za strukture +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] odbacivanje bullet.pierce = [stat]{0}[lightgray]x probijanje @@ -1207,6 +1217,7 @@ unit.liquidsecond = jedinica tečnosti/sekundi unit.itemssecond = materijala/sekundi unit.liquidunits = jedinica tečnosti unit.powerunits = jedinica energije +unit.powerequilibrium = power equilibrium unit.heatunits = jedinica toplote unit.degrees = stepeni unit.seconds = sekunde @@ -1224,6 +1235,7 @@ unit.billions = milijarde unit.shots = shots unit.pershot = /pucnju unit.perleg = per leg +unit.perside = per side category.purpose = Namena category.general = Opšte category.power = Energija diff --git a/core/assets/bundles/bundle_sv.properties b/core/assets/bundles/bundle_sv.properties index dd6919095d..31e7d3b407 100644 --- a/core/assets/bundles/bundle_sv.properties +++ b/core/assets/bundles/bundle_sv.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Targets Air stat.targetsground = Targets Ground stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Range @@ -1033,6 +1032,7 @@ stat.itemcapacity = Item Capacity stat.memorycapacity = Memory Capacity stat.basepowergeneration = Base Power Generation stat.productiontime = Production Time +stat.warmuptime = Warmup Time stat.repairtime = Block Full Repair Time stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.abilities = Abilities stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] skada bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles bullet.incendiary = [stat]incendiary @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] knockback bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = liquid units/second unit.itemssecond = items/second unit.liquidunits = liquid units unit.powerunits = power units +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = grader unit.seconds = sekunder @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = Allmänt category.power = Energi diff --git a/core/assets/bundles/bundle_th.properties b/core/assets/bundles/bundle_th.properties index efbbb419cd..cf88f280b5 100644 --- a/core/assets/bundles/bundle_th.properties +++ b/core/assets/bundles/bundle_th.properties @@ -1016,7 +1016,6 @@ stat.targetsair = ยิงอากาศ stat.targetsground = ยิงพื้นดิน stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = ความเร็วการเคลื่อนย้าย stat.launchtime = เวลาระหว่างการส่ง stat.shootrange = ระยะยิง @@ -1033,6 +1032,7 @@ stat.itemcapacity = ความจุไอเท็ม stat.memorycapacity = ความจุหน่วยความจำ stat.basepowergeneration = ผลิตพลังงานพื้นฐาน stat.productiontime = เวลาในการผลิต +stat.warmuptime = Warmup Time stat.repairtime = เวลาในการซ่อมบล็อกให้เสร็จ stat.repairspeed = ความเร็วการซ่อม stat.weapons = อาวุธ @@ -1075,6 +1075,7 @@ stat.minetier = แร่ที่ขุดได้ stat.payloadcapacity = ความจุสิ่งบรรทุก stat.abilities = ทักษะ stat.canboost = บูสต์ได้ +stat.boostingspeed = Boosting Speed stat.flying = บินได้ stat.ammouse = การใช้กระสุน stat.ammocapacity = ความจุกระสุน @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]ถูกตัวประมวลผลควบคุมอยู่ +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] ดาเมจ bullet.splashdamage = [stat]{0}[lightgray] ดาเมจกระจาย ~[stat] {1}[lightgray] ช่อง bullet.incendiary = [stat]ติดไฟ @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] ความเสียหายสูงสุด bullet.suppression = [stat]{0} วิ[lightgray] ระงับการฟื้นฟู ~ [stat]{1}[lightgray] ช่อง +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/วิ[lightgray] กระสุนช่วงระยะ: bullet.frags = [stat]{0}[lightgray]x กระสุนกระจาย: bullet.lightning = [stat]{0}[lightgray]x สายฟ้า ~ [stat]{1}[lightgray] ดาเมจ +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [lightgray]ดาเมจต่อสิ่งก่อสร้าง [stat]{0}%[lightgray] +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] ดันกลับ bullet.pierce = [lightgray]เจาะทะลุ [stat]{0}[lightgray]x @@ -1207,6 +1217,7 @@ unit.liquidsecond = หน่วย/วินาที unit.itemssecond = ไอเท็ม/วินาที unit.liquidunits = หน่วยของเหลว unit.powerunits = หน่วยพลังงาน +unit.powerequilibrium = power equilibrium unit.heatunits = หน่วยความร้อน unit.degrees = องศา unit.seconds = วินาที @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = นัด unit.pershot = /การยิง unit.perleg = per leg +unit.perside = per side category.purpose = วัตถุประสงค์ category.general = ทั่วไป category.power = พลังงาน diff --git a/core/assets/bundles/bundle_tk.properties b/core/assets/bundles/bundle_tk.properties index 8880c4fd25..dae45a0a91 100644 --- a/core/assets/bundles/bundle_tk.properties +++ b/core/assets/bundles/bundle_tk.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Havayi hedef alir mi? stat.targetsground = Targets Ground stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Move Speed stat.launchtime = Time Between Launches stat.shootrange = Menzil @@ -1033,6 +1032,7 @@ stat.itemcapacity = Esya kapasitesi stat.memorycapacity = Memory Capacity stat.basepowergeneration = Base Power Generation stat.productiontime = Production Time +stat.warmuptime = Warmup Time stat.repairtime = Block Full Repair Time stat.repairspeed = Repair Speed stat.weapons = Weapons @@ -1075,6 +1075,7 @@ stat.minetier = Mine Tier stat.payloadcapacity = Payload Capacity stat.abilities = Abilities stat.canboost = Can Boost +stat.boostingspeed = Boosting Speed stat.flying = Flying stat.ammouse = Ammo Use stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Processor Controlled +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] dmg bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles bullet.incendiary = [stat]incendiary @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit bullet.suppression = [stat]{0} sec[lightgray] repair suppression ~ [stat]{1}[lightgray] tiles +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sec[lightgray] interval bullets: bullet.frags = [stat]{0}[lightgray]x frag bullets: bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] building damage +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] knockback bullet.pierce = [stat]{0}[lightgray]x pierce @@ -1207,6 +1217,7 @@ unit.liquidsecond = Saniyede bir unit.itemssecond = Saniyede bir unit.liquidunits = Litre unit.powerunits = Volt +unit.powerequilibrium = power equilibrium unit.heatunits = heat units unit.degrees = derece unit.seconds = saniye @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = shots unit.pershot = /shot unit.perleg = per leg +unit.perside = per side category.purpose = Purpose category.general = General category.power = Guc diff --git a/core/assets/bundles/bundle_tr.properties b/core/assets/bundles/bundle_tr.properties index 4c7bf52960..26722e7896 100644 --- a/core/assets/bundles/bundle_tr.properties +++ b/core/assets/bundles/bundle_tr.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Havayı Hedefler Mi stat.targetsground = Yeri Hedefler Mi stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Hareket Hızı stat.launchtime = Fırlatmalar Arasındaki Süre stat.shootrange = Menzil @@ -1033,6 +1032,7 @@ stat.itemcapacity = Eşya Kapasitesi stat.memorycapacity = Bellek Kapasitesi stat.basepowergeneration = Temel Enerji Üretimi stat.productiontime = Üretim Süresi +stat.warmuptime = Warmup Time stat.repairtime = Tamir Edilme Süresi stat.repairspeed = Tamir Hızı stat.weapons = Silahlar @@ -1075,6 +1075,7 @@ stat.minetier = Kazı Seviyesi stat.payloadcapacity = Yük Kapasitesi stat.abilities = Kabiliyetler stat.canboost = Gazlayabilir +stat.boostingspeed = Boosting Speed stat.flying = Uçuyor stat.ammouse = Mermi Kullanıyor stat.ammocapacity = Mermi Kapasitesi @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]İşlemci Kontrolünde +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0} [lightgray]hasar bullet.splashdamage = [stat]{0} [lightgray]alan hasarı ~[stat] {1} [lightgray]kare bullet.incendiary = [stat]yakıcı @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] hasar limiti bullet.suppression = [stat]{0} sn[lightgray] tamir bastırması ~ [stat]{1}[lightgray] karolar +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/sn[lightgray] ara mermiler: bullet.frags = [stat]{0}[lightgray]x parçalı mermiler: bullet.lightning = [stat]{0}[lightgray]x elektrik ~ [stat]{1}[lightgray] hasarı +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] inşa hasarı +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0} [lightgray]savurma bullet.pierce = [stat]{0}[lightgray]x delme @@ -1207,6 +1217,7 @@ unit.liquidsecond = sıvı birimi/saniye unit.itemssecond = eşya/saniye unit.liquidunits = sıvı birimi unit.powerunits = enerji birimi +unit.powerequilibrium = power equilibrium unit.heatunits = ısı birimi unit.degrees = derece unit.seconds = saniye @@ -1224,6 +1235,7 @@ unit.billions = b unit.shots = atış unit.pershot = /vuruş unit.perleg = per leg +unit.perside = per side category.purpose = Açıklama category.general = Genel category.power = Enerji diff --git a/core/assets/bundles/bundle_uk_UA.properties b/core/assets/bundles/bundle_uk_UA.properties index 0e0665b674..b418c1dd28 100644 --- a/core/assets/bundles/bundle_uk_UA.properties +++ b/core/assets/bundles/bundle_uk_UA.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Повітряні противники stat.targetsground = Наземні противники stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = Швидкість переміщення stat.launchtime = Час між запусками stat.shootrange = Радіус дії @@ -1033,6 +1032,7 @@ stat.itemcapacity = Місткість предметів stat.memorycapacity = Місткість пам’яті stat.basepowergeneration = Базова генерація енергії stat.productiontime = Час виробництва +stat.warmuptime = Warmup Time stat.repairtime = Час повного відновлення блоку stat.repairspeed = Швидкість відновлення stat.weapons = Зброя @@ -1075,6 +1075,7 @@ stat.minetier = Рівень видобутку stat.payloadcapacity = Вантажність stat.abilities = Здібності stat.canboost = Можна прискорити +stat.boostingspeed = Boosting Speed stat.flying = Літає stat.ammouse = Патронів використовує stat.ammocapacity = Ammo Capacity @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]Керується процесором +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] шкода bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плиток bullet.incendiary = [stat]запальний @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] обмеження шкоди bullet.suppression = [stat]{0}[lightgray] сек. пригнічення відновлення ~ [stat]{1}[lightgray] плит. +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0} за сек. [lightgray] період між кулями: bullet.frags = [stat]{0}[lightgray]x шкода по ділянці від снарядів: bullet.lightning = [stat]{0}[lightgray]x блискавки ~ [stat]{1}[lightgray] шкоди +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] шкода по будівлях +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray] відкидання bullet.pierce = [stat]{0}[lightgray]x пробиття @@ -1207,6 +1217,7 @@ unit.liquidsecond = одиниць рідини за сек. unit.itemssecond = предметів за сек. unit.liquidunits = одиниць рідини unit.powerunits = одиниць енергії +unit.powerequilibrium = power equilibrium unit.heatunits = одиниць нагрівання unit.degrees = град. unit.seconds = сек. @@ -1224,6 +1235,7 @@ unit.billions = млрд unit.shots = shots unit.pershot = за постріл unit.perleg = per leg +unit.perside = per side category.purpose = Призначення category.general = Загальне category.power = Енергія diff --git a/core/assets/bundles/bundle_vi.properties b/core/assets/bundles/bundle_vi.properties index 2d9b656c2b..180a088f72 100644 --- a/core/assets/bundles/bundle_vi.properties +++ b/core/assets/bundles/bundle_vi.properties @@ -1016,7 +1016,6 @@ stat.targetsair = Mục tiêu trên không stat.targetsground = Mục tiêu mặt đất stat.crushdamage = Sát thương nghiền nát stat.legsplashdamage = Sát Thương Lan Tỏa Từ Chân -stat.legsplashrange = Tầm Lan Tỏa Từ Chân stat.itemsmoved = Tốc độ dịch chuyển stat.launchtime = Thời gian giữa các lần phóng stat.shootrange = Phạm vi @@ -1033,6 +1032,7 @@ stat.itemcapacity = Sức chứa vật phẩm stat.memorycapacity = Dung lượng bộ nhớ stat.basepowergeneration = Năng lượng tạo ra cơ bản stat.productiontime = Thời gian sản xuất +stat.warmuptime = Warmup Time stat.repairtime = Thời gian hoàn thành sửa chữa stat.repairspeed = Tốc độ sửa stat.weapons = Vũ khí @@ -1075,6 +1075,7 @@ stat.minetier = Cấp độ đào stat.payloadcapacity = Tải trọng stat.abilities = Khả năng stat.canboost = Có thể tăng cường +stat.boostingspeed = Boosting Speed stat.flying = Bay stat.ammouse = Sử dụng đạn stat.ammocapacity = Trữ lượng đạn @@ -1173,6 +1174,8 @@ bar.activated = Đã kích hoạt units.processorcontrol = [lightgray]Điều khiển bởi bộ xử lý +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] sát thương bullet.splashdamage = [stat]{0}[lightgray] sát thương diện rộng ~[stat] {1}[lightgray] ô bullet.incendiary = [stat]gây cháy @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] xuyên giáp bullet.antiarmor = [stat]{0}x[lightgray] kháng giáp bullet.maxdamagefraction = [stat]{0}%[lightgray] giới hạn sát thương bullet.suppression = [stat]{0}[lightgray] giây ngăn sửa chữa ~ [stat]{1}[lightgray] ô +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/giây[lightgray] đạn ngắt quãng: bullet.frags = [stat]{0}x[lightgray] đạn phá mảnh: bullet.lightning = [stat]{0}[lightgray]x phóng điện ~ [stat]{1}[lightgray] sát thương +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] sát thương công trình +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] sát thương khiên chắn bullet.knockback = [stat]{0}[lightgray] đẩy lùi bullet.pierce = [stat]{0}[lightgray]x xuyên thấu @@ -1207,6 +1217,7 @@ unit.liquidsecond = đơn vị chất lỏng/giây unit.itemssecond = vật phẩm/giây unit.liquidunits = đơn vị chất lỏng unit.powerunits = đơn vị năng lượng +unit.powerequilibrium = power equilibrium unit.heatunits = đơn vị nhiệt unit.degrees = độ unit.seconds = giây @@ -1224,6 +1235,7 @@ unit.billions = tỷ unit.shots = phát bắn unit.pershot = /phát bắn unit.perleg = mỗi chân +unit.perside = per side category.purpose = Mục đích category.general = Chung category.power = Năng lượng diff --git a/core/assets/bundles/bundle_zh_CN.properties b/core/assets/bundles/bundle_zh_CN.properties index 11dd78cb8a..8aab0ce6dc 100644 --- a/core/assets/bundles/bundle_zh_CN.properties +++ b/core/assets/bundles/bundle_zh_CN.properties @@ -1016,7 +1016,6 @@ stat.targetsair = 攻击空中单位 stat.targetsground = 攻击地面单位 stat.crushdamage = 碾压伤害 stat.legsplashdamage = 践踏伤害 -stat.legsplashrange = 践踏范围 stat.itemsmoved = 移动速度 stat.launchtime = 发射间隔 stat.shootrange = 范围 @@ -1033,6 +1032,7 @@ stat.itemcapacity = 物品容量 stat.memorycapacity = 内存容量 stat.basepowergeneration = 基础电力输出 stat.productiontime = 生产时间 +stat.warmuptime = Warmup Time stat.repairtime = 建筑完全修复时间 stat.repairspeed = 修理速度 stat.weapons = 武器 @@ -1075,6 +1075,7 @@ stat.minetier = 可采集矿物 stat.payloadcapacity = 载荷容量 stat.abilities = 能力 stat.canboost = 可助推 +stat.boostingspeed = Boosting Speed stat.flying = 空中单位 stat.ammouse = 弹药 stat.ammocapacity = 弹药容量 @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]由处理器控制 +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray] 伤害 bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~ [stat]{1}[lightgray] 格 bullet.incendiary = [stat]燃烧 @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray] 伤害上限 bullet.suppression = [stat]{0} 秒[lightgray] 修复压制 ~ [stat]{1}[lightgray] 格 +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/秒[lightgray] 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.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] 对建筑伤害 +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] 护盾伤害 bullet.knockback = [stat]{0}[lightgray] 击退 bullet.pierce = [stat]{0}[lightgray]x 穿透 @@ -1207,6 +1217,7 @@ unit.liquidsecond = 液体/秒 unit.itemssecond = 物品/秒 unit.liquidunits = 液体 unit.powerunits = 电力 +unit.powerequilibrium = power equilibrium unit.heatunits = 单位热量 unit.degrees = 度 unit.seconds = 秒 @@ -1224,6 +1235,7 @@ unit.billions = B unit.shots = 发 unit.pershot = /发 unit.perleg = per leg +unit.perside = per side category.purpose = 用途 category.general = 基础 category.power = 电力 diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index 3a995a30ee..826be1e67b 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -1016,7 +1016,6 @@ stat.targetsair = 攻擊空中目標 stat.targetsground = 攻擊地面目標 stat.crushdamage = Crush Damage stat.legsplashdamage = Leg Splash Damage -stat.legsplashrange = Leg Splash Range stat.itemsmoved = 移動速度 stat.launchtime = 發射間隔 stat.shootrange = 範圍 @@ -1033,6 +1032,7 @@ stat.itemcapacity = 物品容量 stat.memorycapacity = 記憶體容量 stat.basepowergeneration = 基礎能量生產 stat.productiontime = 生產時間 +stat.warmuptime = Warmup Time stat.repairtime = 方塊完全修復時間 stat.repairspeed = 修復速度 stat.weapons = 武器 @@ -1075,6 +1075,7 @@ stat.minetier = 挖掘等級 stat.payloadcapacity = 負荷量 stat.abilities = 能力 stat.canboost = 推進器 +stat.boostingspeed = Boosting Speed stat.flying = 飛行單位 stat.ammouse = 彈藥使用 stat.ammocapacity = 彈藥容量 @@ -1173,6 +1174,8 @@ bar.activated = Activated units.processorcontrol = [lightgray]由微處理器控制 +weapon.pointdefense = [stat]Point Defense + bullet.damage = [stat]{0}[lightgray]傷害 bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格 bullet.incendiary = [stat]燃燒 @@ -1183,10 +1186,17 @@ bullet.armorpiercing = [stat]{0}%[lightgray] armor piercing bullet.antiarmor = [stat]{0}x[lightgray] anti-armor bullet.maxdamagefraction = [stat]{0}%[lightgray]傷害上限 bullet.suppression = [stat]{0}秒[lightgray]抑制修復 ~ [stat]{1}[lightgray]格 +bullet.empradius = [stat]{0}[lightgray] tiles EMP radius +bullet.empboost = [stat]{0}%[lightgray] overdrive ~ [stat]{1}[lightgray] +bullet.empdamage = [stat]{0}%[lightgray] power damage +bullet.empslowdown = [stat]{0}%[lightgray] enemy power overdrive ~ [stat]{1}[lightgray] +bullet.empunitdamage = [stat]{0}%[lightgray] unit damage bullet.interval = [stat]{0}/秒[lightgray]分裂子彈: bullet.frags = [stat]{0}[lightgray]x 集束子彈: bullet.lightning = [stat]{0}[lightgray]x 電弧 ~ [stat]{1}[lightgray] 傷害 +bullet.lightninginterval = [stat]{0}[lightgray] tiles interval ~ [stat]{1}[lightgray] tiles length bullet.buildingdamage = [stat]{0}%[lightgray] 建築傷害 +bullet.spawnBullets = [stat]{0}x[lightgray] spawned bullets: bullet.shielddamage = [stat]{0}%[lightgray] shield damage bullet.knockback = [stat]{0}[lightgray]擊退 bullet.pierce = [stat]{0}[lightgray]×穿刺 @@ -1207,6 +1217,7 @@ unit.liquidsecond = 液體單位/秒 unit.itemssecond = 物品/秒 unit.liquidunits = 液體單位 unit.powerunits = 能量單位 +unit.powerequilibrium = power equilibrium unit.heatunits = 熱量單位 unit.degrees = 度 unit.seconds = 秒 @@ -1224,6 +1235,7 @@ unit.billions = B unit.shots = 發 unit.pershot = /發 unit.perleg = per leg +unit.perside = per side category.purpose = 用途 category.general = 一般 category.power = 能量 diff --git a/core/assets/fonts/font.woff b/core/assets/fonts/font.woff index 75f8ae819d..092f2f1f6b 100644 Binary files a/core/assets/fonts/font.woff and b/core/assets/fonts/font.woff differ diff --git a/core/assets/fonts/icon.ttf b/core/assets/fonts/icon.ttf index 9359cde43a..0abe794e1c 100644 Binary files a/core/assets/fonts/icon.ttf and b/core/assets/fonts/icon.ttf differ diff --git a/core/src/mindustry/ai/types/BoostAI.java b/core/src/mindustry/ai/types/BoostAI.java index bed0428c5d..5bacbaa8a6 100644 --- a/core/src/mindustry/ai/types/BoostAI.java +++ b/core/src/mindustry/ai/types/BoostAI.java @@ -10,7 +10,7 @@ public class BoostAI extends AIController{ public void updateUnit(){ if(unit.controller() instanceof CommandAI ai){ ai.defaultBehavior(); - unit.updateBoosting(true); + unit.updateBoosting(true, true); //auto land when near target if(ai.attackTarget != null && unit.within(ai.attackTarget, unit.range())){ diff --git a/core/src/mindustry/content/UnitTypes.java b/core/src/mindustry/content/UnitTypes.java index 369078e45a..09cd49f8ba 100644 --- a/core/src/mindustry/content/UnitTypes.java +++ b/core/src/mindustry/content/UnitTypes.java @@ -2368,64 +2368,6 @@ public class UnitTypes{ buildSpeed = 3.5f; rotateToBuilding = false; - for(float mountY : new float[]{-117/4f, 50/4f}){ - for(float sign : Mathf.signs){ - weapons.add(new Weapon("plasma-laser-mount"){{ - shadow = 20f; - controllable = false; - autoTarget = true; - mirror = false; - shake = 3f; - shootY = 7f; - rotate = true; - x = 84f/4f * sign; - y = mountY; - - targetInterval = 20f; - targetSwitchInterval = 35f; - - rotateSpeed = 3.5f; - reload = 170f; - recoil = 1f; - shootSound = Sounds.beamPlasmaSmall; - initialShootSound = Sounds.shootBeamPlasmaSmall; - continuous = true; - cooldownTime = reload; - immunities.add(StatusEffects.burning); - - bullet = new ContinuousLaserBulletType(){{ - maxRange = 90f; - damage = 27f; - length = 95f; - hitEffect = Fx.hitMeltHeal; - drawSize = 200f; - lifetime = 155f; - shake = 1f; - - shootEffect = Fx.shootHeal; - smokeEffect = Fx.none; - width = 4f; - largeHit = false; - - incendChance = 0.03f; - incendSpread = 5f; - incendAmount = 1; - - healPercent = 0.4f; - collidesTeam = true; - - colors = new Color[]{Pal.heal.cpy().a(.2f), Pal.heal.cpy().a(.5f), Pal.heal.cpy().mul(1.2f), Color.white}; - }}; - }}); - } - } - abilities.add(new SuppressionFieldAbility(){{ - orbRadius = 5; - particleSize = 3; - y = -10f; - particles = 10; - color = particleColor = effectColor = Pal.heal; - }}); weapons.add(new Weapon("emp-cannon-mount"){{ rotate = true; @@ -2508,6 +2450,66 @@ public class UnitTypes{ }); }}; }}); + + for(float mountY : new float[]{-117/4f, 50/4f}){ + for(float sign : Mathf.signs){ + weapons.add(new Weapon("plasma-laser-mount"){{ + shadow = 20f; + controllable = false; + autoTarget = true; + mirror = false; + shake = 3f; + shootY = 7f; + rotate = true; + x = 84f/4f * sign; + y = mountY; + + targetInterval = 20f; + targetSwitchInterval = 35f; + + rotateSpeed = 3.5f; + reload = 170f; + recoil = 1f; + shootSound = Sounds.beamPlasmaSmall; + initialShootSound = Sounds.shootBeamPlasmaSmall; + continuous = true; + cooldownTime = reload; + immunities.add(StatusEffects.burning); + + bullet = new ContinuousLaserBulletType(){{ + maxRange = 90f; + damage = 27f; + length = 95f; + hitEffect = Fx.hitMeltHeal; + drawSize = 200f; + lifetime = 155f; + shake = 1f; + + shootEffect = Fx.shootHeal; + smokeEffect = Fx.none; + width = 4f; + largeHit = false; + + incendChance = 0.03f; + incendSpread = 5f; + incendAmount = 1; + + healPercent = 0.4f; + collidesTeam = true; + + colors = new Color[]{Pal.heal.cpy().a(.2f), Pal.heal.cpy().a(.5f), Pal.heal.cpy().mul(1.2f), Color.white}; + }}; + }}); + } + } + abilities.add(new SuppressionFieldAbility(){{ + orbRadius = 5; + particleSize = 3; + y = -10f; + particles = 10; + color = particleColor = effectColor = Pal.heal; + }}); + }}; //endregion @@ -3115,6 +3117,7 @@ public class UnitTypes{ float fin = 0.05f + (j + 1) / (float)count; float spd = speed; float life = lifetime / Mathf.lerp(fin, 1f, 0.5f); + boolean show = j == 0 && i > 0; spawnBullets.add(new BasicBulletType(spd * fin, 60){{ drag = 0.002f; width = 12f; @@ -3124,6 +3127,7 @@ public class UnitTypes{ hitSize = 5f; pierceCap = 2; pierce = true; + showStats = show; pierceBuilding = true; hitColor = backColor = trailColor = Color.valueOf("feb380"); frontColor = Color.white; diff --git a/core/src/mindustry/entities/abilities/RepairFieldAbility.java b/core/src/mindustry/entities/abilities/RepairFieldAbility.java index de36669b27..9c0b7131e4 100644 --- a/core/src/mindustry/entities/abilities/RepairFieldAbility.java +++ b/core/src/mindustry/entities/abilities/RepairFieldAbility.java @@ -43,11 +43,15 @@ public class RepairFieldAbility extends Ability{ super.addStats(t); t.add(Core.bundle.format("bullet.range", Strings.autoFixed(range / tilesize, 2))); t.row(); - t.add(abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2))); + t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2))); t.row(); + if(amount > 0){ + t.add(Core.bundle.format("bullet.healamount", Strings.autoFixed(amount, 2)) + "[lightgray] ~ []" + abilityStat("repairspeed", Strings.autoFixed(amount * 60f / reload, 2))); + t.row(); + } if(healPercent > 0f){ t.row(); - t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2))); + t.add(Core.bundle.format("bullet.healpercent", Strings.autoFixed(healPercent, 2)) + "[lightgray] ~ []" + abilityStat("repairspeed", Strings.autoFixed(healPercent * 60f / reload, 2) + "%")); } if(sameTypeHealMult != 1f){ t.row(); diff --git a/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java b/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java index bb5d6c6b09..cf11de2c93 100644 --- a/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java +++ b/core/src/mindustry/entities/abilities/ShieldRegenFieldAbility.java @@ -38,7 +38,7 @@ public class ShieldRegenFieldAbility extends Ability{ t.row(); t.add(abilityStat("firingrate", Strings.autoFixed(60f / reload, 2))); t.row(); - t.add(abilityStat("pulseregen", Strings.autoFixed(amount, 2))); + t.add(abilityStat("pulseregen", Strings.autoFixed(amount, 2)) + "[lightgray] ~ []" + abilityStat("regen", Strings.autoFixed(amount * 60f / reload, 2))); t.row(); t.add(abilityStat("shield", Strings.autoFixed(max, 2))); } diff --git a/core/src/mindustry/entities/bullet/BulletType.java b/core/src/mindustry/entities/bullet/BulletType.java index e3d08cfa11..c43fab76d9 100644 --- a/core/src/mindustry/entities/bullet/BulletType.java +++ b/core/src/mindustry/entities/bullet/BulletType.java @@ -241,6 +241,8 @@ public class BulletType extends Content implements Cloneable{ public Effect healEffect = Fx.healBlockFull; /** Bullets spawned when this bullet is created. Rarely necessary, used for visuals. */ public Seq spawnBullets = new Seq<>(); + /** Whether to display the stats of the spawned bullet. */ + public boolean showStats = false; /** Random angle spread of spawn bullets. */ public float spawnBulletRandomSpread = 0f; /** Unit spawned _instead of_ this bullet. Useful for missiles. */ diff --git a/core/src/mindustry/entities/comp/UnitComp.java b/core/src/mindustry/entities/comp/UnitComp.java index 62795b572f..4f4063a35b 100644 --- a/core/src/mindustry/entities/comp/UnitComp.java +++ b/core/src/mindustry/entities/comp/UnitComp.java @@ -113,10 +113,17 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I } public void updateBoosting(boolean boost){ + updateBoosting(boost, false); + } + + public void updateBoosting(boolean boost, boolean event){ if(!type.canBoost || dead) return; boolean shouldBoost = boost || onSolid() || (isFlying() && !canLand()); elevation = Mathf.approachDelta(elevation, type.canBoost ? Mathf.num(shouldBoost) : 0f, shouldBoost ? type.riseSpeed : type.descentSpeed); + if(event){ + Events.fire(Trigger.unitCommandBoost); + } } /** Move based on preferred unit movement type. */ diff --git a/core/src/mindustry/game/EventType.java b/core/src/mindustry/game/EventType.java index ce7befacc3..da8c7c4a7b 100644 --- a/core/src/mindustry/game/EventType.java +++ b/core/src/mindustry/game/EventType.java @@ -46,6 +46,7 @@ public class EventType{ unitCommandChange, unitCommandPosition, unitCommandAttack, + unitCommandBoost, importMod, draw, drawOver, diff --git a/core/src/mindustry/logic/LExecutor.java b/core/src/mindustry/logic/LExecutor.java index ed21ab6239..c14123c77f 100644 --- a/core/src/mindustry/logic/LExecutor.java +++ b/core/src/mindustry/logic/LExecutor.java @@ -501,7 +501,7 @@ public class LExecutor{ } } case itemDrop -> { - if(!exec.timeoutDone(unit, LogicAI.transferDelay)) return; + if(p1.obj() != Blocks.air && !exec.timeoutDone(unit, LogicAI.transferDelay)) return; //clear item when dropping to @air if(p1.obj() == Blocks.air){ @@ -509,7 +509,6 @@ public class LExecutor{ if(!net.client()){ unit.clearItem(); } - exec.updateTimeout(unit); }else{ Building build = p1.building(); int dropped = Math.min(unit.stack.amount, p2.numi()); diff --git a/core/src/mindustry/service/GameService.java b/core/src/mindustry/service/GameService.java index 814facaf2c..d696b4ca01 100644 --- a/core/src/mindustry/service/GameService.java +++ b/core/src/mindustry/service/GameService.java @@ -177,6 +177,12 @@ public class GameService{ } }); + Events.run(Trigger.unitCommandBoost, () -> { + if(campaign()){ + boostUnit.complete(); + } + }); + Events.run(Trigger.newGame, () -> Core.app.post(() -> { if(campaign() && player.core() != null && player.core().items.total() >= 10 * 1000){ drop10kitems.complete(); diff --git a/core/src/mindustry/type/UnitType.java b/core/src/mindustry/type/UnitType.java index 4e703c7d15..e47316c1a1 100644 --- a/core/src/mindustry/type/UnitType.java +++ b/core/src/mindustry/type/UnitType.java @@ -794,8 +794,10 @@ public class UnitType extends UnlockableContent implements Senseable{ } if(legSplashDamage > 0 && legSplashRange > 0){ - stats.add(Stat.legSplashDamage, legSplashDamage, StatUnit.perLeg); - stats.add(Stat.legSplashRange, Strings.autoFixed(legSplashRange / tilesize, 1), StatUnit.blocks); + stats.add(Stat.legSplashDamage, table -> { + table.add((String)(Core.bundle.format("bullet.splashdamage", Strings.autoFixed(legSplashDamage, 2), + Strings.autoFixed(legSplashRange / tilesize, 2))).replace("[stat]", "[white]") + " " + StatUnit.perLeg.localized()); + }); } stats.add(Stat.targetsAir, targetAir); @@ -809,6 +811,9 @@ public class UnitType extends UnlockableContent implements Senseable{ if(!flying){ stats.add(Stat.canBoost, canBoost); + if(canBoost){ + stats.add(Stat.boostingSpeed, boostMultiplier * speed * 60f / tilesize, StatUnit.tilesSecond); + } } if(mineTier >= 1){ diff --git a/core/src/mindustry/type/weapons/PointDefenseWeapon.java b/core/src/mindustry/type/weapons/PointDefenseWeapon.java index 86c1130dc1..b900268267 100644 --- a/core/src/mindustry/type/weapons/PointDefenseWeapon.java +++ b/core/src/mindustry/type/weapons/PointDefenseWeapon.java @@ -1,13 +1,18 @@ package mindustry.type.weapons; +import arc.*; import arc.graphics.*; import arc.math.*; import arc.math.geom.*; +import arc.scene.ui.layout.*; +import arc.util.*; import mindustry.content.*; import mindustry.entities.*; import mindustry.entities.units.*; +import mindustry.game.*; import mindustry.gen.*; import mindustry.type.*; +import mindustry.world.meta.*; import static mindustry.Vars.*; @@ -38,6 +43,12 @@ public class PointDefenseWeapon extends Weapon{ targetInterval = 10f; } + @Override + public void addStats(UnitType u, Table t){ + t.add(Core.bundle.format("weapon.pointdefense")); + super.addStats(u, t); + } + @Override protected Teamc findTarget(Unit unit, float x, float y, float range, boolean air, boolean ground){ return Groups.bullet.intersect(x - range, y - range, range*2, range*2).min(b -> b.team != unit.team && b.type().hittable, b -> b.dst2(x, y)); diff --git a/core/src/mindustry/world/blocks/defense/ShockMine.java b/core/src/mindustry/world/blocks/defense/ShockMine.java index 3f257acc35..ebcc11019a 100644 --- a/core/src/mindustry/world/blocks/defense/ShockMine.java +++ b/core/src/mindustry/world/blocks/defense/ShockMine.java @@ -1,5 +1,6 @@ package mindustry.world.blocks.defense; +import arc.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.math.*; @@ -11,6 +12,7 @@ import mindustry.entities.bullet.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.world.*; +import mindustry.world.meta.*; public class ShockMine extends Block{ public final int timerDamage = timers++; @@ -35,6 +37,14 @@ public class ShockMine extends Block{ targetable = false; } + @Override + public void setStats(){ + super.setStats(); + stats.add(Stat.damage, table -> { + table.add((String)(Core.bundle.format("bullet.lightning", tendrils, Strings.autoFixed(damage, 2)).replace("[stat]", "[white]"))); + }); + } + public class ShockMineBuild extends Building{ @Override diff --git a/core/src/mindustry/world/blocks/defense/turrets/PointDefenseTurret.java b/core/src/mindustry/world/blocks/defense/turrets/PointDefenseTurret.java index 2fdc39f416..a5dd001dd9 100644 --- a/core/src/mindustry/world/blocks/defense/turrets/PointDefenseTurret.java +++ b/core/src/mindustry/world/blocks/defense/turrets/PointDefenseTurret.java @@ -52,6 +52,7 @@ public class PointDefenseTurret extends ReloadTurret{ super.setStats(); stats.add(Stat.reload, 60f / reload, StatUnit.perSecond); + stats.add(Stat.damage, bulletDamage, StatUnit.none); } public class PointDefenseBuild extends ReloadTurretBuild{ diff --git a/core/src/mindustry/world/blocks/distribution/Junction.java b/core/src/mindustry/world/blocks/distribution/Junction.java index e0d6735be2..024695a06b 100644 --- a/core/src/mindustry/world/blocks/distribution/Junction.java +++ b/core/src/mindustry/world/blocks/distribution/Junction.java @@ -30,7 +30,9 @@ public class Junction extends Block{ //(60f / speed * capacity) returns 13.84 which is not the actual value (non linear, depends on fps) stats.add(Stat.itemsMoved, displayedSpeed, StatUnit.itemsSecond); - stats.add(Stat.itemCapacity, capacity, StatUnit.items); + stats.add(Stat.itemCapacity, table -> { + table.add(Strings.autoFixed(capacity, 2) + " " + StatUnit.items.localized() + " " + StatUnit.perSide.localized()); + }); } @Override diff --git a/core/src/mindustry/world/blocks/power/ImpactReactor.java b/core/src/mindustry/world/blocks/power/ImpactReactor.java index 8ba3e4d956..74a2e374f1 100644 --- a/core/src/mindustry/world/blocks/power/ImpactReactor.java +++ b/core/src/mindustry/world/blocks/power/ImpactReactor.java @@ -59,6 +59,13 @@ public class ImpactReactor extends PowerGenerator{ if(hasItems){ stats.add(Stat.productionTime, itemDuration / 60f, StatUnit.seconds); } + //exponential decay formula + float max = -(float)Math.log(0.001f) / warmupSpeed / 60f; + float equal = -(float)Math.log(1f - Mathf.pow(consPower.usage / powerProduction, 1f / 5f)) / warmupSpeed / 60f; + stats.add(Stat.warmupTime, t -> { + t.add(Strings.autoFixed(max, 2) + " " + StatUnit.seconds.localized() + (consPower != null ? + " ~ " + Strings.autoFixed(equal, 2) + " " + StatUnit.seconds.localized() + " " + StatUnit.powerEquilibrium.localized() : "")); + }); } public class ImpactReactorBuild extends GeneratorBuild{ diff --git a/core/src/mindustry/world/blocks/storage/Unloader.java b/core/src/mindustry/world/blocks/storage/Unloader.java index fd48fe263b..0801f042b2 100644 --- a/core/src/mindustry/world/blocks/storage/Unloader.java +++ b/core/src/mindustry/world/blocks/storage/Unloader.java @@ -143,7 +143,7 @@ public class Unloader extends Block{ if(!other.interactable(team)) continue; //avoid blocks of the wrong team //partial check - boolean canLoad = !(other instanceof CoreBuild || (other instanceof StorageBuild sb && sb.linkedCore != null)); + boolean canLoad = !(other instanceof CoreBuild || other instanceof StorageBuild); boolean canUnload = other.canUnload() && (allowCoreUnload || canLoad) && other.items != null; if(canLoad || canUnload){ //avoid blocks that can neither give nor receive items diff --git a/core/src/mindustry/world/meta/Stat.java b/core/src/mindustry/world/meta/Stat.java index 6dcef85afe..c2f207259a 100644 --- a/core/src/mindustry/world/meta/Stat.java +++ b/core/src/mindustry/world/meta/Stat.java @@ -36,6 +36,7 @@ public class Stat implements Comparable{ lightningDamage = new Stat("lightningDamage"), abilities = new Stat("abilities"), canBoost = new Stat("canBoost"), + boostingSpeed = new Stat("boostingspeed"), maxUnits = new Stat("maxUnits"), damageMultiplier = new Stat("damageMultiplier"), @@ -60,6 +61,7 @@ public class Stat implements Comparable{ powerRange = new Stat("powerRange", StatCat.power), powerConnections = new Stat("powerConnections", StatCat.power), basePowerGeneration = new Stat("basePowerGeneration", StatCat.power), + warmupTime = new Stat("warmupTime", StatCat.power), tiles = new Stat("tiles", StatCat.crafting), input = new Stat("input", StatCat.crafting), diff --git a/core/src/mindustry/world/meta/StatUnit.java b/core/src/mindustry/world/meta/StatUnit.java index a896741236..5e66775e60 100644 --- a/core/src/mindustry/world/meta/StatUnit.java +++ b/core/src/mindustry/world/meta/StatUnit.java @@ -20,6 +20,7 @@ public class StatUnit{ itemsSecond = new StatUnit("itemsSecond"), liquidUnits = new StatUnit("liquidUnits", "[sky]" + Iconc.liquid + "[]"), powerUnits = new StatUnit("powerUnits", "[accent]" + Iconc.power + "[]"), + powerEquilibrium = new StatUnit("powerEquilibrium"), heatUnits = new StatUnit("heatUnits", "[red]" + Iconc.waves + "[]"), degrees = new StatUnit("degrees"), seconds = new StatUnit("seconds"), @@ -29,6 +30,7 @@ public class StatUnit{ perMinute = new StatUnit("perMinute", false), perShot = new StatUnit("perShot", false), perLeg = new StatUnit("perLeg"), + perSide = new StatUnit("perSide"), timesSpeed = new StatUnit("timesSpeed", false), multiplier = new StatUnit("multiplier", false), percent = new StatUnit("percent", false), diff --git a/core/src/mindustry/world/meta/StatValues.java b/core/src/mindustry/world/meta/StatValues.java index 2dcc47bb38..58134e5c84 100644 --- a/core/src/mindustry/world/meta/StatValues.java +++ b/core/src/mindustry/world/meta/StatValues.java @@ -7,6 +7,7 @@ import arc.graphics.g2d.*; import arc.math.*; import arc.scene.*; import arc.scene.event.*; +import arc.scene.style.*; import arc.scene.ui.*; import arc.scene.ui.Tooltip.*; import arc.scene.ui.layout.*; @@ -19,6 +20,7 @@ import mindustry.ctype.*; import mindustry.entities.abilities.*; import mindustry.entities.bullet.*; import mindustry.gen.*; +import mindustry.graphics.*; import mindustry.maps.*; import mindustry.type.*; import mindustry.ui.*; @@ -31,6 +33,9 @@ import static mindustry.Vars.*; /** Utilities for displaying certain stats in a table. */ public class StatValues{ + //only allocate once, dont break unit tests + static @Nullable TextureRegionDrawable noteIcon = Icon.arrowNoteSmall != null ? new TextureRegionDrawable(Icon.arrowNoteSmall) : null; + public static StatValue string(String value, Object... args){ String result = Strings.format(value, args); return table -> table.add(result); @@ -640,11 +645,8 @@ public class StatValues{ } if(type.damage > 0 && (type.collides || type.splashDamage <= 0)){ - if(type.continuousDamage() > 0){ - bt.add(Core.bundle.format("bullet.damage", type.continuousDamage()) + StatUnit.perSecond.localized()); - }else{ - bt.add(Core.bundle.format("bullet.damage", type.damage)); - } + bt.add(Core.bundle.format("bullet.damage", type.damage) + (type.continuousDamage() > 0 ? + "[lightgray] ~ [stat]" + Core.bundle.format("bullet.damage", type.continuousDamage()) + StatUnit.perSecond.localized() : "")); } if(type.buildingDamageMultiplier != 1){ @@ -700,17 +702,44 @@ public class StatValues{ sep(bt, Core.bundle.format("bullet.lightning", type.lightning, type.lightningDamage < 0 ? type.damage : type.lightningDamage)); } + if(type instanceof LaserBulletType b && b.lightningSpacing > 0){ + int count = (int)(b.length / b.lightningSpacing) * 2 + 2; + float damage = b.lightningDamage < 0 ? b.damage : b.lightningDamage; + sep(bt, Core.bundle.format("bullet.lightning", count, damage)); + note(bt, Core.bundle.format("bullet.lightninginterval", Strings.autoFixed(b.lightningSpacing / tilesize, 2), Strings.autoFixed(b.lightningLength, 2))).left(); + } + + if(type instanceof EmpBulletType b && b.radius > 0f){ + sep(bt, Core.bundle.format("bullet.empradius", Strings.fixed(b.radius / tilesize, 1))); + if(b.timeDuration > 0f && b.timeIncrease > 1f){ + sep(bt, Core.bundle.format("bullet.empboost", Strings.autoFixed(b.timeIncrease * 100f, 2), + Strings.autoFixed(b.timeDuration / 60f, 1)) + " " + StatUnit.seconds.localized()); + } + if(b.timeDuration > 0f && b.powerSclDecrease < 1f){ + sep(bt, Core.bundle.format("bullet.empslowdown", + (b.powerSclDecrease < 1f ? "[negstat]" : "") + Strings.autoFixed((b.powerSclDecrease - 1f) * 100f, 2), + Strings.autoFixed(b.timeDuration / 60f, 1)) + " " + StatUnit.seconds.localized()); + } + if(!Mathf.equal(b.powerDamageScl, 1f)){ + sep(bt, Core.bundle.format("bullet.empdamage", Strings.autoFixed(b.powerDamageScl * 100f, 2))); + } + if(b.hitUnits){ + sep(bt, Core.bundle.format("bullet.empunitdamage", + (b.unitDamageScl < 1f ? "[negstat]" : "") + Strings.autoFixed(b.unitDamageScl * 100f, 2))); + } + } + if(type.pierceArmor){ sep(bt, "@bullet.armorpierce"); } if(type.armorMultiplier != 1f){ if(type.armorMultiplier > 1f){ - sep(bt, Core.bundle.format("bullet.armorweakness", (int)(type.armorMultiplier * 100))); + sep(bt, Core.bundle.format("bullet.armorweakness", (int)(type.armorMultiplier * 100))); }else if(Mathf.sign(type.armorMultiplier) == 1){ - sep(bt, Core.bundle.format("bullet.armorpiercing", (int)((1 - type.armorMultiplier) * 100))); + sep(bt, Core.bundle.format("bullet.armorpiercing", (int)((1 - type.armorMultiplier) * 100))); }else{ - sep(bt, Core.bundle.format("bullet.antiarmor", (-type.armorMultiplier))); + sep(bt, Core.bundle.format("bullet.antiarmor", (-type.armorMultiplier))); } } @@ -770,6 +799,27 @@ public class StatValues{ bt.row(); bt.add(coll); } + + if(type.spawnBullets != null && type.spawnBullets.size > 0){ + bt.row(); + + Table sc = new Table(); + for(BulletType spawn : type.spawnBullets){ + if(spawn.showStats) ammo(ObjectMap.of(t, spawn), true, false).display(sc); + } + Collapser coll = new Collapser(sc, true); + coll.setDuration(0.1f); + + bt.table(st -> { + st.left().defaults().left(); + + st.add(Core.bundle.format("bullet.spawnBullets", type.spawnBullets.size)); + if(sc.getChildren().size > 0) st.button(Icon.downOpen, Styles.emptyi, () -> coll.toggle(false)).update(i -> i.getStyle().imageUp = (!coll.isCollapsed() ? Icon.upOpen : Icon.downOpen)).size(8).padLeft(16f).expandX(); + }); + bt.row(); + bt.add(coll); + } + }).padLeft(5).padTop(5).padBottom(compact ? 0 : 5).growX().margin(compact ? 0 : 10); table.row(); } @@ -782,6 +832,19 @@ public class StatValues{ return table.add(text); } + //add a note under a value + private static Cell note(Table table, String text){ + table.row(); + return table.table(t -> { + if(noteIcon != null){ + noteIcon.setMinWidth(15f); + noteIcon.setMinHeight(15f); + t.image(noteIcon).color(Pal.stat).scaling(Scaling.fit).padRight(6).padLeft(12); + } + t.add(text); + }); + } + //for AmmoListValue private static String ammoStat(float val){ return (val > 0 ? "[stat]+" : "[negstat]") + Strings.autoFixed(val, 1);