Merge branch 'Anuken:master' into balancing_burst-drill-optional-multiplier
This commit is contained in:
@@ -445,6 +445,11 @@ editor.rules = Rules
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editor.generation = Generation
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editor.objectives = Objectives
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editor.locales = Locale Bundles
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editor.worldprocessors = World Processors
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editor.worldprocessors.editname = Edit Name
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editor.worldprocessors.none = [lightgray]No world processor blocks found!\nAdd one in the map editor, or use the \ue813 Add button below.
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editor.worldprocessors.nospace = No free space to place a world processor!\nDid you fill the map with structures? Why would you do this?
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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.
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editor.ingame = Edit In-Game
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editor.playtest = Playtest
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editor.publish.workshop = Publish On Workshop
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@@ -501,7 +506,9 @@ editor.default = [lightgray]<Default>
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details = Details...
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edit = Edit
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variables = Vars
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = Name:
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editor.spawn = Spawn Unit
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editor.removeunit = Remove Unit
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@@ -590,6 +597,7 @@ filter.clear = Clear
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filter.option.ignore = Ignore
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filter.scatter = Scatter
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filter.terrain = Terrain
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filter.logic = Logic
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filter.option.scale = Scale
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filter.option.chance = Chance
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@@ -613,6 +621,8 @@ filter.option.floor2 = Secondary Floor
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filter.option.threshold2 = Secondary Threshold
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filter.option.radius = Radius
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filter.option.percentile = Percentile
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filter.option.code = Code
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filter.option.loop = Loop
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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)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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@@ -688,6 +698,7 @@ marker.shape.name = Shape
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marker.text.name = Text
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marker.line.name = Line
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marker.quad.name = Quad
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marker.texture.name = Texture
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marker.background = Background
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marker.outline = Outline
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@@ -738,7 +749,7 @@ error.any = Unknown network error.
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error.bloom = Failed to initialize bloom.\nYour device may not support it.
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weather.rain.name = Rain
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weather.snow.name = Snow
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weather.snowing.name = Snow
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weather.sandstorm.name = Sandstorm
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weather.sporestorm.name = Sporestorm
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weather.fog.name = Fog
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@@ -988,6 +999,7 @@ stat.abilities = Abilities
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stat.canboost = Can Boost
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stat.flying = Flying
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stat.ammouse = Ammo Use
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stat.ammocapacity = Ammo Capacity
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stat.damagemultiplier = Damage Multiplier
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stat.healthmultiplier = Health Multiplier
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stat.speedmultiplier = Speed Multiplier
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@@ -998,17 +1010,47 @@ stat.immunities = Immunities
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stat.healing = Healing
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ability.forcefield = Force Field
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ability.forcefield.description = Projects a force shield that absorbs bullets
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ability.repairfield = Repair Field
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ability.repairfield.description = Repairs nearby units
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ability.statusfield = Status Field
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ability.statusfield.description = Applies a status effect to nearby units
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ability.unitspawn = Factory
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ability.unitspawn.description = Constructs units
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ability.shieldregenfield = Shield Regen Field
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ability.shieldregenfield.description = Regenerates shields of nearby units
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ability.movelightning = Movement Lightning
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ability.movelightning.description = Releases lightning while moving
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ability.armorplate = Armor Plate
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ability.armorplate.description = Reduces damage taken while shooting
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ability.shieldarc = Shield Arc
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ability.shieldarc.description = Projects a force shield in an arc that absorbs bullets
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ability.suppressionfield = Repair Suppression
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ability.suppressionfield.description = Stops nearby repair buildings
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ability.energyfield = Energy Field
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ability.energyfield.sametypehealmultiplier = [lightgray]Same Type Healing: [white]{0}%
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ability.energyfield.maxtargets = [lightgray]Max Targets: [white]{0}
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ability.regen = Regeneration
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ability.energyfield.description = Zaps nearby enemies
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ability.energyfield.healdescription = Zaps nearby enemies and heals allies
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ability.regen = Self Regeneration
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ability.regen.description = Regenerates own health over time
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ability.liquidregen = Liquid Absorption
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ability.liquidregen.description = Absorbs liquid to heal itself
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ability.spawndeath = Death Spawns
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ability.spawndeath.description = Releases units on death
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ability.liquidexplode = Death Spillage
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ability.liquidexplode.description = Spills liquid on death
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ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
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ability.stat.regen = [stat]{0}[lightgray] health/sec
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ability.stat.shield = [stat]{0}[lightgray] shield
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ability.stat.repairspeed = [stat]{0}/sec[lightgray] repair speed
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ability.stat.slurpheal = [stat]{0}[lightgray] health/liquid unit
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ability.stat.cooldown = [stat]{0} sec[lightgray] cooldown
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ability.stat.maxtargets = [stat]{0}[lightgray] max targets
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ability.stat.sametypehealmultiplier = [stat]{0}%[lightgray] same type repair amount
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ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
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ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
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ability.stat.duration = [stat]{0} sec[lightgray] duration
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ability.stat.buildtime = [stat]{0} sec[lightgray] build time
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bar.onlycoredeposit = Only Core Depositing Allowed
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bar.drilltierreq = Better Drill Required
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@@ -1051,15 +1093,15 @@ bullet.armorpierce = [stat]armor piercing
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bullet.maxdamagefraction = [stat]{0}%[lightgray] damage limit
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bullet.suppression = [stat]{0}[lightgray] seconds of repair suppression ~ [stat]{1}[lightgray] tiles
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bullet.interval = [stat]{0}/sec[lightgray] interval bullets:
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bullet.frags = [stat]{0}[lightgray]x frag bullets:
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bullet.lightning = [stat]{0}[lightgray]x lightning ~ [stat]{1}[lightgray] damage
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bullet.frags = [stat]{0}x[lightgray] frag bullets:
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bullet.lightning = [stat]{0}x[lightgray] lightning ~ [stat]{1}[lightgray] damage
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bullet.buildingdamage = [stat]{0}%[lightgray] building damage
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bullet.knockback = [stat]{0}[lightgray] knockback
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bullet.pierce = [stat]{0}[lightgray]x pierce
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bullet.pierce = [stat]{0}x[lightgray] pierce
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bullet.infinitepierce = [stat]pierce
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bullet.healpercent = [stat]{0}[lightgray]% repair
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bullet.healpercent = [stat]{0}%[lightgray] repair
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bullet.healamount = [stat]{0}[lightgray] direct repair
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bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
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bullet.multiplier = [stat]{0}[lightgray] ammo/item
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bullet.reload = [stat]{0}%[lightgray] fire rate
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bullet.range = [stat]{0}[lightgray] tiles range
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@@ -1084,6 +1126,7 @@ unit.items = items
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unit.thousands = k
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unit.millions = mil
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unit.billions = b
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unit.shots = shots
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unit.pershot = /shot
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category.purpose = Purpose
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category.general = General
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@@ -1093,6 +1136,8 @@ category.items = Items
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category.crafting = Input/Output
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category.function = Function
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category.optional = Optional Enhancements
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setting.alwaysmusic.name = Always Play Music
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setting.alwaysmusic.description = When enabled, music will always play on loop in-game.\nWhen disabled, it only plays at random intervals.
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setting.skipcoreanimation.name = Skip Core Launch/Land Animation
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setting.landscape.name = Lock Landscape
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setting.shadows.name = Shadows
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@@ -1206,15 +1251,16 @@ keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_command_move = Unit Command: Move
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keybind.unit_command_repair = Unit Command: Repair
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keybind.unit_command_rebuild = Unit Command: Rebuild
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keybind.unit_command_assist = Unit Command: Assist
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keybind.unit_command_mine = Unit Command: Mine
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keybind.unit_command_boost = Unit Command: Boost
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keybind.unit_command_load_units = Unit Command: Load Units
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keybind.unit_command_load_blocks = Unit Command: Load Blocks
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keybind.unit_command_unload_payload = Unit Command: Unload Payload
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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keybind.unit_command_rebuild.name = Unit Command: Rebuild
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keybind.unit_command_assist.name = Unit Command: Assist
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keybind.unit_command_mine.name = Unit Command: Mine
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keybind.unit_command_boost.name = Unit Command: Boost
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keybind.unit_command_load_units.name = Unit Command: Load Units
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keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
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keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
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keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
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keybind.rebuild_select.name = Rebuild Region
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keybind.schematic_select.name = Select Region
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@@ -1291,7 +1337,10 @@ rules.disableworldprocessors = Disable World Processors
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rules.schematic = Schematics Allowed
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rules.wavetimer = Wave Timer
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rules.wavesending = Wave Sending
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rules.allowedit = Allow Editing Rules
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rules.allowedit.info = When enabled, the player can edit rules in-game via the button in the bottom left corner of the Pause menu.
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rules.waves = Waves
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rules.airUseSpawns = Air units use spawn points
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rules.attack = Attack Mode
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rules.buildai = Base Builder AI
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rules.buildaitier = Builder AI Tier
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@@ -1313,6 +1362,7 @@ rules.unitdamagemultiplier = Unit Damage Multiplier
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rules.unitcrashdamagemultiplier = Unit Crash Damage Multiplier
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rules.solarmultiplier = Solar Power Multiplier
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rules.unitcapvariable = Cores Contribute To Unit Cap
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rules.unitpayloadsexplode = Carried Payloads Explode With The Unit
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rules.unitcap = Base Unit Cap
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rules.limitarea = Limit Map Area
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rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
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@@ -1346,6 +1396,9 @@ rules.weather.frequency = Frequency:
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rules.weather.always = Always
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rules.weather.duration = Duration:
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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.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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content.item.name = Items
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content.liquid.name = Fluids
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content.unit.name = Units
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@@ -2036,7 +2089,7 @@ block.force-projector.description = Creates a hexagonal force field around itsel
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block.shock-mine.description = Releases electric arcs upon enemy unit contact.
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block.conveyor.description = Transports items forward.
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block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
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block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
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block.plastanium-conveyor.description = Transports items forward in batches. Accepts items at the back, and unloads them in three directions at the front. Requires multiple loading and unloading points for peak throughput.
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block.junction.description = Acts as a bridge for two crossing conveyor belts.
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block.bridge-conveyor.description = Transports items over terrain or buildings.
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block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
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@@ -2065,7 +2118,7 @@ block.power-node-large.description = An advanced power node with greater range.
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block.surge-tower.description = A long-range power node with fewer available connections.
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block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
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block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
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block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
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block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
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block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
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block.thermal-generator.description = Generates power when placed in hot locations.
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block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
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@@ -2115,7 +2168,7 @@ block.parallax.description = Fires a tractor beam that pulls in air targets, dam
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block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
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block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
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block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
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block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
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block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
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block.payload-conveyor.description = Moves large payloads, such as units from factories. Magnetic. Usable in zero-G environments.
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block.payload-router.description = Splits input payloads into 3 output directions. Functions as a sorter when a filter is set. Magnetic. Usable in zero-G environments.
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block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
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@@ -2292,7 +2345,7 @@ unit.emanate.description = Builds structures to defend the Acropolis core. Repai
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lst.read = Read a number from a linked memory cell.
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lst.write = Write a number to a linked memory cell.
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lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
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lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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lst.format = Replace next placeholder in text buffer with a value.\nDoes not do anything if placeholder pattern is invalid.\nPlaceholder pattern: "{[accent]number 0-9[]}"\nExample:\n[accent]print "test {0}"\nformat "example"
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lst.draw = Add an operation to the drawing buffer.\nDoes not display anything until [accent]Draw Flush[] is used.
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lst.drawflush = Flush queued [accent]Draw[] operations to a display.
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lst.printflush = Flush queued [accent]Print[] operations to a message block.
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@@ -2315,7 +2368,7 @@ lst.getblock = Get tile data at any location.
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lst.setblock = Set tile data at any location.
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lst.spawnunit = Spawn unit at a location.
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lst.applystatus = Apply or clear a status effect from a unit.
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lst.weathersensor = Check if a type of weather is active.
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lst.weathersense = Check if a type of weather is active.
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lst.weatherset = Set the current state of a type of weather.
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lst.spawnwave = Spawn a wave.
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lst.explosion = Create an explosion at a location.
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@@ -2385,6 +2438,7 @@ lenum.shootp = Shoot at a unit/building with velocity prediction.
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lenum.config = Building configuration, e.g. sorter item.
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lenum.enabled = Whether the block is enabled.
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laccess.currentammotype = Current ammo item/liquid of a turret.
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laccess.color = Illuminator color.
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laccess.controller = Unit controller. If processor controlled, returns processor.\nOtherwise, returns the unit itself.
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laccess.dead = Whether a unit/building is dead or no longer valid.
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@@ -2525,7 +2579,7 @@ lenum.payenter = Enter/land on the payload block the unit is on.
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lenum.flag = Numeric unit flag.
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lenum.mine = Mine at a position.
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lenum.build = Build a structure.
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lenum.getblock = Fetch a building, floor and type at coordinates.\nUnit must be in range of position.\nSolid non-buildings will have the type [accent]@solid[].
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lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
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lenum.within = Check if unit is near a position.
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lenum.boost = Start/stop boosting.
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Reference in New Issue
Block a user