Merge remote-tracking branch 'origin/map_4' into map_4
4
.github/workflows/deployment.yml
vendored
@@ -5,8 +5,12 @@ on:
|
|||||||
tags:
|
tags:
|
||||||
- 'v*'
|
- 'v*'
|
||||||
|
|
||||||
|
permissions: {}
|
||||||
jobs:
|
jobs:
|
||||||
deploy:
|
deploy:
|
||||||
|
permissions:
|
||||||
|
contents: write # for release creation (svenstaro/upload-release-action)
|
||||||
|
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
|
|||||||
3
.github/workflows/pr.yml
vendored
@@ -2,6 +2,9 @@ name: Pull Request Tests
|
|||||||
|
|
||||||
on: [pull_request, workflow_dispatch]
|
on: [pull_request, workflow_dispatch]
|
||||||
|
|
||||||
|
permissions:
|
||||||
|
contents: read # to fetch code (actions/checkout)
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
testPR:
|
testPR:
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
|
|||||||
4
.github/workflows/push.yml
vendored
@@ -2,8 +2,12 @@ name: Tests
|
|||||||
|
|
||||||
on: [push, workflow_dispatch]
|
on: [push, workflow_dispatch]
|
||||||
|
|
||||||
|
permissions: {}
|
||||||
jobs:
|
jobs:
|
||||||
runPush:
|
runPush:
|
||||||
|
permissions:
|
||||||
|
contents: write # for Update bundles
|
||||||
|
|
||||||
runs-on: ubuntu-latest
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
steps:
|
steps:
|
||||||
|
|||||||
@@ -1055,6 +1055,20 @@
|
|||||||
"search": [
|
"search": [
|
||||||
"defense"
|
"defense"
|
||||||
]
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"uid": "99aa5c8f6bbe4d96a3f422a60ff065a9",
|
||||||
|
"css": "planet",
|
||||||
|
"code": 59443,
|
||||||
|
"src": "custom_icons",
|
||||||
|
"selected": true,
|
||||||
|
"svg": {
|
||||||
|
"path": "M343.8 0L312.5 31.3 281.3 62.5 218.8 62.5 187.5 93.8 156.3 125 125 156.3 93.8 187.5 62.5 218.8 62.5 281.3 31.3 312.5 0 343.8 0 406.3 0 468.8 0 531.3 0 593.8 0 656.3 31.3 687.5 62.5 718.8 62.5 781.3 93.8 812.5 125 843.8 156.3 875 187.5 906.3 218.8 937.5 281.3 937.5 312.5 968.8 343.8 1000 406.3 1000 468.8 1000 531.3 1000 593.8 1000 656.3 1000 687.5 968.8 718.8 937.5 781.3 937.5 812.5 906.3 843.8 875 875 843.8 906.3 812.5 937.5 781.3 937.5 718.8 968.8 687.5 1000 656.3 1000 593.8 1000 531.3 1000 468.8 1000 406.3 1000 343.8 968.8 312.5 937.5 281.3 937.5 218.8 906.3 187.5 875 156.3 843.8 125 812.5 93.8 781.3 62.5 718.8 62.5 687.5 31.3 656.3 0 593.8 0 531.3 0 468.8 0 406.3 0 343.8 0ZM406.3 62.5L437.5 93.8 468.8 125 531.3 125 562.5 156.3 562.5 218.8 593.8 250 625 281.3 656.3 312.5 687.5 343.8 718.8 375 781.3 375 843.8 375 906.3 375 937.5 406.3 937.5 468.8 937.5 531.3 937.5 593.8 906.3 625 875 656.3 875 718.8 843.8 750 812.5 781.3 781.3 812.5 750 843.8 718.8 875 656.3 875 625 906.3 593.8 937.5 531.3 937.5 500 906.3 468.8 875 437.5 843.8 437.5 781.3 468.8 750 500 718.8 531.3 687.5 562.5 656.3 562.5 593.8 562.5 531.3 531.3 500 500 468.8 468.8 437.5 406.3 437.5 343.8 437.5 281.3 437.5 250 468.8 218.8 500 187.5 531.3 156.3 562.5 125 593.8 93.8 625 62.5 593.8 62.5 531.3 62.5 468.8 62.5 406.3 93.8 375 125 343.8 125 281.3 156.3 250 187.5 218.8 218.8 187.5 250 156.3 281.3 125 343.8 125 375 93.8 406.3 62.5ZM718.8 562.5L687.5 593.8 687.5 656.3 718.8 687.5 781.3 687.5 812.5 656.3 812.5 593.8 781.3 562.5 718.8 562.5Z",
|
||||||
|
"width": 1000
|
||||||
|
},
|
||||||
|
"search": [
|
||||||
|
"planet"
|
||||||
|
]
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
BIN
core/assets-raw/sprites/blocks/distribution/cross-full.png
Normal file
|
After Width: | Height: | Size: 209 B |
|
Before Width: | Height: | Size: 260 B After Width: | Height: | Size: 382 B |
|
Before Width: | Height: | Size: 192 B After Width: | Height: | Size: 270 B |
|
After Width: | Height: | Size: 306 B |
|
Before Width: | Height: | Size: 430 B |
|
Before Width: | Height: | Size: 299 B After Width: | Height: | Size: 573 B |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2.2 KiB |
BIN
core/assets-raw/sprites/blocks/production/melter-bottom.png
Normal file
|
After Width: | Height: | Size: 121 B |
|
Before Width: | Height: | Size: 198 B |
|
Before Width: | Height: | Size: 552 B After Width: | Height: | Size: 563 B |
BIN
core/assets-raw/sprites/blocks/production/separator-bottom.png
Normal file
|
After Width: | Height: | Size: 222 B |
|
Before Width: | Height: | Size: 179 B |
|
Before Width: | Height: | Size: 158 B After Width: | Height: | Size: 315 B |
|
Before Width: | Height: | Size: 679 B After Width: | Height: | Size: 1.0 KiB |
|
Before Width: | Height: | Size: 197 B After Width: | Height: | Size: 296 B |
@@ -90,7 +90,7 @@ stats.destroyed = Buildings Destroyed
|
|||||||
stats.deconstructed = Buildings Deconstructed
|
stats.deconstructed = Buildings Deconstructed
|
||||||
stats.playtime = Time Played
|
stats.playtime = Time Played
|
||||||
|
|
||||||
globalitems = [accent]Total Items
|
globalitems = [accent]Planet Items
|
||||||
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
||||||
level.highscore = High Score: [accent]{0}
|
level.highscore = High Score: [accent]{0}
|
||||||
level.select = Level Select
|
level.select = Level Select
|
||||||
@@ -176,6 +176,10 @@ filename = File Name:
|
|||||||
unlocked = New content unlocked!
|
unlocked = New content unlocked!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completed
|
completed = [accent]Completed
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -762,8 +766,7 @@ sector.ravine.name = Ravine
|
|||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = Caldera
|
||||||
|
|
||||||
sector.onset.description = The tutorial sector. This objective has not been created yet. Await further information.
|
sector.onset.description = The tutorial sector. This objective has not been created yet. Await further information.
|
||||||
#TODO - no shield breaker anymore.
|
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.aegis.description = The enemy is protected by shields. An experimental shield breaker module has been detected in this sector.\nLocate this structure. Supply it with tungsten ammunition and destroy the enemy base.
|
|
||||||
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.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.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.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[].
|
||||||
@@ -1158,7 +1161,7 @@ rules.wavetimer = Wave Timer
|
|||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Wave Sending
|
||||||
rules.waves = Waves
|
rules.waves = Waves
|
||||||
rules.attack = Attack Mode
|
rules.attack = Attack Mode
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI [scarlet](WIP)
|
||||||
rules.rtsminsquadsize = Min Squad Size
|
rules.rtsminsquadsize = Min Squad Size
|
||||||
rules.rtsmaxsquadsize = Max Squad Size
|
rules.rtsmaxsquadsize = Max Squad Size
|
||||||
rules.rtsminattackweight = Min Attack Weight
|
rules.rtsminattackweight = Min Attack Weight
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Iмя файла:
|
|||||||
unlocked = Новы кантэнт адмыкнуты!
|
unlocked = Новы кантэнт адмыкнуты!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Завершаны
|
completed = [accent]Завершаны
|
||||||
techtree = Дрэва\n тэхналогій
|
techtree = Дрэва\n тэхналогій
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Име на файл:
|
|||||||
unlocked = Отйлючихте нови неща!
|
unlocked = Отйлючихте нови неща!
|
||||||
available = Можете да проучите нови технологии!
|
available = Можете да проучите нови технологии!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Завършено
|
completed = [accent]Завършено
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -742,7 +746,7 @@ sector.impact0078.description = Тук лежат останките от пър
|
|||||||
sector.planetaryTerminal.description = Крайна цел.\n\nТази крайбрежна база съдържа структура, създадена с цел междупланетарен транспорт на ядра, макар и само в рамките на локалната звездна система. Тази локация има изключително висока защита.\n\nИзползвайте военноморски единици. Елиминирайте врага възможно най - бързо. Проучете изстрелващата структура
|
sector.planetaryTerminal.description = Крайна цел.\n\nТази крайбрежна база съдържа структура, създадена с цел междупланетарен транспорт на ядра, макар и само в рамките на локалната звездна система. Тази локация има изключително висока защита.\n\nИзползвайте военноморски единици. Елиминирайте врага възможно най - бързо. Проучете изстрелващата структура
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nom del fitxer:
|
|||||||
unlocked = S’ha desblocat contingut nou!
|
unlocked = S’ha desblocat contingut nou!
|
||||||
available = Hi ha una recerca disponible nova!
|
available = Hi ha una recerca disponible nova!
|
||||||
unlock.incampaign = < Desbloca en el mode campanya per a veure’n més detalls. >
|
unlock.incampaign = < Desbloca en el mode campanya per a veure’n més detalls. >
|
||||||
|
campaign.select = Trieu la campanya inicial
|
||||||
|
campaign.none = [lightgray]Trieu en quin planeta voleu començar.\nEs pot canviar en qualsevol moment.
|
||||||
|
campaign.erekir = [accent]Recomanat per a jugadors novells.[]\n\nContingut revisat nou. Una campanya de progressió més o menys lineal.\n\nMapes de qualitat més alta i experiència més satisfactòria.
|
||||||
|
campaign.serpulo = [scarlet]No recomanat per a jugadors novells.[]\n\nContingut antic; l’experiència clàssica. Campanya més oberta.\n\nPotser els mapes i mecàniques de la campanya no estan massa equilibrats. Contingut en general menys polit que el d’Erekir.
|
||||||
completed = [accent]Completat
|
completed = [accent]Completat
|
||||||
techtree = Arbre tecnològic
|
techtree = Arbre tecnològic
|
||||||
techtree.select = Selecció de l’arbre tecnològic
|
techtree.select = Selecció de l’arbre tecnològic
|
||||||
@@ -1149,7 +1153,7 @@ rules.coreincinerates = El nucli incinera els excedents
|
|||||||
rules.disableworldprocessors = Desactiva els processadors integrats
|
rules.disableworldprocessors = Desactiva els processadors integrats
|
||||||
rules.schematic = Permetre l’ús d’esquemes
|
rules.schematic = Permetre l’ús d’esquemes
|
||||||
rules.wavetimer = Temporitzador d’onades
|
rules.wavetimer = Temporitzador d’onades
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Enviament d’onades
|
||||||
rules.waves = Onades
|
rules.waves = Onades
|
||||||
rules.attack = Mode d’atac
|
rules.attack = Mode d’atac
|
||||||
rules.rtsai = IA avançada (RTS AI)
|
rules.rtsai = IA avançada (RTS AI)
|
||||||
@@ -1934,92 +1938,92 @@ block.core-bastion.description = Nucli de la base. Blindat. Quan es destrueix, e
|
|||||||
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
|
block.core-citadel.description = Nucli de la base. Molt ben blindat. Emmagatzema més recursos que un nucli Bastió.
|
||||||
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
|
block.core-acropolis.description = Nucli de la base. Excepcionalment ben blindat. Emmagatzema més recursos que un nucli Ciutadella.
|
||||||
block.breach.description = Dispara munició perforant de beril·li o tungstè als objectius enemics.
|
block.breach.description = Dispara munició perforant de beril·li o tungstè als objectius enemics.
|
||||||
block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
|
block.diffuse.description = Dispara una ràfega de bales en forma de con. Empeny enrere els objectius enemics.
|
||||||
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
block.sublimate.description = Dispara una flama continua de foc als objectius enemics. Perfora els blindatges.
|
||||||
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
block.titan.description = Dispara projectils explosius enormes als objectius terrestres. Necessita hidrogen.
|
||||||
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
block.afflict.description = Dispara una bola enorme carregada amb artilleria antiaèria de fragmentació. Requereix escalfor.
|
||||||
block.disperse.description = Fires bursts of flak at aerial targets.
|
block.disperse.description = Dispara ràfegues d’artilleria als objectius aeris.
|
||||||
block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
|
block.lustre.description = Dispara un làser lent que pot apuntar un sol objectiu enemic.
|
||||||
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
block.scathe.description = Llança un míssil als objectius terrestres a llarga distància.
|
||||||
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
block.smite.description = Dispara ràfegues de bales perforadors i que emeten llum.
|
||||||
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
block.malign.description = Dispara una cortina de càrregues làser teledirigides als objectius enemics. Necessita molta escalfor.
|
||||||
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
block.silicon-arc-furnace.description = Refina silici a partir de sorra i grafit.
|
||||||
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
block.oxidation-chamber.description = Converteix el beril·li i l’ozó en òxid. Emet escalfor com a subproducte.
|
||||||
block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
|
block.electric-heater.description = Escalfa els blocs als que està orientat. Necessita grans quantitats d’energia.
|
||||||
block.slag-heater.description = Heats facing blocks. Requires slag.
|
block.slag-heater.description = Escalfa els blocs als que està orientat. Requereix escòria.
|
||||||
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
|
block.phase-heater.description = Escalfa els blocs als que està orientat. Requereix teixit de fase.
|
||||||
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.heat-redirector.description = Redirigeix l’escalfor acumulada a altres blocs.
|
||||||
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
|
block.electrolyzer.description = Converteix l’aigua en hidrogen i gas ozó.
|
||||||
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
block.atmospheric-concentrator.description = Concentra el nitrogen de l’atmosfera. Requereix escalfor.
|
||||||
block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
|
block.surge-crucible.description = Genera aliatge electrificable a partir d’escòria i silici. Necessita escalfor.
|
||||||
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
block.phase-synthesizer.description = Sintetitza teixit de fase a partir de tori, sorra i ozó. Necessita escalfor.
|
||||||
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
block.carbide-crucible.description = Combina grafit i tungstè per obtenir-ne carbur. Necessita escalfor.
|
||||||
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
block.cyanogen-synthesizer.description = Sintetitza cianogen a partir d’arquicita i grafit. Necessita escalfor.
|
||||||
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
block.slag-incinerator.description = Incinera elements no volàtils o líquids. Necessita escòria.
|
||||||
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
block.vent-condenser.description = Condensa els gasos procedents de conductes de ventilació en aigua. Consumeix energia.
|
||||||
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
|
block.plasma-bore.description = Quan es posa orientat a un mur de mineral, en treu recursos indefinidament. Requereix una mica d’energia per funcionar.
|
||||||
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
block.large-plasma-bore.description = Una perforadora de plasma grossa. Pot extraure tungstè i tori. Requereix hidrogen i energia.
|
||||||
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
block.cliff-crusher.description = Trenca murs, extraient-ne sorra indefinidament. Necessita energia. La seva eficàcia depèn del tipus de mur.
|
||||||
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
|
block.impact-drill.description = Quan es posa a sobre de minerals, n’extrau indefinidament. Necessita energia i aigua.
|
||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = Una perforadora d’impacte millorada. Pot extraure tori. Necessita hidrogen.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Impulsa i fa circular els fluids. No accepta entrades des dels laterals si no és a través de conductes.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Distribueix fluids a tots els seus costats.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
block.reinforced-junction.description = Actua com a dues canonades independents que es creuen.
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Emmagatzema una gran quantitat de fluid.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Emmagatzema fluids.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transporta fluids per sota de les estructures i del terreny.
|
||||||
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
block.reinforced-pump.description = Bombeja i extrau líquids. Requereix hidrogen.
|
||||||
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
block.beryllium-wall.description = Protegeix les estructures dels projectils enemics.
|
||||||
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
block.beryllium-wall-large.description = Protegeix les estructures dels projectils enemics.
|
||||||
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
block.tungsten-wall.description = Protegeix les estructures dels projectils enemics.
|
||||||
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
block.tungsten-wall-large.description = Protegeix les estructures dels projectils enemics.
|
||||||
block.carbide-wall.description = Protects structures from enemy projectiles.
|
block.carbide-wall.description = Protegeix les estructures dels projectils enemics.
|
||||||
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
block.carbide-wall-large.description = Protegeix les estructures dels projectils enemics.
|
||||||
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall.description = Protegeix les estructures dels projectils enemics, llançant descàrregues elèctriques periòdicament quan els projectils impacten.
|
||||||
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall-large.description = Protegeix les estructures dels projectils enemics, llançant descàrregues elèctriques periòdicament quan els projectils impacten.
|
||||||
block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
block.shielded-wall.description = Protegeix les estructures dels projectils enemics. Genera un escut que absorbeix la majoria quan se li proporciona energia. Condueix l’electricitat.
|
||||||
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
block.blast-door.description = Un mur que s’obre quan hi ha un aliat terrestre a prop. No es pot controlar manualment.
|
||||||
block.duct.description = Moves items forward. Only capable of storing a single item.
|
block.duct.description = Mou els elements. Només pot emmagatzemar un sol element.
|
||||||
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
block.armored-duct.description = Mou elements. No accepta entrades pels laterals si no és a través de conductes.
|
||||||
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
block.duct-router.description = Distribueix els elements en tres direccions. Només accepta elements a través de la part posterior. Es pot configurar com a classificador d’elements.
|
||||||
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
block.overflow-duct.description = Només treu elements pels costats si la sortida del davant està blocada.
|
||||||
block.duct-bridge.description = Moves items over structures and terrain.
|
block.duct-bridge.description = Mou elements per sota de les estructures i del terreny.
|
||||||
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
block.duct-unloader.description = Descarrega l’element seleccionat del bloc del darrera. No pot descarregar-los dels nuclis.
|
||||||
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
block.underflow-duct.description = Actua a l’inrevés d’una porta de desbordament. Els elements surten per la part del davant si els dos laterals estan blocats.
|
||||||
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
block.reinforced-liquid-junction.description = Actua com a dos conductes independents que es creuen.
|
||||||
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
block.surge-conveyor.description = Mou elements en grans quantitats. Es pot accelerar amb energia. Condueix l’electricitat.
|
||||||
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
block.surge-router.description = Distribueix els elements en tres direccions a partir de cintes electrificades. Es poden accelerar amb energia. Condueix l’electricitat.
|
||||||
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
block.unit-cargo-loader.description = Construeix drons de càrrega. Els drons distribueixen automàticament els elements als punts de càrrega i descàrrega que coincideixin amb el filtre.
|
||||||
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
block.unit-cargo-unload-point.description = Actua com un punt de descàrrega per als drons de càrrega. Accepta elements que coincideixin amb el filtre.
|
||||||
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
block.beam-node.description = Transmet energia a altres blocs ortogonalment. Emmagatzema una petita quantitat d’energia.
|
||||||
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
block.beam-tower.description = Transmet energia a altres blocs ortogonalment. Emmagatzema una gran quantitat d’energia. Té un abast gran.
|
||||||
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
block.turbine-condenser.description = Genera energia quan es situa en conductes de ventilació. Produeix una petita quantitat d’aigua.
|
||||||
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
block.chemical-combustion-chamber.description = Genera energia a partir d’arquicita i ozó.
|
||||||
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
block.pyrolysis-generator.description = Genera grans quantitats d’energia a partir d’arquicita i escòria. Produeix aigua com a subproducte.
|
||||||
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
block.flux-reactor.description = Genera grans quantitats d’energia quan se l’escalfa. Necessita cianogen com a estabilitzador. La sortida d’energia i el cianogen necessari són proporcionals a l’escalfor d’entrada.\nExplota si no té prou cianogen.
|
||||||
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
block.neoplasia-reactor.description = Fa servir arquicita, aigua i teixit de fase per generar grans quantitats d’energia. Produeix escalfor i quantitats perilloses de neoplasma com a subproducte.\nExplota de manera violenta si el neoplasma no s’extrau del redactor amb canonades.
|
||||||
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
block.build-tower.description = Reconstrueix automàticament les estructures que estiguin a l’abast i ajuda a construir a altres unitats.
|
||||||
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
block.regen-projector.description = Repara a poc a poc les estructures aliades dins d’un perímetre quadrat. Necessita hidrogen.
|
||||||
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-container.description = Emmagatzema una quantitat petita d’elements. Els continguts es poden recuperar amb descarregadors. No augmenta l’emmagatzematge del nucli.
|
||||||
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-vault.description = Emmgatzema una gran quantitat d’elements. Els continguts es poden recuperar amb descarregadors. No augmenta l’emmagatzematge del nucli.
|
||||||
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.tank-fabricator.description = Construeix unitats Stell. Les unitats produïdes es poden fer servir directament o bé portar-les a les refabricadores per millorar-les.
|
||||||
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.ship-fabricator.description = Construeix unitats Elude. Les unitats produïdes es poden fer servir directament o bé portar-les a les refabricadores per millorar-les.
|
||||||
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.mech-fabricator.description = Construeix unitats Merui. Les unitats produïdes es poden fer servir directament o bé portar-les a les refabricadores per millorar-les.
|
||||||
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.tank-assembler.description = Munta tancs grossos a partir de blocs i unitats d’entrada. El nivell de sortida es pot millorar si s’hi afegeixen mòduls.
|
||||||
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.ship-assembler.description = Munta naus grosses a partir de blocs i unitats d’entrada. El nivell de sortida es pot millorar si s’hi afegeixen mòduls.
|
||||||
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.mech-assembler.description = Munta meques grosses a partir de blocs i unitats d’entrada. El nivell de sortida es pot millorar si s’hi afegeixen mòduls.
|
||||||
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
block.tank-refabricator.description = Millora els tancs d’entrada al segon nivell.
|
||||||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
block.ship-refabricator.description = Millora les naus d’entrada al segon nivell.
|
||||||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
block.mech-refabricator.description = Millora les meques d’entrada al segon nivell.
|
||||||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
block.prime-refabricator.description = Millora les unitats d’entrada al tercer nivell.
|
||||||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
block.basic-assembler-module.description = Augmenta el nivell de muntatge quan es situa al costat d’una vora de construcció. Necessita energia. Es pot fer servir com a punt d’entrada per al transport de blocs.
|
||||||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
block.small-deconstructor.description = Desmunta les unitats i estructures d’entrada. Recupera el 100 % del cost de construcció.
|
||||||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
block.reinforced-payload-conveyor.description = Mou els blocs i les unitats.
|
||||||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
block.reinforced-payload-router.description = Distribueix els blocs als blocs adjacents. Funciona com un classificador si s’estableix un filtre.
|
||||||
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
block.payload-mass-driver.description = Estructura de transport de blocs i unitats de llarg abast. Dispara la càrrega rebuda a altres torres de transport a distància enllaçades.
|
||||||
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
block.unit-repair-tower.description = Repara totes les unitats a prop. Necessita ozó.
|
||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Escaneja el terreny gradualment i localitza unitats enemigues a gran distància. Necessita energia.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Danya i destrueix projectils enemics dintre del seu abast. Requereix cianogen.
|
||||||
|
|
||||||
unit.dagger.description = Dispara munició estàndard a tots els enemics propers.
|
unit.dagger.description = Dispara munició estàndard a tots els enemics propers.
|
||||||
unit.mace.description = Dispara flames a tots els enemics propers.
|
unit.mace.description = Dispara flames a tots els enemics propers.
|
||||||
@@ -2058,7 +2062,7 @@ unit.retusa.description = Dispara torpedes guiats als enemics propers. Repara un
|
|||||||
unit.oxynoe.description = Dispara rajos de flames als enemics propers que reparen també les estructures aliades. També apunta i destrueix projectils enemics amb una torreta de defensa.
|
unit.oxynoe.description = Dispara rajos de flames als enemics propers que reparen també les estructures aliades. També apunta i destrueix projectils enemics amb una torreta de defensa.
|
||||||
unit.cyerce.description = Dispara grups de míssils rastrejadors. Repara unitats aliades.
|
unit.cyerce.description = Dispara grups de míssils rastrejadors. Repara unitats aliades.
|
||||||
unit.aegires.description = Electrocuta totes les unitats enemigues que entren al seu camp d’energia. Repara tots els aliats.
|
unit.aegires.description = Electrocuta totes les unitats enemigues que entren al seu camp d’energia. Repara tots els aliats.
|
||||||
unit.navanax.description = Dispara projectils explosius EMP que danyen significativament les xarxes d’energia enemigues i que reparen les estructures aliades. Fon els enemics propers amb 4 torretes làser autònomes.
|
unit.navanax.description = Dispara projectils explosius PEM que danyen significativament les xarxes d’energia enemigues i que reparen les estructures aliades. Fon els enemics propers amb 4 torretes làser autònomes.
|
||||||
unit.stell.description = Dispara munició estàndard als objectius enemics.
|
unit.stell.description = Dispara munició estàndard als objectius enemics.
|
||||||
unit.locus.description = Dispara munició alternant als objectius enemics.
|
unit.locus.description = Dispara munició alternant als objectius enemics.
|
||||||
unit.precept.description = Dispara una ràfega de munició perforadora als objectius enemics.
|
unit.precept.description = Dispara una ràfega de munició perforadora als objectius enemics.
|
||||||
@@ -2092,7 +2096,7 @@ lst.set = Estableix una variable.
|
|||||||
lst.operation = Executa una operació amb 1 o 2 variables.
|
lst.operation = Executa una operació amb 1 o 2 variables.
|
||||||
lst.end = Salta al principi de la llista d’instruccions.
|
lst.end = Salta al principi de la llista d’instruccions.
|
||||||
lst.wait = Espera el nombre indicat de segons.
|
lst.wait = Espera el nombre indicat de segons.
|
||||||
lst.stop = Halt execution of this processor.
|
lst.stop = Para l’execució d’aquest processador.
|
||||||
lst.lookup = Busca un tipus d’element, líquid, unitat o bloc per ID.\nEs pot comptar la quantitat total d’elements del tipus indicat amb:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
lst.lookup = Busca un tipus d’element, líquid, unitat o bloc per ID.\nEs pot comptar la quantitat total d’elements del tipus indicat amb:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Salta a una altra instrucció si es compleixen les condicions.
|
lst.jump = Salta a una altra instrucció si es compleixen les condicions.
|
||||||
lst.unitbind = Enllaça amb la següent unitat d’un determinat tipus i la guarda en [accent]@unit[].
|
lst.unitbind = Enllaça amb la següent unitat d’un determinat tipus i la guarda en [accent]@unit[].
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Název souboru:
|
|||||||
unlocked = Byl odemmknut nový blok!
|
unlocked = Byl odemmknut nový blok!
|
||||||
available = Je zpřístupněn nový výzkum!
|
available = Je zpřístupněn nový výzkum!
|
||||||
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
unlock.incampaign = < Odemkni v kampani pro více detailů >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Dokončeno[]
|
completed = [accent]Dokončeno[]
|
||||||
techtree = Technologie
|
techtree = Technologie
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -692,7 +696,7 @@ sector.lost = Sektor [accent]{0}[white] ztracen! :(
|
|||||||
sector.captured = Sektor [accent]{0}[white]polapen! :)
|
sector.captured = Sektor [accent]{0}[white]polapen! :)
|
||||||
sector.changeicon = Změnit Ikonu
|
sector.changeicon = Změnit Ikonu
|
||||||
sector.noswitch.title = Unable to Switch Sectors
|
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.noswitch = Sektory nelze přepnut, pokud je stávající sektor pod útokem.\n\nSektor: [accent]{0}[] na [accent]{1}[]
|
||||||
sector.view = View Sector
|
sector.view = View Sector
|
||||||
|
|
||||||
threat.low = Nízké
|
threat.low = Nízké
|
||||||
@@ -744,7 +748,7 @@ sector.impact0078.description = Zde leží zbytky mezihvězdné lodi, která vst
|
|||||||
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
sector.planetaryTerminal.description = Konečný cíl.\n\nTato pobřežní základna obsahuje konstrukce schopné vyslat jádra na okolní planety. Je mimořádně dobře opevněna.\n\nVyrob námořní jednotky. Odstraň nepřítele tak rychle, jak umíš. Vyzkoumej vysílací konstrukci.
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Fil navn:
|
|||||||
unlocked = Nyt indhold tilgængeligt!
|
unlocked = Nyt indhold tilgængeligt!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Færdiggjort
|
completed = [accent]Færdiggjort
|
||||||
techtree = Teknologi træ
|
techtree = Teknologi træ
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Dateiname:
|
|||||||
unlocked = Neuer Inhalt freigeschaltet!
|
unlocked = Neuer Inhalt freigeschaltet!
|
||||||
available = Neue Forschung möglich
|
available = Neue Forschung möglich
|
||||||
unlock.incampaign = < Für Details in Kampagne freischalten >
|
unlock.incampaign = < Für Details in Kampagne freischalten >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Abgeschlossen
|
completed = [accent]Abgeschlossen
|
||||||
techtree = Forschung
|
techtree = Forschung
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -747,7 +751,7 @@ sector.planetaryTerminal.description = Das Endziel.\n\nDiese Uferbasis besitzt e
|
|||||||
|
|
||||||
sector.onset.name = Der Anfang
|
sector.onset.name = Der Anfang
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nombre del archivo:
|
|||||||
unlocked = ¡Nuevo contenido desbloqueado!
|
unlocked = ¡Nuevo contenido desbloqueado!
|
||||||
available = ¡Nueva investigación disponible!
|
available = ¡Nueva investigación disponible!
|
||||||
unlock.incampaign = < Descúbrelo en el modo campaña para ver más detalles >
|
unlock.incampaign = < Descúbrelo en el modo campaña para ver más detalles >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Investigaciones tecnológicas
|
techtree = Investigaciones tecnológicas
|
||||||
techtree.select = Selección de esquemas de tecnologías
|
techtree.select = Selección de esquemas de tecnologías
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Failinimi:
|
|||||||
unlocked = Uus sisu!
|
unlocked = Uus sisu!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Olemas
|
completed = [accent]Olemas
|
||||||
techtree = Uurimispuu
|
techtree = Uurimispuu
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Fitxategi-izena:
|
|||||||
unlocked = Eduki berria desblokeatuta!
|
unlocked = Eduki berria desblokeatuta!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Ikertua
|
completed = [accent]Ikertua
|
||||||
techtree = Teknologia zuhaitza
|
techtree = Teknologia zuhaitza
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Tiedostonimi:
|
|||||||
unlocked = Uutta sisältöä avattu!
|
unlocked = Uutta sisältöä avattu!
|
||||||
available = Uusia tutkimuksia saatavilla!
|
available = Uusia tutkimuksia saatavilla!
|
||||||
unlock.incampaign = < Avaa polussa saadaksesi yksityiskohtia >
|
unlock.incampaign = < Avaa polussa saadaksesi yksityiskohtia >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Suoritettu
|
completed = [accent]Suoritettu
|
||||||
techtree = Edistyspuu
|
techtree = Edistyspuu
|
||||||
techtree.select = Edistyspuun valinta
|
techtree.select = Edistyspuun valinta
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Täällä lepäävät tähtienvälisen aluksen,
|
|||||||
sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukikohta sisältää rakennuksen, joka pystyy laukaisemaan ytimiä paikallisille planeetoille. Se on vartioitu äärimmäisen hyvin.\n\nRakenna laivayksiköitä. Eliminoi vihollinen mahdollisimman pian. Tutki laukaisurakennus.
|
sector.planetaryTerminal.description = Viimeinen kohde.\n\nTämä rannikkotukikohta sisältää rakennuksen, joka pystyy laukaisemaan ytimiä paikallisille planeetoille. Se on vartioitu äärimmäisen hyvin.\n\nRakenna laivayksiköitä. Eliminoi vihollinen mahdollisimman pian. Tutki laukaisurakennus.
|
||||||
sector.onset.name = Alku
|
sector.onset.name = Alku
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = File Name:
|
|||||||
unlocked = Bagong content na na-unlock!
|
unlocked = Bagong content na na-unlock!
|
||||||
available = Bagong research na available!
|
available = Bagong research na available!
|
||||||
unlock.incampaign = < I-unlock sa campaign para sa detalye >
|
unlock.incampaign = < I-unlock sa campaign para sa detalye >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completed
|
completed = [accent]Completed
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Dito nakalatag ang mga labi ng interstellar tran
|
|||||||
sector.planetaryTerminal.description = Ang huling target.\n\nAng coastal base na ito ay naglalaman ng isang istraktura na may kakayahang maglunsad ng mga Core sa mga lokal na planeta. Ito ay napakahusay na binabantayan.\n\nGumawa ng mga yunit ng hukbong-dagat. Tanggalin ang kalaban sa lalong madaling panahon. Magsaliksik sa istraktura ng paglulunsad.
|
sector.planetaryTerminal.description = Ang huling target.\n\nAng coastal base na ito ay naglalaman ng isang istraktura na may kakayahang maglunsad ng mga Core sa mga lokal na planeta. Ito ay napakahusay na binabantayan.\n\nGumawa ng mga yunit ng hukbong-dagat. Tanggalin ang kalaban sa lalong madaling panahon. Magsaliksik sa istraktura ng paglulunsad.
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nom du fichier :
|
|||||||
unlocked = Nouveau contenu débloqué !
|
unlocked = Nouveau contenu débloqué !
|
||||||
available = Nouvelle recherche disponible !
|
available = Nouvelle recherche disponible !
|
||||||
unlock.incampaign = < Débloquer dans la campagne pour plus de détails >
|
unlock.incampaign = < Débloquer dans la campagne pour plus de détails >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Complété
|
completed = [accent]Complété
|
||||||
techtree = Arbre technologique
|
techtree = Arbre technologique
|
||||||
techtree.select = Sélection de l'Arbre technologique
|
techtree.select = Sélection de l'Arbre technologique
|
||||||
|
|||||||
@@ -175,6 +175,10 @@ filename = Fájl név:
|
|||||||
unlocked = Új tartalom kinyitva!
|
unlocked = Új tartalom kinyitva!
|
||||||
available = Új kutatás áll rendelkezésre!
|
available = Új kutatás áll rendelkezésre!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Kész
|
completed = [accent]Kész
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -742,7 +746,7 @@ sector.impact0078.description = Itt fekszenek a roncsai az első csillagközi ű
|
|||||||
sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison található egy olyan építmény, amely képes magokat kilőni közeli bolygókra. Folyamatosan őrzik.\n\nKészíts vízi egységeket! Ártalmatlanítsd az ellenséget amilyen gyorsan tudod! Fedezd fel a kilövőszerkezetet!
|
sector.planetaryTerminal.description = A végső célpont.\n\nEzen a vízparti bázison található egy olyan építmény, amely képes magokat kilőni közeli bolygókra. Folyamatosan őrzik.\n\nKészíts vízi egységeket! Ártalmatlanítsd az ellenséget amilyen gyorsan tudod! Fedezd fel a kilövőszerkezetet!
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nama File:
|
|||||||
unlocked = Konten baru terbuka!
|
unlocked = Konten baru terbuka!
|
||||||
available = Penelitian baru tersedia!
|
available = Penelitian baru tersedia!
|
||||||
unlock.incampaign = < Buka dalam kampanye untuk detail lebih lanjut >
|
unlock.incampaign = < Buka dalam kampanye untuk detail lebih lanjut >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Terselesaikan
|
completed = [accent]Terselesaikan
|
||||||
techtree = Pohon Teknologi
|
techtree = Pohon Teknologi
|
||||||
techtree.select = Pemilihan Pohon Teknologi
|
techtree.select = Pemilihan Pohon Teknologi
|
||||||
|
|||||||
@@ -174,6 +174,10 @@ filename = Nome File:
|
|||||||
unlocked = Nuovo contenuto sbloccato!
|
unlocked = Nuovo contenuto sbloccato!
|
||||||
available = Nuova scoperta disponibile!
|
available = Nuova scoperta disponibile!
|
||||||
unlock.incampaign = < Scopri in campagnia per ulteriori informazioni >
|
unlock.incampaign = < Scopri in campagnia per ulteriori informazioni >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completato
|
completed = [accent]Completato
|
||||||
techtree = Albero Scoperte
|
techtree = Albero Scoperte
|
||||||
techtree.select = Seleziona albero delle scoperte
|
techtree.select = Seleziona albero delle scoperte
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = ファイル名:
|
|||||||
unlocked = 新しい要素をアンロック!
|
unlocked = 新しい要素をアンロック!
|
||||||
available = 新しい研究が利用可能です!
|
available = 新しい研究が利用可能です!
|
||||||
unlock.incampaign = < 詳細はキャンペーンでアンロックしてください >
|
unlock.incampaign = < 詳細はキャンペーンでアンロックしてください >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]完了
|
completed = [accent]完了
|
||||||
techtree = テックツリー
|
techtree = テックツリー
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -744,7 +748,7 @@ sector.impact0078.description = ここには、最初にこの星系に入った
|
|||||||
sector.planetaryTerminal.description = 最終目標です。\n\nこの沿岸基地には、コアを他の惑星に打ち上げることが出来る建造物があります。しかし、極めて堅固に守られています。\n\n海軍ユニットを生産し、可及的速やかに敵を排除してください。\nそして、発射場を研究しましょう。
|
sector.planetaryTerminal.description = 最終目標です。\n\nこの沿岸基地には、コアを他の惑星に打ち上げることが出来る建造物があります。しかし、極めて堅固に守られています。\n\n海軍ユニットを生産し、可及的速やかに敵を排除してください。\nそして、発射場を研究しましょう。
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = 파일 이름:
|
|||||||
unlocked = 새로운 콘텐츠가 해금되었습니다!
|
unlocked = 새로운 콘텐츠가 해금되었습니다!
|
||||||
available = 새로운 콘텐츠 해금이 가능합니다!
|
available = 새로운 콘텐츠 해금이 가능합니다!
|
||||||
unlock.incampaign = < 해금 후 상세정보 열람이 가능합니다 >
|
unlock.incampaign = < 해금 후 상세정보 열람이 가능합니다 >
|
||||||
|
campaign.select = 캠페인 시작지점 선택하기
|
||||||
|
campaign.none = [lightgray]시작할 행성을 선택하십시오.\n언제든지 전환할 수 있습니다.
|
||||||
|
campaign.erekir = [accent]신규 플레이어에게 추천합니다.[]\n\n보다 새롭고 세련된 컨텐츠. 대부분 순차적으로 캠페인이 진행됩니다.\n\n더 높은 완성도의 지도와 다채로운 경험.
|
||||||
|
campaign.serpulo = [scarlet]신규 플레이어에게 권장되지 않습니다.[]\n\n오래된 컨텐츠: 고전적인 경험. 좀 더 개방적이죠.\n\n잠재적으로 불균형한 지도와 캠페인 메커니즘. 덜 세련됩니다.
|
||||||
completed = [accent]완료됨
|
completed = [accent]완료됨
|
||||||
techtree = 연구 기록
|
techtree = 연구 기록
|
||||||
techtree.select = 연구 기록 선택
|
techtree.select = 연구 기록 선택
|
||||||
@@ -753,7 +757,7 @@ sector.basin.name = 유역
|
|||||||
sector.marsh.name = 습지
|
sector.marsh.name = 습지
|
||||||
sector.peaks.name = 산봉우리
|
sector.peaks.name = 산봉우리
|
||||||
sector.ravine.name = 협곡
|
sector.ravine.name = 협곡
|
||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = 칼데라
|
||||||
sector.onset.description = 튜토리얼 지역. 아직 목표가 만들어지지 않았습니다. 정보를 더 기다리십시오.
|
sector.onset.description = 튜토리얼 지역. 아직 목표가 만들어지지 않았습니다. 정보를 더 기다리십시오.
|
||||||
sector.aegis.description = 적은 방어막으로 보호받고 있습니다. 이 구역에서 실험적인 방어막 차단기 모듈이 감지되었습니다.\n이 구조물을 찾으십시오. 텅스텐을 공급해 방어막 차단기를 가동하고 적의 기지를 파괴하십시오.
|
sector.aegis.description = 적은 방어막으로 보호받고 있습니다. 이 구역에서 실험적인 방어막 차단기 모듈이 감지되었습니다.\n이 구조물을 찾으십시오. 텅스텐을 공급해 방어막 차단기를 가동하고 적의 기지를 파괴하십시오.
|
||||||
sector.lake.description = 이 지역의 광재 호수는 기체의 활동범위를 크게 제한시킵니다. 호버 유닛이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하십시오.
|
sector.lake.description = 이 지역의 광재 호수는 기체의 활동범위를 크게 제한시킵니다. 호버 유닛이 유일한 선택지입니다.\n[accent]함선 재구성기[]를 연구하고 [accent]일루드[]를 가능한 한 빨리 생산하십시오.
|
||||||
@@ -1147,7 +1151,7 @@ rules.coreincinerates = 코어 방화 비허용
|
|||||||
rules.disableworldprocessors = 월드 프로세서 비활성화
|
rules.disableworldprocessors = 월드 프로세서 비활성화
|
||||||
rules.schematic = 설계도 허용
|
rules.schematic = 설계도 허용
|
||||||
rules.wavetimer = 시간 제한이 있는 단계
|
rules.wavetimer = 시간 제한이 있는 단계
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = 단계 넘김
|
||||||
rules.waves = 단계
|
rules.waves = 단계
|
||||||
rules.attack = 공격 모드
|
rules.attack = 공격 모드
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
@@ -2085,7 +2089,7 @@ lst.set = 변수 선언/할당
|
|||||||
lst.operation = 1~2개의 변수로 연산
|
lst.operation = 1~2개의 변수로 연산
|
||||||
lst.end = 실행줄의 가장 위로 건너뜀
|
lst.end = 실행줄의 가장 위로 건너뜀
|
||||||
lst.wait = 일정 시간(초) 동안 대기
|
lst.wait = 일정 시간(초) 동안 대기
|
||||||
lst.stop = Halt execution of this processor.
|
lst.stop = 이 프로세서의 실행 중지
|
||||||
lst.lookup = id를 통해 특정 유형의 아이템/액체/기체/블록 조회\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\n...로 각 유형의 총 갯수를 알 수 있습니다.
|
lst.lookup = id를 통해 특정 유형의 아이템/액체/기체/블록 조회\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]\n...로 각 유형의 총 갯수를 알 수 있습니다.
|
||||||
lst.jump = 조건부로 다른 실행문으로 건너뜀
|
lst.jump = 조건부로 다른 실행문으로 건너뜀
|
||||||
lst.unitbind = type 옆에 있는 기체를 지정하고, [accent]@unit[]에 저장
|
lst.unitbind = type 옆에 있는 기체를 지정하고, [accent]@unit[]에 저장
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Failo pavadinimas:
|
|||||||
unlocked = Atrakintas naujas turinys!
|
unlocked = Atrakintas naujas turinys!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Išrasta
|
completed = [accent]Išrasta
|
||||||
techtree = Technologijų Medis
|
techtree = Technologijų Medis
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Bestandsnaam:
|
|||||||
unlocked = Nieuwe inhoud ontgrendeld!
|
unlocked = Nieuwe inhoud ontgrendeld!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Voltooid
|
completed = [accent]Voltooid
|
||||||
techtree = Tech boom
|
techtree = Tech boom
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Bestandsnaam:
|
|||||||
unlocked = Ontgrendeld!
|
unlocked = Ontgrendeld!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Voltooid
|
completed = [accent]Voltooid
|
||||||
techtree = Technische vooruitgang
|
techtree = Technische vooruitgang
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nazwa Pliku:
|
|||||||
unlocked = Odblokowano nową zawartość!
|
unlocked = Odblokowano nową zawartość!
|
||||||
available = Nowe Odkrycie dostępne
|
available = Nowe Odkrycie dostępne
|
||||||
unlock.incampaign = < Odblokuj w kampanii dla szczegółów >
|
unlock.incampaign = < Odblokuj w kampanii dla szczegółów >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Ukończony
|
completed = [accent]Ukończony
|
||||||
techtree = Drzewo Techno-\nlogiczne
|
techtree = Drzewo Techno-\nlogiczne
|
||||||
techtree.select = Wybór Drzewa Technologicznego
|
techtree.select = Wybór Drzewa Technologicznego
|
||||||
@@ -314,11 +318,11 @@ open = Otwórz
|
|||||||
customize = Dostosuj zasady
|
customize = Dostosuj zasady
|
||||||
cancel = Anuluj
|
cancel = Anuluj
|
||||||
command = Komenda
|
command = Komenda
|
||||||
command.mine = Mine
|
command.mine = Kop
|
||||||
command.repair = Repair
|
command.repair = Naprawiaj
|
||||||
command.rebuild = Rebuild
|
command.rebuild = Odbudowywuj
|
||||||
command.assist = Assist Player
|
command.assist = Asystuj Graczowi
|
||||||
command.move = Move
|
command.move = Przemieść
|
||||||
openlink = Otwórz Link
|
openlink = Otwórz Link
|
||||||
copylink = Kopiuj Link
|
copylink = Kopiuj Link
|
||||||
back = Wróć
|
back = Wróć
|
||||||
@@ -590,25 +594,25 @@ research.multiplayer = Tylko host może odkrywać przedmioty.
|
|||||||
map.multiplayer = Tylko host może widzieć sektory
|
map.multiplayer = Tylko host może widzieć sektory
|
||||||
uncover = Odkryj
|
uncover = Odkryj
|
||||||
configure = Skonfiguruj Ładunek
|
configure = Skonfiguruj Ładunek
|
||||||
objective.research.name = Research
|
objective.research.name = Zbadaj
|
||||||
objective.produce.name = Obtain
|
objective.produce.name = Zdobądź
|
||||||
objective.item.name = Obtain Item
|
objective.item.name = Zdobądź Przedmiot
|
||||||
objective.coreitem.name = Core Item
|
objective.coreitem.name = Item ze Rdzenia
|
||||||
objective.buildcount.name = Build Count
|
objective.buildcount.name = Liczba Budynków
|
||||||
objective.unitcount.name = Unit Count
|
objective.unitcount.name = Liczba Jednostek
|
||||||
objective.destroyunits.name = Destroy Units
|
objective.destroyunits.name = Zniszcz Jednostki
|
||||||
objective.timer.name = Timer
|
objective.timer.name = Stoper
|
||||||
objective.destroyblock.name = Destroy Block
|
objective.destroyblock.name = Zniszcz Blok
|
||||||
objective.destroyblocks.name = Destroy Blocks
|
objective.destroyblocks.name = Zniszcz Bloki
|
||||||
objective.destroycore.name = Destroy Core
|
objective.destroycore.name = Zniszcz Rdzeń
|
||||||
objective.commandmode.name = Command Mode
|
objective.commandmode.name = Tryb Poleceń
|
||||||
objective.flag.name = Flag
|
objective.flag.name = Oznaczenie
|
||||||
marker.shapetext.name = Shape Text
|
marker.shapetext.name = Dostosuj Tekst
|
||||||
marker.minimap.name = Minimap
|
marker.minimap.name = Minimapa
|
||||||
marker.shape.name = Shape
|
marker.shape.name = Figura
|
||||||
marker.text.name = Text
|
marker.text.name = Tekst
|
||||||
marker.background = Background
|
marker.background = Tło
|
||||||
marker.outline = Outline
|
marker.outline = Kontur
|
||||||
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
objective.research = [accent]Zbadaj:\n[]{0}[lightgray]{1}
|
||||||
objective.produce = [accent]Zdobądź:\n[]{0}[lightgray]{1}
|
objective.produce = [accent]Zdobądź:\n[]{0}[lightgray]{1}
|
||||||
objective.destroyblock = [accent]Zniszcz:\n[]{0}[lightgray]{1}
|
objective.destroyblock = [accent]Zniszcz:\n[]{0}[lightgray]{1}
|
||||||
@@ -741,26 +745,26 @@ sector.extractionOutpost.description = Odległa placówka zbudowana przez wroga
|
|||||||
sector.impact0078.description = Tutaj leżą pozostałości międzygwiezdnego statku transportowego, który jako pierwszy wszedł do tego układu.\n\nWydobądź jak najwięcej z wraku. Zbadaj każdą nienaruszoną technologię.
|
sector.impact0078.description = Tutaj leżą pozostałości międzygwiezdnego statku transportowego, który jako pierwszy wszedł do tego układu.\n\nWydobądź jak najwięcej z wraku. Zbadaj każdą nienaruszoną technologię.
|
||||||
sector.planetaryTerminal.description = Ostatni cel.\n\nTa baza przybrzeżna zawiera strukturę zdolną do wystrzeliwania rdzeni na lokalne planety. Jest wyjątkowo dobrze strzeżona.\n\nProdukuj jednostki morskie. Jak najszybciej wyeliminuj wroga. Zbadaj tą strukturę.
|
sector.planetaryTerminal.description = Ostatni cel.\n\nTa baza przybrzeżna zawiera strukturę zdolną do wystrzeliwania rdzeni na lokalne planety. Jest wyjątkowo dobrze strzeżona.\n\nProdukuj jednostki morskie. Jak najszybciej wyeliminuj wroga. Zbadaj tą strukturę.
|
||||||
|
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = Początek
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Egida
|
||||||
sector.lake.name = Name
|
sector.lake.name = Jezioro
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Przecięcie
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Rozłam
|
||||||
sector.basin.name = Basin
|
sector.basin.name = Dorzecze
|
||||||
sector.marsh.name = Marsh
|
sector.marsh.name = Bagno
|
||||||
sector.peaks.name = Peaks
|
sector.peaks.name = Szczyty
|
||||||
sector.ravine.name = Ravine
|
sector.ravine.name = Wąwóz
|
||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = Kaldera
|
||||||
sector.onset.description = Samouczkowy sektor. Cel nie został jeszcze ustalony. Oczekuj dalszych informacji.
|
sector.onset.description = Samouczkowy sektor. Cel nie został jeszcze ustalony. Oczekuj dalszych informacji.
|
||||||
sector.aegis.description = The enemy is protected by shields. An experimental shield breaker module has been detected in this sector.\nLocate this structure. Supply it with tungsten ammunition and destroy the enemy base.
|
sector.aegis.description = Wróg jest chroniony przez tarcze. Prototyp Niszczyciela tacz znajduje się na tym sektorze.\n Znajdź go. Wypełnij go wolframem i zniszcz tarcze wrogów.
|
||||||
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.lake.description = Jezioro żużlu znajdujące się na tym sektorze znacznie ogranicza rodzaje jednostek, jakich można użyć. Statki są jedyną sensowną opcją. Odkryj [accent] Fabrykator Statków[] i wytwórz [accent] Wymykacze[] najszybciej jak się da.
|
||||||
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.intersect.description = Skany wskazują na możliwe ataki od razu po wylądowanium. Przeciwnik może zaatakować z wielu stron.\nPrzygotuj obronę i infrastrukturę tak szybko jak to możliwe.\n[accent]Mechy[] będą potrzebne aby poruszać się w tak trudnym terenie.
|
||||||
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.atlas.description = Ten sektor zawiera zróżnicowany teren i do skutecznego ataku będzie trzeba użyć różnych jednostek.\nKonieczne może być uzycie ulepszonych jednostek ze względu na silne bazy wroga.\nZbadaj [accent]Elektrolizer[] oraz [accent]Fabrykę Czołgów[].
|
||||||
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
|
sector.split.description = Minimalna obecność wroga w tym sektorze czyni go idealnym do testowania nowych technologii transportowych.
|
||||||
sector.basin.description = {Temporary}\n\nThe last sector for now. Consider this a challenge level - more sectors will be added in a later release.
|
sector.basin.description = {Tymczasowe}\n\nPóki co to ostatni sektor. Potraktuj to jako wyzwanie - więcej sektorów zostanie dodana w późniejszych wersjach.
|
||||||
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.ravine.description = W tym sektorze nie wykryto rdzeni wroga, jednakże jest on ważnym szlakiem transportowym dla wroga. Spodziewaj się różnorodnych przeciwnikó.\nWyprodukuj [accent]elektrum[]. Zbuduj działka [accent]Cios.
|
||||||
sector.caldera-erekir.description = Temporary description.
|
sector.caldera-erekir.description = Tymczasowy opis.
|
||||||
|
|
||||||
status.burning.name = Podpalenie
|
status.burning.name = Podpalenie
|
||||||
status.freezing.name = Zamrożenie
|
status.freezing.name = Zamrożenie
|
||||||
@@ -807,7 +811,7 @@ error.title = [crimson]Wystąpił błąd
|
|||||||
error.crashtitle = Wystąpił błąd
|
error.crashtitle = Wystąpił błąd
|
||||||
unit.nobuild = [scarlet]Jednostka nie może budować
|
unit.nobuild = [scarlet]Jednostka nie może budować
|
||||||
lastaccessed = [lightgray]Ostatnia interakcja: {0}
|
lastaccessed = [lightgray]Ostatnia interakcja: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Ostatnio zarządzane: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
stat.showinmap = <załaduj mapę do pokazania>
|
stat.showinmap = <załaduj mapę do pokazania>
|
||||||
|
|
||||||
@@ -919,7 +923,7 @@ bar.capacity = Pojemność: {0}
|
|||||||
bar.unitcap = {0} {1}/{2}
|
bar.unitcap = {0} {1}/{2}
|
||||||
bar.liquid = Płyn
|
bar.liquid = Płyn
|
||||||
bar.heat = Ciepło
|
bar.heat = Ciepło
|
||||||
bar.instability = Instability
|
bar.instability = Niestabilność
|
||||||
bar.heatamount = Ciepło: {0}
|
bar.heatamount = Ciepło: {0}
|
||||||
bar.heatpercent = Ciepło: {0} ({1}%)
|
bar.heatpercent = Ciepło: {0} ({1}%)
|
||||||
bar.power = Prąd
|
bar.power = Prąd
|
||||||
@@ -1145,7 +1149,7 @@ rules.coreincinerates = Rdzeń Spala Nadmiarowe Przedmioty
|
|||||||
rules.disableworldprocessors = Wyłącz Procesor Świata
|
rules.disableworldprocessors = Wyłącz Procesor Świata
|
||||||
rules.schematic = Zezwalaj na schematy
|
rules.schematic = Zezwalaj na schematy
|
||||||
rules.wavetimer = Zegar Fal
|
rules.wavetimer = Zegar Fal
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Wysyłanie Fal
|
||||||
rules.waves = Fale
|
rules.waves = Fale
|
||||||
rules.attack = Tryb Ataku
|
rules.attack = Tryb Ataku
|
||||||
rules.rtsai = RTS SI
|
rules.rtsai = RTS SI
|
||||||
@@ -1529,11 +1533,11 @@ block.large-constructor.name = Duży Konstruktor
|
|||||||
block.large-constructor.description = Produkuje struktury do rozmiaru 4x4 kratek.
|
block.large-constructor.description = Produkuje struktury do rozmiaru 4x4 kratek.
|
||||||
block.deconstructor.name = Dekonstruktor
|
block.deconstructor.name = Dekonstruktor
|
||||||
block.deconstructor.description = Dekonstruuje struktury i jednostki. Zwraca 100% kosztów budowy.
|
block.deconstructor.description = Dekonstruuje struktury i jednostki. Zwraca 100% kosztów budowy.
|
||||||
block.payload-loader.name = Ładownik Ładunku
|
block.payload-loader.name = Punkt Załadunkowy
|
||||||
block.payload-loader.description = Ładuje płyny i surowce do bloków.
|
block.payload-loader.description = Ładuje płyny i surowce do bloków.
|
||||||
block.payload-unloader.name = Rozładowywacz Ładunku
|
block.payload-unloader.name = Punkt Rozładunkowy
|
||||||
block.payload-unloader.description = Rozładowuje płyny i surowce z bloków.
|
block.payload-unloader.description = Rozładowuje płyny i surowce z bloków.
|
||||||
block.heat-source.name = Heat Source
|
block.heat-source.name = Źródło Ciepła
|
||||||
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
|
||||||
|
|
||||||
block.empty.name = Pusty
|
block.empty.name = Pusty
|
||||||
@@ -1617,7 +1621,7 @@ block.shielded-wall.name = Osłonowy Mur
|
|||||||
block.radar.name = Radar
|
block.radar.name = Radar
|
||||||
block.build-tower.name = Wieża Budownicza
|
block.build-tower.name = Wieża Budownicza
|
||||||
block.regen-projector.name = Projektor Regeneracji
|
block.regen-projector.name = Projektor Regeneracji
|
||||||
block.shockwave-tower.name = Shockwave Tower
|
block.shockwave-tower.name = Wieża Antybalistyczna
|
||||||
block.shield-projector.name = Projektor Ochronny
|
block.shield-projector.name = Projektor Ochronny
|
||||||
block.large-shield-projector.name = Duży Projektor Ochronny
|
block.large-shield-projector.name = Duży Projektor Ochronny
|
||||||
block.armored-duct.name = Opancerzona Rura Próżniowa
|
block.armored-duct.name = Opancerzona Rura Próżniowa
|
||||||
@@ -1668,7 +1672,7 @@ block.ship-assembler.name = Monter Statków
|
|||||||
block.mech-assembler.name = Monter Mechów
|
block.mech-assembler.name = Monter Mechów
|
||||||
block.reinforced-payload-conveyor.name = Wzmocniony Przenośnik Ładunku
|
block.reinforced-payload-conveyor.name = Wzmocniony Przenośnik Ładunku
|
||||||
block.reinforced-payload-router.name = Wzmocniony Rozdzielacz Ładunku
|
block.reinforced-payload-router.name = Wzmocniony Rozdzielacz Ładunku
|
||||||
block.payload-mass-driver.name = Ładunkowa Katapulta Masy
|
block.payload-mass-driver.name = Katapula Ładunku
|
||||||
block.small-deconstructor.name = Mały Dekonstruktor
|
block.small-deconstructor.name = Mały Dekonstruktor
|
||||||
block.canvas.name = Płótno
|
block.canvas.name = Płótno
|
||||||
block.world-processor.name = Procesor Świata
|
block.world-processor.name = Procesor Świata
|
||||||
@@ -1678,12 +1682,12 @@ block.mech-fabricator.name = Fabryka Mechów
|
|||||||
block.ship-fabricator.name = Fabryka Statków
|
block.ship-fabricator.name = Fabryka Statków
|
||||||
block.prime-refabricator.name = Główny Refabrykator
|
block.prime-refabricator.name = Główny Refabrykator
|
||||||
block.unit-repair-tower.name = Wieża Napraw
|
block.unit-repair-tower.name = Wieża Napraw
|
||||||
block.diffuse.name = Dyfuzor
|
block.diffuse.name = Dystruptor
|
||||||
block.basic-assembler-module.name = Podstawowy Moduł Montażowy
|
block.basic-assembler-module.name = Podstawowy Moduł Montażowy
|
||||||
block.smite.name = Smite
|
block.smite.name = Karciciel
|
||||||
block.malign.name = Malign
|
block.malign.name = Malign
|
||||||
block.flux-reactor.name = Flux Reactor
|
block.flux-reactor.name = Reaktor Strumieniowy
|
||||||
block.neoplasia-reactor.name = Neoplasia Reactor
|
block.neoplasia-reactor.name = Reaktor neoplazmowy
|
||||||
|
|
||||||
block.switch.name = Przełącznik
|
block.switch.name = Przełącznik
|
||||||
block.micro-processor.name = Mikroprocesor
|
block.micro-processor.name = Mikroprocesor
|
||||||
@@ -1740,8 +1744,8 @@ hint.presetLaunch = Szare [accent]sektory[], takie jak [accent]Zamrożony Las[],
|
|||||||
hint.presetDifficulty = Ten sektor ma [scarlet]wysoki poziom zagrożenia przez wroga[].\nWystrzeliwanie do takich sektorów jest [accent]nie zalecane[] bez odpowiedniej technologii i przygotowania.
|
hint.presetDifficulty = Ten sektor ma [scarlet]wysoki poziom zagrożenia przez wroga[].\nWystrzeliwanie do takich sektorów jest [accent]nie zalecane[] bez odpowiedniej technologii i przygotowania.
|
||||||
hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[].
|
hint.coreIncinerate = Jak rdzeń zostanie w pełni wypełniony danym przedmiotem, reszta przedmiotów tego typu zostanie [accent]spalona[].
|
||||||
hint.coopCampaign = Gdy grasz w trybie [accent]kooperacyjnej kampanii[], przedmioty które są produkowane na mapie trafią także [accent]do twoich lokalnych sektorów[].\n\nWszelkie nowe badania przeprowadzone przez hosta są również przenoszone.
|
hint.coopCampaign = Gdy grasz w trybie [accent]kooperacyjnej kampanii[], przedmioty które są produkowane na mapie trafią także [accent]do twoich lokalnych sektorów[].\n\nWszelkie nowe badania przeprowadzone przez hosta są również przenoszone.
|
||||||
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 = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednostek[], kliknij lewym przyciskiem na fabrykę w trybie poleceń, a następnie prawym przyciskiem w miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
|
||||||
hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
|
hint.factoryControl.mobile = Aby ustawić punkt docelowy dla [accent]wyprodukowanych jednoste[], dotknij fabryki w trybie poleceń, a następnie miejsce docelowe.\nWyprodukowane przez nią jednostki automatycznie się tam przemieszczą.
|
||||||
|
|
||||||
item.copper.description = Używany we wszystkich rodzajach budowli i uzbrojeń.
|
item.copper.description = Używany we wszystkich rodzajach budowli i uzbrojeń.
|
||||||
item.copper.details = Miedź. Niesamowicie obfity metal na Serpulo. Strukturalnie słaby, chyba że zostanie wzmocniony.
|
item.copper.details = Miedź. Niesamowicie obfity metal na Serpulo. Strukturalnie słaby, chyba że zostanie wzmocniony.
|
||||||
@@ -1764,22 +1768,22 @@ item.spore-pod.description = Syntetyczne zarodniki, które mogą być przekszta
|
|||||||
item.spore-pod.details = Prawdopodobnie syntetyczna forma życia.\nUwaga: Emitują gazy toksyczne dla innych organizmów biologicznych. Wyjątkowo inwazyjne. W pewnych warunkach silnie łatwopalne.
|
item.spore-pod.details = Prawdopodobnie syntetyczna forma życia.\nUwaga: Emitują gazy toksyczne dla innych organizmów biologicznych. Wyjątkowo inwazyjne. W pewnych warunkach silnie łatwopalne.
|
||||||
item.blast-compound.description = Używany w bombach i amunicji wybuchowej.\n\n[lightgray]Uwaga: Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niezalecane.[]
|
item.blast-compound.description = Używany w bombach i amunicji wybuchowej.\n\n[lightgray]Uwaga: Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niezalecane.[]
|
||||||
item.pyratite.description = Używany w broniach zapalających oraz generatorach spalinowych.\n\n[lightgray]Uwaga: Ołów w nim zawarty może zatruwać atmosferę.[]
|
item.pyratite.description = Używany w broniach zapalających oraz generatorach spalinowych.\n\n[lightgray]Uwaga: Ołów w nim zawarty może zatruwać atmosferę.[]
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Używany jako materiał budowlany oraz amunicja na Erekirze.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Używany w wiertłach i infrastrukturze wojennej. Jest konieczny do budowy bardziej zaawansowanej infrastruktury.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Używany jako przewodnik ciepła i izolator mocy.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Używany w zaawansowanych strukturach, ciężkich jednostkach oraz jako amunicja.
|
||||||
|
|
||||||
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
|
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
|
||||||
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem.\n\nMoże zostać rozdzielony na jego metale składowe lub wystrzelony we wrogie jednostki.
|
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem.\n\nMoże zostać rozdzielony na jego metale składowe lub wystrzelony we wrogie jednostki.
|
||||||
liquid.oil.description = Używany w do produkcji złożonych materiałów.\n\nMoże zostać przetworzony na węgiel, lub wystrzelony we wrogów przez wieżyczkę.
|
liquid.oil.description = Używany w do produkcji złożonych materiałów.\n\nMoże zostać przetworzony na węgiel, lub wystrzelony we wrogów przez wieżyczkę.
|
||||||
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu.\n\nUżywana jako chłodziwo w reaktorach, rekonstruktorach i wieżyczkach.
|
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu.\n\nUżywana jako chłodziwo w reaktorach, rekonstruktorach i wieżyczkach.
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Stosowany w reakcjach chemicznych. Używany do wytwarzania energii i syntezy materiałów.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Stosowany jako utleniacz w produkcji materiałów oraz jako paliwo. Średnio wybuchowy.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Używany do wydobywania surowców, produkcji jednostek oraz dp naprawy struktur. Łatwopalny.
|
||||||
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
|
liquid.cyanogen.description = Używany jako amunicja oraz materiał do produkcji zaawansowanych jednostek czy też jako składnik różnych reakcji w zaawansowanych strukturach. Bardzo łatwopalny.
|
||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Używany do wydobycia surowców, tworzenia gazów oraz produkcji jednostek. Obojętny.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = Niebezpieczny biologiczny odpad powstający poprzez działanie reaktora neoplazmowego. Łatwo się rozprzestrzenia na bloki zawierające wodę niszcząc je. Lepki.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplazma. Niekontrolowana masa szybko dzielących się komórek syntetycznych o konsystencji szlamu. Odporna na ciepło. Niesamowicie niebezpieczna dla wszelkich struktur zawierających wodę.\n\nZbyt skomplikowana i niestabilna do standardowej analizy. Potencjalne zastosowania póki co nie znane. Zaleca się spalanie w jeziorach żużlowych.
|
||||||
|
|
||||||
block.derelict = \uf77e [lightgray]Wrak
|
block.derelict = \uf77e [lightgray]Wrak
|
||||||
block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością co Tytanowy Przenośnik, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki.
|
block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością co Tytanowy Przenośnik, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki.
|
||||||
@@ -1837,7 +1841,7 @@ block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiot
|
|||||||
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
|
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
|
||||||
block.inverted-sorter.description = Sortuje przedmioty jak zwykły sortownik, ale odpowiednie surowce wyciągane są na boki.
|
block.inverted-sorter.description = Sortuje przedmioty jak zwykły sortownik, ale odpowiednie surowce wyciągane są na boki.
|
||||||
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.\n\n[scarlet]Nigdy nie używaj przy punkcje wejścia materiałów produkcyjnych, ponieważ zostaną one zatkane przez materiały wyjściowe.[]
|
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.\n\n[scarlet]Nigdy nie używaj przy punkcje wejścia materiałów produkcyjnych, ponieważ zostaną one zatkane przez materiały wyjściowe.[]
|
||||||
block.router.details = Nieuniknione zło. Nie zaleca się stosowania obok nakładów produkcyjnych, ponieważ zostaną one zatkane.
|
block.router.details = Nieuniknione zło. Nie zaleca się stosowania obok zakładów produkcyjnych, ponieważ zostaną one zatkane.
|
||||||
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
|
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
|
||||||
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona.
|
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona.
|
||||||
block.underflow-gate.description = Odwrotność bramy przepełnieniowej, który przepuszcza przedmioty główną drogą, gdy boczne drogi są przepełnione.
|
block.underflow-gate.description = Odwrotność bramy przepełnieniowej, który przepuszcza przedmioty główną drogą, gdy boczne drogi są przepełnione.
|
||||||
@@ -1933,93 +1937,93 @@ block.payload-propulsion-tower.description = Konstrukcja o dużym zasięgu do tr
|
|||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||||
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
|
block.breach.description = Strzela przebijającymi kulami z berylu bądź wolframu we wrogie cele.
|
||||||
block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
|
block.diffuse.description = Strzela serią pocisków na szerokim obszarze. Odpycha wrogie cele.
|
||||||
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
block.sublimate.description = Pali wrogie cele ciągłym płomieniem. Przebija pancerz.
|
||||||
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
block.titan.description = Wystrzeliwuje potężne pociski artyleryjskie w cele naziemne. Potrzebuje wodoru do działania.
|
||||||
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
block.afflict.description = Strzela masywną fragmentacyjną kulą. Wymaga podgrzewania.
|
||||||
block.disperse.description = Fires bursts of flak at aerial targets.
|
block.disperse.description = Celne i szybkostrzelne działo przeciwlotnicze.
|
||||||
block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
|
block.lustre.description = Strzela powolnym pojedynczym laserem we wrogie cele.
|
||||||
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
block.scathe.description = Wystrzeliwuje potężną rakietę w cele naziemne na gigantyczne odległości.
|
||||||
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
block.smite.description = Strzela salwami przebijających, uwalniających błyskawice pocisków.
|
||||||
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
block.malign.description = Zasypuje przeciwników dziesiątkami pocisków naprowadzających mogących uwolnić lasery. Wymaga silnego ogrzewania.
|
||||||
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
block.silicon-arc-furnace.description = Otrzymuje krzem z piasku i grafitu.
|
||||||
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
block.oxidation-chamber.description = Spala beryl w ozonie uzyskując tlenek. Wytwarza ciepło jako produkt uboczny.
|
||||||
block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
|
block.electric-heater.description = Ogrzewa bloki naprzeciw, używając do tego sporych ilośći prądu.
|
||||||
block.slag-heater.description = Heats facing blocks. Requires slag.
|
block.slag-heater.description = Ogrzewa bloki naprzeciw, używając do tego żużlu.
|
||||||
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
|
block.phase-heater.description = Ogrzewa bloki naprzeciw, używając do tego włókna fazowego.
|
||||||
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.heat-redirector.description = Przekazuje zebrane ciepło do bloku naprzeciw.
|
||||||
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
|
block.electrolyzer.description = Poddaje wodę elektrolizie, uzyskując wodór i ozon w postaci gazowej.
|
||||||
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
block.atmospheric-concentrator.description = Koncentruje azot z atmosfery, używając do tego ciepła.
|
||||||
block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
|
block.surge-crucible.description = Odlewa stop elektrum z żużlu i krzemu pobierając ciepło. Dostarczając większe ilości ciepła można zwiększyć wydajność procesu.
|
||||||
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
block.phase-synthesizer.description = Używa toru, piasku i ozonu do wytworzenia włókna fazowego, pobierając jednocześnie ciepło.
|
||||||
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
block.carbide-crucible.description = Wytwarza węglik z grafitu i wolframu pobierając przy tym ciepło.
|
||||||
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
block.cyanogen-synthesizer.description = Syntetyzuje cyjan z arkycytu i grafitu używając ciepła.
|
||||||
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
block.slag-incinerator.description = Niszczy przedmioty bądź płyny używając żużlu. Niezalecane wprowadzanie gazów.
|
||||||
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
block.vent-condenser.description = Skrapla parę wodną z gejzeru.
|
||||||
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
|
block.plasma-bore.description = Wydobywa rudę znajdującą się na ścianach. Wymaga minimalnej ilości prądu. Ilość rudy wydobytej co cykl zależy od ilości bloków rudy naprzeciw wiertła.
|
||||||
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
block.large-plasma-bore.description = Większe wiertło plazmowe. Wydobywa rudę znajdującą się na ścianach. Wymaga większej ilości prądu i dodatkowo wodoru, ale może wydobyć wolfram i tor. Ilość rudy wydobytej co cykl zależy od ilości bloków rudy naprzeciw wiertła.
|
||||||
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
block.cliff-crusher.description = Kruszy ściany, uzyskując w ten sposób piasek. Wydajność zależy od rodzaju ściany. Wymaga prądu.
|
||||||
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
|
block.impact-drill.description = Kiedy stoi na rudzie, wydobywa surowce seriami. Wymaga prądu i wody.
|
||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = Ulepszona wersja wiertła wybuchowego. Zdolne do wydobycia toru. Potrzebuje wodoru do działania.
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Służy do przemieszczania płynów i gazów. Od boku można podłączyć tylko inne rury.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Równo rozdziela płyn do wszystkich podłączonych rur.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
block.reinforced-junction.description = Pozwala na przecięcie się dwóch rur, bez mieszania ich zawartości.
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Przechowuje duże ilości płynów.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Przechowuje umiarkowane ilości płynów.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Transportuje płyny nad rozmaitymi przeszkodami.
|
||||||
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
block.reinforced-pump.description = Pompuje płyny. Nie wymaga prądu, ale potrzebuje wodoru.
|
||||||
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
block.beryllium-wall.description = Chroni budynki przed wrogimi pociskami.
|
||||||
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
block.beryllium-wall-large.description = Chroni budynki przed wrogimi pociskami.
|
||||||
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
block.tungsten-wall.description = Chroni budynki przed wrogimi pociskami.
|
||||||
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
block.tungsten-wall-large.description = Chroni budynki przed wrogimi pociskami.
|
||||||
block.carbide-wall.description = Protects structures from enemy projectiles.
|
block.carbide-wall.description = Chroni budynki przed wrogimi pociskami.
|
||||||
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
block.carbide-wall-large.description = Chroni budynki przed wrogimi pociskami.
|
||||||
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall.description = Chroni budynki przed wrogimi pociskami. Losowo uwalnia błyskawice
|
||||||
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall-large.description = Chroni budynki przed wrogimi pociskami. Losowo uwalnia błyskawice
|
||||||
block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
block.shielded-wall.description = Chroni budynki przed wrogimi pociskami. Posiada tarczę, która może absorbować pociski. Przewodzi prąd.
|
||||||
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
block.blast-door.description = AOtwierają się kiedy sojusznicze jednostki są w pobliżu. Nie można ich kontrolować ręcznie.
|
||||||
block.duct.description = Moves items forward. Only capable of storing a single item.
|
block.duct.description = Transportuje przedmioty. Może przechować tylko jeden.
|
||||||
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
block.armored-duct.description = Transportuje przedmioty. Może przechować tylko jeden. Od boku nie akceptuje innego wejścia niż rura.
|
||||||
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
block.duct-router.description = Po równo rozdziela przedmioty w trzech kierunkach. Akceptuje wprowadzenie przedmiotów tylko od tyłu. Może zostać ustawiony jako sortownik.
|
||||||
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
block.overflow-duct.description = Odprowadza przedmioty na boki, kiedy droga z przodu jest zapełniona.
|
||||||
block.duct-bridge.description = Moves items over structures and terrain.
|
block.duct-bridge.description = Transportuje przedmioty nad różnymi przeszkodami.
|
||||||
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
block.duct-unloader.description = Rozładowuje wybrany przedmiot z bloku z tyłu. Nie może wyjmować przedmiotów ze rdzenia.
|
||||||
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
block.underflow-duct.description = Odwrotność przepełnieniowej rury próżniowej. Przepuszcza przedmioty do przodu tylko tak boczne wyjścia są zapełnione.
|
||||||
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
block.reinforced-liquid-junction.description = Pozwala na przecięcie się dwóch rur, bez mieszania ich zawartości.
|
||||||
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
block.surge-conveyor.description = Przenosi przedmioty partiami. Może być przyspieszony przy użyciu prądu. Przewodzi prąd.
|
||||||
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
block.surge-router.description = Równomiernie rozdziela przedmioty w trzy różne strony. Montowany na elektrumowych przenośnikach. Może być przyspieszony przy użyciu prądu. Przewodzi prąd.
|
||||||
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
block.unit-cargo-loader.description = Tworzy Składaki, które automatycznie rozdzielają przedmioty do Punktów Rozładunku z pasującym filtrem.
|
||||||
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
block.unit-cargo-unload-point.description = Pełni funkcję punktu rozładunkowego dla Składaków. Przyjmuje przedmioty pasujące do wybranego filtra.
|
||||||
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
block.beam-node.description = Przesyła prąd prostopadłymi promieniami do innych struktur. Przechowuje niewielką ilość energii.
|
||||||
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
block.beam-tower.description = Przesyła prąd prostopadłymi promieniami do innych struktur. Przechowuje bardzo duże ilości energii. Działa na dużą odległość.
|
||||||
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
block.turbine-condenser.description = Po postawieniu na gejzerze produkuje prąd oraz niewielkie ilości wody.
|
||||||
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
block.chemical-combustion-chamber.description = Produkuje prąd używając do tego ozonu i arkycytu.
|
||||||
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
block.pyrolysis-generator.description = Wytwarza duże ilości prądu z żużlu i arkycytu. Woda jest produktem ubocznym.
|
||||||
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
block.flux-reactor.description = Generuje ogromne ilości prądu. Wymaga silnego ogrzewania. Cyjan używany jest jako stabilizator. Moc wyjściowa i zapotrzebowanie na cyjan jest proporcjonalne do zapewnionego ogrzewania.\nWybucha w przypadku niedostarczenia wystarczającej ilości cyjanu.
|
||||||
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
block.neoplasia-reactor.description = Używa arkycytu, wody oraz włókna fazowego aby generować ogromne ilości prądu. Wydziela ciepło oraz neoplazmę jako produkt uboczny.\nGwałtownie wybucha w przypadku nieodprowadzenia neoplazmy przy użyciu rur.
|
||||||
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
block.build-tower.description = Automatycznie odbudowuje struktury w swoim zasięgu i pomaga innym jednostkom budować.
|
||||||
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
block.regen-projector.description = Powoli naprawia sojusznicze jednostki w obrębie kwadratu. Wymaga wodoru.
|
||||||
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-container.description = Przechowuje małe ilości przedmiotów. Zawartość może być wyjęta poprzez użycie rozładowywacza lub ekstraktora. Nie powiększa pojemności rdzenia.
|
||||||
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-vault.description = Przechowuje duże ilości przedmiotów. Zawartość może być wyjęta poprzez użycie rozładowywacza lub ekstraktora. Nie powiększa pojemności rdzenia.
|
||||||
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.tank-fabricator.description = Produkuje czołgi Stal. Wytworzone jednostki mogą zostać użyte do walki, bądź przeniesione do konstruktorów w celu ulepszenia.
|
||||||
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.ship-fabricator.description = Produkuje statki Elude. Wytworzone jednostki mogą zostać użyte do walki, bądź przeniesione do konstruktorów w celu ulepszenia.
|
||||||
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.mech-fabricator.description = Produkuje mechy Merui. Wytworzone jednostki mogą zostać użyte do walki, bądź przeniesione do konstruktorów w celu ulepszenia.
|
||||||
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.tank-assembler.description = Składa duże czołgi z jednostek i bloków. Poziom wyjściowego czołgu może zostać zwiększony poprzez postawienie modułu.
|
||||||
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.ship-assembler.description = Składa duże statki z jednostek i bloków. Poziom wyjściowego statku może zostać zwiększony poprzez postawienie modułu.
|
||||||
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.mech-assembler.description = Składa duże mechy z jednostek i bloków. Poziom wyjściowego mechu może zostać zwiększony poprzez postawienie modułu.
|
||||||
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
block.tank-refabricator.description = Ulepsza czołgi do drugiego poziomu.
|
||||||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
block.ship-refabricator.description = Ulepsza statki do drugiego poziomu.
|
||||||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
block.mech-refabricator.description = Ulepsza mechy do drugiego poziomu.
|
||||||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
block.prime-refabricator.description = Ulepsza jednostki do trzeciego poziomu.
|
||||||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
block.basic-assembler-module.description = Zwiększa poziom składanych jednostek, kiedy jest postawiony obok miejsca budowy. Wymaga prądu, ale może dostarczyć materiały do składania.
|
||||||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
block.small-deconstructor.description = Niszczy wprowadzone budynki i jednostki. Zwraca wszystkie materiały użyte do budowy.
|
||||||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
block.reinforced-payload-conveyor.description = Transportuje ładunek.
|
||||||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
block.reinforced-payload-router.description = Rozdziela ładunek pomiędzy podłączone bloki. Jeśli filtr jest ustawiony, działa jak sortownik.
|
||||||
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
block.payload-mass-driver.description = Blok pozwalający na transport ładunku na dalekie odległości. Wystrzeliwuje otrzymany ładunek do podłączonej katapulty.
|
||||||
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
block.unit-repair-tower.description = Naprawia wszystkie jednostki w jego zasięgu, używając ozonu.
|
||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Stopniowo odkrywa teren i wrogie jednostki. Wymaga prądu.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Uszkadza i niszczy wrogie pociski, używając cyjanu.
|
||||||
|
|
||||||
unit.dagger.description = Lądowa jednostka ofensywna, strzelająca standardowymi pociskami we wrogie jednostki.
|
unit.dagger.description = Lądowa jednostka ofensywna, strzelająca standardowymi pociskami we wrogie jednostki.
|
||||||
unit.mace.description = Lądowa jednostka ofensywna, miotająca strumieniami ognia we wrogie jednostki.
|
unit.mace.description = Lądowa jednostka ofensywna, miotająca strumieniami ognia we wrogie jednostki.
|
||||||
@@ -2064,26 +2068,30 @@ unit.gamma.description = Lotnicza jednostka administracyjna, której wyjątkowo
|
|||||||
unit.retusa.description = Morska jednostka wsparcia, wystrzeliwująca leczące sojuszników naprowadzające torpedy we wrogie jednostki.
|
unit.retusa.description = Morska jednostka wsparcia, wystrzeliwująca leczące sojuszników naprowadzające torpedy we wrogie jednostki.
|
||||||
unit.oxynoe.description = Morska jednostka wsparcia, wystrzeliwująca strumienie ognia leczące sojusznicze jednostki i budynki. Specjalne działo obronne niszczy także nadlatujące rakiety i pociski.
|
unit.oxynoe.description = Morska jednostka wsparcia, wystrzeliwująca strumienie ognia leczące sojusznicze jednostki i budynki. Specjalne działo obronne niszczy także nadlatujące rakiety i pociski.
|
||||||
unit.cyerce.description = Morska jednostka wsparcia, wystrzeliwująca kapsuły kasetowe oraz naprawiająca sojusznicze jednostki za pomocą działek naprawczych.
|
unit.cyerce.description = Morska jednostka wsparcia, wystrzeliwująca kapsuły kasetowe oraz naprawiająca sojusznicze jednostki za pomocą działek naprawczych.
|
||||||
unit.aegires.description = Morska jednostka wsparcia. Razi wszystkie wrogie jednostki i budowle swoim leczącym energetycznym. Potrafi jednocześnie naprawiać sojusznicze jednostki i niszczyć wrogie pociski.
|
unit.aegires.description = Morska jednostka wsparcia. Razi wszystkie wrogie jednostki i budowle swoją leczniczą błyskawicą. Potrafi jednocześnie naprawiać sojusznicze jednostki i niszczyć wrogie pociski.
|
||||||
unit.navanax.description = Morska jednostka wsparcia. Posiada automatyczne działka laserowe. Może także atakować bombami elektromagnetycznymi, które potrafią przyspieszyć sojusznicze budynki.
|
unit.navanax.description = Morska jednostka wsparcia. Posiada automatyczne działka laserowe. Może także atakować bombami elektromagnetycznymi, które potrafią przyspieszyć sojusznicze budynki.
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.stell.description = Ostrzeliwuje wrogów zwykłymi pociskami.
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.locus.description = Strzela naprzemiennymi pociskami w przeciwników.
|
||||||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
|
unit.precept.description = Strzela pociskami odłamkowymi z jednego działa.
|
||||||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
|
unit.vanquish.description = Wystrzeliwuje ogromne pociski odłamkowe.
|
||||||
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
unit.conquer.description = Wystrzeliwuje ogromne przebijające serie pocisków we wrogie cele.
|
||||||
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
|
||||||
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
unit.merui.description = Wystrzeliwuje pociski o dalekim zasięgu w cele naziemne. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
|
unit.cleroi.description = Wystrzeliwuje podwójne pociski we wrogie cele. Namierza wrogie pociski przy pomocy dział. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
|
unit.anthicus.description = Strzela naprowadzającymi pociskami dalekiego zasięgu we wrogie cele. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
|
unit.tecta.description = Strzela samonaprowadzającymi plazmowymi pociskami we wrogie cele. Chroni się tarczą siłową umieszczoną z przodu. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.avert.description = Fires twisting pairs of bullets at enemy targets.
|
unit.collaris.description = Wystrzeliwuje pociski odłamkowe na bardzo dużą odległość. Teren w większości przypadków nie stanowi przeszkody.
|
||||||
unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
|
|
||||||
unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
|
unit.elude.description = Strzela parami pocisków samonaprowadzających we wrogie cele. Moze unosić się nad cieczami.
|
||||||
unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
|
unit.avert.description = Wystrzeliwuje skręcające się pary pocisków w cele wroga.
|
||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.obviate.description = Wystrzeliwuje skręcające się pary kul energii produkujących wyładowania w cele wroga.
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.quell.description = Wystrzeliwuje pociski naprowadzające w cele wroga. Blokuje naprawianie się wrogich struktur.
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.disrupt.description = Wystrzeliwuje dalekosiężne pociski naprowadzające w cele wroga. Blokuje naprawianie się wrogich struktur.
|
||||||
|
|
||||||
|
unit.evoke.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Broni rdzenia Bastion budując struktury.
|
||||||
|
unit.incite.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Nieco lepsza od poprzedniej wersji. Broni rdzenia Cytadela budując struktury.
|
||||||
|
unit.emanate.description = Lotnicza jednostka aministracyjna zdolna do wydobycia surowców, budowy oraz naprawy struktur przy użyciu wiązek naprawczych. Znacznie lepsza od poprzednich wersji. Broni rdzenia Akropol budując struktury.
|
||||||
|
|
||||||
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
lst.read = Wczytuje liczbę z połączonej komórki pamięci.
|
||||||
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
lst.write = Zapisuje liczbę do połączonej komórki pamięci.
|
||||||
@@ -2099,7 +2107,7 @@ lst.set = Ustawia zmienną.
|
|||||||
lst.operation = Wykonuje operację na 1-2 zmiennych.
|
lst.operation = Wykonuje operację na 1-2 zmiennych.
|
||||||
lst.end = Przeskakuje na początek stosu instrukcji.
|
lst.end = Przeskakuje na początek stosu instrukcji.
|
||||||
lst.wait = Czeka określoną liczbę sekund.
|
lst.wait = Czeka określoną liczbę sekund.
|
||||||
lst.stop = Halt execution of this processor.
|
lst.stop = Zatrzymaj wykonywanie instrukcji tego procesora.
|
||||||
lst.lookup = Znajduje typ przedmiotu/cieczy/jednostki/bloku poprzez ID.\nCałkowite zliczenia każdego typu można uzyskać za pomocą:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
lst.lookup = Znajduje typ przedmiotu/cieczy/jednostki/bloku poprzez ID.\nCałkowite zliczenia każdego typu można uzyskać za pomocą:\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = Warunkowo przeskakuje do innego stanu.
|
lst.jump = Warunkowo przeskakuje do innego stanu.
|
||||||
lst.unitbind = Powiązuje z następną jednostką danego typu i przechowuje ją w [accent]@unit[].
|
lst.unitbind = Powiązuje z następną jednostką danego typu i przechowuje ją w [accent]@unit[].
|
||||||
@@ -2267,5 +2275,5 @@ lenum.build = Buduj strukturę.
|
|||||||
lenum.getblock = Pobierz budynek i typ ze współrzędnych.\nJednostka musi być w zasięgu pozycji.\nSolidne niebudynki będą miały typ [accent]@solid[].
|
lenum.getblock = Pobierz budynek i typ ze współrzędnych.\nJednostka musi być w zasięgu pozycji.\nSolidne niebudynki będą miały typ [accent]@solid[].
|
||||||
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
lenum.within = Sprawdź czy jednostka jest w pobliżu pozycji.
|
||||||
lenum.boost = Zacznij/zakończ przyspieszać.
|
lenum.boost = Zacznij/zakończ przyspieszać.
|
||||||
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 = Przytrzymaj [accent]shift[] aby wejść do [accent]trybu poleceń[].\n[accent]Kliknij lewy przycisk myszy i przeciągnij[] aby wybrac jednostki.\n[accent]Kliknij prawy przycisk myszy[] aby rozkazać jednostkom się przemieścić lub zaatakować.
|
||||||
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.
|
onset.commandmode.mobile = Naciśnij [accent]przycisk poleceń[] aby wejść do [accent]trybu poleceń[].\nPrzytrzymaj palec, a następnie [accent]przeciągnij[] aby zaznaczyć jednostki.\n[accent]Kliknij[] aby rozkazać jednostkom się przemieścić lub zaatakować.
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nome do arquivo:
|
|||||||
unlocked = Novo bloco desbloqueado!
|
unlocked = Novo bloco desbloqueado!
|
||||||
available = Nova pesquisa disponível!
|
available = Nova pesquisa disponível!
|
||||||
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
unlock.incampaign = < Desbloqueie na campanha para mais detalhes >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore Tecnológica
|
techtree = Árvore Tecnológica
|
||||||
techtree.select = Seleção de Árvore Tecnológica
|
techtree.select = Seleção de Árvore Tecnológica
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Nome do ficheiro:
|
|||||||
unlocked = Novo bloco Desbloqueado!
|
unlocked = Novo bloco Desbloqueado!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completado
|
completed = [accent]Completado
|
||||||
techtree = Árvore de tecnologia
|
techtree = Árvore de tecnologia
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Nume Fișier:
|
|||||||
unlocked = Nou conținut deblocat!
|
unlocked = Nou conținut deblocat!
|
||||||
available = Poți cerceta noi tehnologii!
|
available = Poți cerceta noi tehnologii!
|
||||||
unlock.incampaign = < Deblochează în campanie pt detalii >
|
unlock.incampaign = < Deblochează în campanie pt detalii >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Finalizat
|
completed = [accent]Finalizat
|
||||||
techtree = Cercetează
|
techtree = Cercetează
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -744,7 +748,7 @@ sector.impact0078.description = Aici se află rămășițele primei nave de tran
|
|||||||
sector.planetaryTerminal.description = Ținta finală.\n\nAceastă bază de coastă conține o structură capabilă să lanseze nuclee către alte planete locale. Este extrem de bine păzită.\n\nProdu unități navale. Elimină inamicul cât de rapid se poate. Cercetează structura de lansare.
|
sector.planetaryTerminal.description = Ținta finală.\n\nAceastă bază de coastă conține o structură capabilă să lanseze nuclee către alte planete locale. Este extrem de bine păzită.\n\nProdu unități navale. Elimină inamicul cât de rapid se poate. Cercetează structura de lansare.
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Имя файла:
|
|||||||
unlocked = Новый контент разблокирован!
|
unlocked = Новый контент разблокирован!
|
||||||
available = Доступно новое исследование!
|
available = Доступно новое исследование!
|
||||||
unlock.incampaign = < Разблокируйте в кампании для подробностей >
|
unlock.incampaign = < Разблокируйте в кампании для подробностей >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Завершено
|
completed = [accent]Завершено
|
||||||
techtree = Дерево\n технологий
|
techtree = Дерево\n технологий
|
||||||
techtree.select = Выбор дерева технологий
|
techtree.select = Выбор дерева технологий
|
||||||
@@ -743,7 +747,7 @@ sector.impact0078.description = Здесь лежат остатки межзв
|
|||||||
sector.planetaryTerminal.description = Конечная цель.\n\nЭта береговая база содержит сооружение, способное запускать ядра к окрестным планетам. Оно крайне хорошо охраняется.\n\nПроизведите морские единицы. Уничтожьте врага как можно скорее. Изучите пусковую конструкцию.
|
sector.planetaryTerminal.description = Конечная цель.\n\nЭта береговая база содержит сооружение, способное запускать ядра к окрестным планетам. Оно крайне хорошо охраняется.\n\nПроизведите морские единицы. Уничтожьте врага как можно скорее. Изучите пусковую конструкцию.
|
||||||
sector.onset.name = Начало
|
sector.onset.name = Начало
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -14,9 +14,9 @@ link.f-droid.description = F-Droid stranica igre
|
|||||||
link.wiki.description = Zvanična Mindustry vikipedia
|
link.wiki.description = Zvanična Mindustry vikipedia
|
||||||
link.suggestions.description = Preloži nove dodatke
|
link.suggestions.description = Preloži nove dodatke
|
||||||
link.bug.description = Pronašao si grešku? Prijavi je ovde
|
link.bug.description = Pronašao si grešku? Prijavi je ovde
|
||||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
linkopen = Ovaj server vam je poslao link. Da li ste sigurni da ga želite otvoriti?\n\n[sky]{0}
|
||||||
linkfail = Nemoguće otvoriti link!\nURL adresa je iskopirana
|
linkfail = Nemoguće otvoriti link!\nURL adresa je iskopirana
|
||||||
screenshot = Snimak ekrana snimljen {0}
|
screenshot = Snimanje ekrana izvršeno {0}
|
||||||
screenshot.invalid = Mapa je prevelika, moguće je da nema dovoljno memorije za snimanje ekrana.
|
screenshot.invalid = Mapa je prevelika, moguće je da nema dovoljno memorije za snimanje ekrana.
|
||||||
gameover = Igra gotova.
|
gameover = Igra gotova.
|
||||||
gameover.disconnect = Prekini vezu
|
gameover.disconnect = Prekini vezu
|
||||||
@@ -169,13 +169,17 @@ mod.scripts.disable = Vaš uređaj ne podržava modove sa skriptama. Onemogućit
|
|||||||
about.button = Više Informacija
|
about.button = Više Informacija
|
||||||
name = Ime:
|
name = Ime:
|
||||||
noname = Izaberite [accent] ime igrača[] prvo.
|
noname = Izaberite [accent] ime igrača[] prvo.
|
||||||
search = Search:
|
search = Pretraži:
|
||||||
planetmap = Mapa Planete
|
planetmap = Mapa Planete
|
||||||
launchcore = Lansirajte Jezgro
|
launchcore = Lansirajte Jezgro
|
||||||
filename = Ime datoteke:
|
filename = Ime datoteke:
|
||||||
unlocked = Novi sadržaj otključan!
|
unlocked = Novi sadržaj otključan!
|
||||||
available = Nova tehnologija dostupna za izučavanje!
|
available = Nova tehnologija dostupna za izučavanje!
|
||||||
unlock.incampaign = < Otključajte u kampanji za više detalja >
|
unlock.incampaign = < Otključajte u kampanji za više detalja >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Završeno.
|
completed = [accent]Završeno.
|
||||||
techtree = Drvo Tehnologija
|
techtree = Drvo Tehnologija
|
||||||
techtree.select = Izbor Drveća Tehnologija
|
techtree.select = Izbor Drveća Tehnologija
|
||||||
@@ -234,14 +238,14 @@ server.shown = Prikazano
|
|||||||
server.hidden = Skriveno
|
server.hidden = Skriveno
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
viewplayer = Viewing Player: [accent]{0}
|
||||||
|
|
||||||
trace = Trace Player
|
trace = Nadgledaj Igrača
|
||||||
trace.playername = Player name: [accent]{0}
|
trace.playername = Ime igrača: [accent]{0}
|
||||||
trace.ip = IP: [accent]{0}
|
trace.ip = IP: [accent]{0}
|
||||||
trace.id = ID: [accent]{0}
|
trace.id = ID: [accent]{0}
|
||||||
trace.mobile = Mobile Client: [accent]{0}
|
trace.mobile = Telefonski Klijent: [accent]{0}
|
||||||
trace.modclient = Custom Client: [accent]{0}
|
trace.modclient = Svojehodni Klijent: [accent]{0}
|
||||||
trace.times.joined = Times Joined: [accent]{0}
|
trace.times.joined = Puta Povezano: [accent]{0}
|
||||||
trace.times.kicked = Times Kicked: [accent]{0}
|
trace.times.kicked = Puta Izbačeno: [accent]{0}
|
||||||
invalidid = Invalid client ID! Submit a bug report.
|
invalidid = Invalid client ID! Submit a bug report.
|
||||||
server.bans = Bans
|
server.bans = Bans
|
||||||
server.bans.none = No banned players found!
|
server.bans.none = No banned players found!
|
||||||
@@ -256,7 +260,7 @@ server.version = [gray]v{0} {1}
|
|||||||
server.custombuild = [accent]Svjojehodna Verzija
|
server.custombuild = [accent]Svjojehodna Verzija
|
||||||
confirmban = Da li ste sigurni da želite da [scarlet]trajno[] izbacite "{0}[white]"?
|
confirmban = Da li ste sigurni da želite da [scarlet]trajno[] izbacite "{0}[white]"?
|
||||||
confirmkick = Da li ste sigurni da želite da izbacite "{0}[white]"?
|
confirmkick = Da li ste sigurni da želite da izbacite "{0}[white]"?
|
||||||
confirmvotekick = Are you sure you want to vote-kick "{0}[white]"?
|
confirmvotekick = Da li ste sigurni da želite putem glasova da izbacite "{0}[white]"?
|
||||||
confirmunban = Are you sure you want to unban this player?
|
confirmunban = Are you sure you want to unban this player?
|
||||||
confirmadmin = Da li ste sigurni da želite da pretvorite "{0}[white]" u administratora?
|
confirmadmin = Da li ste sigurni da želite da pretvorite "{0}[white]" u administratora?
|
||||||
confirmunadmin = Da li ste sigurni da želite ukloni čin administratora sa "{0}[white]"?
|
confirmunadmin = Da li ste sigurni da želite ukloni čin administratora sa "{0}[white]"?
|
||||||
@@ -307,7 +311,7 @@ save.playtime = Vreme igre: {0}
|
|||||||
warning = Upozorenje.
|
warning = Upozorenje.
|
||||||
confirm = Potvrdi
|
confirm = Potvrdi
|
||||||
delete = Izbriši
|
delete = Izbriši
|
||||||
view.workshop = View In Workshop
|
view.workshop = Pogledaj u radionici
|
||||||
workshop.listing = Edit Workshop Listing
|
workshop.listing = Edit Workshop Listing
|
||||||
ok = OK
|
ok = OK
|
||||||
open = Otvori
|
open = Otvori
|
||||||
@@ -327,8 +331,8 @@ objective = Zadatak
|
|||||||
crash.export = Export Crash Logs
|
crash.export = Export Crash Logs
|
||||||
crash.none = No crash logs found.
|
crash.none = No crash logs found.
|
||||||
crash.exported = Crash logs exported.
|
crash.exported = Crash logs exported.
|
||||||
data.export = Export Data
|
data.export = Izvezi Podatke
|
||||||
data.import = Import Data
|
data.import = Uvezi Podatke
|
||||||
data.openfolder = Open Data Folder
|
data.openfolder = Open Data Folder
|
||||||
data.exported = Data exported.
|
data.exported = Data exported.
|
||||||
data.invalid = This isn't valid game data.
|
data.invalid = This isn't valid game data.
|
||||||
@@ -356,7 +360,7 @@ wave.enemycore = [accent]{0}[lightgray] Neprijateljskog Jezgra
|
|||||||
wave.enemy = [lightgray]{0} Neprijatelj Ostalo
|
wave.enemy = [lightgray]{0} Neprijatelj Ostalo
|
||||||
wave.guardianwarn = Čuvar dolazi za [accent]{0}[] talasa.
|
wave.guardianwarn = Čuvar dolazi za [accent]{0}[] talasa.
|
||||||
wave.guardianwarn.one = Čuvar dolazi za [accent]{0}[] talas.
|
wave.guardianwarn.one = Čuvar dolazi za [accent]{0}[] talas.
|
||||||
loadimage = Load Image
|
loadimage = Nareži Sliku
|
||||||
saveimage = Sačuvaj Sliku
|
saveimage = Sačuvaj Sliku
|
||||||
unknown = Nepoznato
|
unknown = Nepoznato
|
||||||
custom = Tkana
|
custom = Tkana
|
||||||
@@ -372,13 +376,13 @@ workshop.error = Error fetching workshop details: {0}
|
|||||||
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
|
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
|
||||||
workshop.menu = Select what you would like to do with this item.
|
workshop.menu = Select what you would like to do with this item.
|
||||||
workshop.info = Item Info
|
workshop.info = Item Info
|
||||||
changelog = Changelog (optional):
|
changelog = Lista Promena (nije neophodna):
|
||||||
updatedesc = Overwrite Title & Description
|
updatedesc = Prereži Ime i Opis
|
||||||
eula = Steam EULA
|
eula = Steam EULA
|
||||||
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
|
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
|
||||||
publishing = [accent]Publishing...
|
publishing = [accent]Objavljivanje...
|
||||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||||
publish.error = Error publishing item: {0}
|
publish.error = Greška pri objavljivanju: {0}
|
||||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||||
editor.planet = Planeta:
|
editor.planet = Planeta:
|
||||||
editor.sector = Sektor:
|
editor.sector = Sektor:
|
||||||
@@ -386,7 +390,7 @@ editor.seed = Seme:
|
|||||||
|
|
||||||
editor.cliffs = Zidovi u Litice
|
editor.cliffs = Zidovi u Litice
|
||||||
editor.brush = Četka
|
editor.brush = Četka
|
||||||
editor.openin = Open In Editor
|
editor.openin = Otvori u Editoru
|
||||||
editor.oregen = Generacija Rude
|
editor.oregen = Generacija Rude
|
||||||
editor.oregen.info = Generacija Rude:
|
editor.oregen.info = Generacija Rude:
|
||||||
editor.mapinfo = Informacije o Mapi
|
editor.mapinfo = Informacije o Mapi
|
||||||
@@ -397,9 +401,9 @@ editor.waves = Talasi:
|
|||||||
editor.rules = Pravila:
|
editor.rules = Pravila:
|
||||||
editor.generation = Generisanje:
|
editor.generation = Generisanje:
|
||||||
editor.objectives = Zadaci
|
editor.objectives = Zadaci
|
||||||
editor.ingame = Edit In-Game
|
editor.ingame = Izmeni "U Igri"
|
||||||
editor.playtest = Testiranje
|
editor.playtest = Testiranje
|
||||||
editor.publish.workshop = Publish On Workshop
|
editor.publish.workshop = Objavi u Radionicu
|
||||||
editor.newmap = Nova Mapa
|
editor.newmap = Nova Mapa
|
||||||
editor.center = Centar
|
editor.center = Centar
|
||||||
editor.search = Pretraži Mape...
|
editor.search = Pretraži Mape...
|
||||||
@@ -409,9 +413,9 @@ editor.filters.type = Tip Mape:
|
|||||||
editor.filters.search = Pretraži U:
|
editor.filters.search = Pretraži U:
|
||||||
editor.filters.author = Autor
|
editor.filters.author = Autor
|
||||||
editor.filters.description = Opis
|
editor.filters.description = Opis
|
||||||
editor.shiftx = Shift X
|
editor.shiftx = Pomeri X
|
||||||
editor.shifty = Shift Y
|
editor.shifty = Pomeri Y
|
||||||
workshop = Workshop
|
workshop = Radionica
|
||||||
waves.title = Talasi
|
waves.title = Talasi
|
||||||
waves.remove = Ukloni
|
waves.remove = Ukloni
|
||||||
waves.every = svakih
|
waves.every = svakih
|
||||||
@@ -502,8 +506,8 @@ toolmode.replace = Zamena
|
|||||||
toolmode.replace.description = Samo crtaj na čvrstim blokovima.
|
toolmode.replace.description = Samo crtaj na čvrstim blokovima.
|
||||||
toolmode.replaceall = Zameni Sve
|
toolmode.replaceall = Zameni Sve
|
||||||
toolmode.replaceall.description = Zameni sve blokove na mapi.
|
toolmode.replaceall.description = Zameni sve blokove na mapi.
|
||||||
toolmode.orthogonal = Orthogonal
|
toolmode.orthogonal = Ortogonalno
|
||||||
toolmode.orthogonal.description = Draws only orthogonal lines.
|
toolmode.orthogonal.description = Crta u samo ortogonalnim crtama.
|
||||||
toolmode.square = Kocka
|
toolmode.square = Kocka
|
||||||
toolmode.square.description = Kockasta četka.
|
toolmode.square.description = Kockasta četka.
|
||||||
toolmode.eraseores = Obriši Rude
|
toolmode.eraseores = Obriši Rude
|
||||||
@@ -517,7 +521,7 @@ toolmode.underliquid.description = Crtaj podove ispod tečnosti.
|
|||||||
|
|
||||||
filters.empty = [lightgray]Nema filtera! Dodaj jedan preko dugmati ispod.
|
filters.empty = [lightgray]Nema filtera! Dodaj jedan preko dugmati ispod.
|
||||||
|
|
||||||
filter.distort = Distort
|
filter.distort = Poremeti
|
||||||
filter.noise = Noise
|
filter.noise = Noise
|
||||||
filter.enemyspawn = Odabir Neprijateljske Tvorbe
|
filter.enemyspawn = Odabir Neprijateljske Tvorbe
|
||||||
filter.spawnpath = Put od Tvorbe
|
filter.spawnpath = Put od Tvorbe
|
||||||
@@ -531,7 +535,7 @@ filter.rivernoise = River Noise
|
|||||||
filter.mirror = Ogledalo
|
filter.mirror = Ogledalo
|
||||||
filter.clear = Očisti
|
filter.clear = Očisti
|
||||||
filter.option.ignore = Ignoriši
|
filter.option.ignore = Ignoriši
|
||||||
filter.scatter = Scatter
|
filter.scatter = Razbaci
|
||||||
filter.terrain = Teren
|
filter.terrain = Teren
|
||||||
|
|
||||||
filter.option.scale = Razmera
|
filter.option.scale = Razmera
|
||||||
@@ -590,8 +594,8 @@ requirement.onsector = Sleti Na Sektor: {0}
|
|||||||
launch.text = Lansiraj
|
launch.text = Lansiraj
|
||||||
research.multiplayer = Only the host can research items.
|
research.multiplayer = Only the host can research items.
|
||||||
map.multiplayer = Only the host can view sectors.
|
map.multiplayer = Only the host can view sectors.
|
||||||
uncover = Uncover
|
uncover = Razotkrij
|
||||||
configure = Configure Loadout
|
configure = Configuriši Zalihe
|
||||||
objective.research.name = Izuči
|
objective.research.name = Izuči
|
||||||
objective.produce.name = Dobij
|
objective.produce.name = Dobij
|
||||||
objective.item.name = Preuzmi Materijal
|
objective.item.name = Preuzmi Materijal
|
||||||
@@ -643,7 +647,7 @@ add = Dodaj...
|
|||||||
guardian = Čuvar
|
guardian = Čuvar
|
||||||
|
|
||||||
connectfail = [scarlet]Greška u povezivanju:\n\n[accent]{0}
|
connectfail = [scarlet]Greška u povezivanju:\n\n[accent]{0}
|
||||||
error.unreachable = Server unreachable.\nIs the address spelled correctly?
|
error.unreachable = Server je nedostižan.\nDa li je adresa ispravno napisana?
|
||||||
error.invalidaddress = Adresa nije validna.
|
error.invalidaddress = Adresa nije validna.
|
||||||
error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
|
error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
|
||||||
error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry!
|
error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry!
|
||||||
@@ -749,10 +753,10 @@ sector.intersect.name = Raskrsnica
|
|||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
sector.basin.name = Sliv
|
sector.basin.name = Sliv
|
||||||
sector.marsh.name = Marsh
|
sector.marsh.name = Bara
|
||||||
sector.peaks.name = Peaks
|
sector.peaks.name = Vrhovi
|
||||||
sector.ravine.name = Ravine
|
sector.ravine.name = Klisura
|
||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = Kaldera
|
||||||
sector.onset.description = Tutorijalni sektor. Ovaj zadatak još nije izrađen. Sakečajte za dodatne informacije.
|
sector.onset.description = Tutorijalni sektor. Ovaj zadatak još nije izrađen. Sakečajte za dodatne informacije.
|
||||||
sector.aegis.description = Neprijatelj je zaštićen pomoću štita. Eksperimentalni razbijač štitova je uočen u sektoru.\nLocirajte ovu građevinu. Transportujte je sa volframskom municijom i uništite neprijateljsku bazu.
|
sector.aegis.description = Neprijatelj je zaštićen pomoću štita. Eksperimentalni razbijač štitova je uočen u sektoru.\nLocirajte ovu građevinu. Transportujte je sa volframskom municijom i uništite neprijateljsku bazu.
|
||||||
sector.lake.description = Istopljen metali u ovom sektoru smanjuje količinu korisnih jedinica. Lebdeća jedinica je jedina opcija.\nIzuči [accent]fabrikator brodova[] i proizvedi [accent]izvrda[] jedinicu što pre moguće.
|
sector.lake.description = Istopljen metali u ovom sektoru smanjuje količinu korisnih jedinica. Lebdeća jedinica je jedina opcija.\nIzuči [accent]fabrikator brodova[] i proizvedi [accent]izvrda[] jedinicu što pre moguće.
|
||||||
@@ -768,7 +772,7 @@ status.freezing.name = Zamrzavanje
|
|||||||
status.wet.name = Mokar
|
status.wet.name = Mokar
|
||||||
status.muddy.name = Blatnjav
|
status.muddy.name = Blatnjav
|
||||||
status.melting.name = Topljenje
|
status.melting.name = Topljenje
|
||||||
status.sapped.name = Sapped
|
status.sapped.name = Sapiran
|
||||||
status.electrified.name = Elektrifikovan
|
status.electrified.name = Elektrifikovan
|
||||||
status.spore-slowed.name = Usporen Sporama
|
status.spore-slowed.name = Usporen Sporama
|
||||||
status.tarred.name = Tarred
|
status.tarred.name = Tarred
|
||||||
@@ -788,27 +792,27 @@ settings.controls = Kontrole
|
|||||||
settings.game = Igra
|
settings.game = Igra
|
||||||
settings.sound = Zvuk
|
settings.sound = Zvuk
|
||||||
settings.graphics = Grafika
|
settings.graphics = Grafika
|
||||||
settings.cleardata = Clear Game Data...
|
settings.cleardata = Rasčisti podatke igre...
|
||||||
settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
|
settings.clear.confirm = Da li ste sigurni da želite rasčistiti ove podatke?\nŠta je bilo ne može se vratiti!
|
||||||
settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
|
settings.clearall.confirm = [scarlet]UPOZORENJE![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
|
||||||
settings.clearsaves.confirm = Are you sure you want to clear all your saves?
|
settings.clearsaves.confirm = Are you sure you want to clear all your saves?
|
||||||
settings.clearsaves = Clear Saves
|
settings.clearsaves = Clear Saves
|
||||||
settings.clearresearch = Clear Research
|
settings.clearresearch = Očisti Izučavanja
|
||||||
settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research?
|
settings.clearresearch.confirm = Da li ste sigurni da želite obrisati sva izučavanja unutar kampanje?
|
||||||
settings.clearcampaignsaves = Clear Campaign Saves
|
settings.clearcampaignsaves = Clear Campaign Saves
|
||||||
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
|
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
|
||||||
paused = [accent]< Pauzirano >
|
paused = [accent]< Pauzirano >
|
||||||
clear = Clear
|
clear = Očisti
|
||||||
banned = [scarlet]Nedozvoljeno
|
banned = [scarlet]Nedozvoljeno
|
||||||
unsupported.environment = [scarlet]Unsupported Environment
|
unsupported.environment = [scarlet]Ne Podržava Prirodnu Sredinu
|
||||||
yes = Da
|
yes = Da
|
||||||
no = Ne
|
no = Ne
|
||||||
info.title = Informacije
|
info.title = Informacije
|
||||||
error.title = [scarlet]Greška se desila
|
error.title = [scarlet]Greška se desila
|
||||||
error.crashtitle = Greška se desila
|
error.crashtitle = Greška se desila
|
||||||
unit.nobuild = [scarlet]Jedinica ne može graditi
|
unit.nobuild = [scarlet]Jedinica ne može graditi
|
||||||
lastaccessed = [lightgray]Last Accessed: {0}
|
lastaccessed = [lightgray]Poslednji Pristupio: {0}
|
||||||
lastcommanded = [lightgray]Last Commanded: {0}
|
lastcommanded = [lightgray]Poslednji Upravljao: {0}
|
||||||
block.unknown = [lightgray]???
|
block.unknown = [lightgray]???
|
||||||
|
|
||||||
stat.showinmap = <Učitajte mapu da se vidi>
|
stat.showinmap = <Učitajte mapu da se vidi>
|
||||||
@@ -897,7 +901,7 @@ ability.statusfield = {0} Statusno polje
|
|||||||
ability.unitspawn = {0} Fabrika
|
ability.unitspawn = {0} Fabrika
|
||||||
ability.shieldregenfield = Brzina obnove štita
|
ability.shieldregenfield = Brzina obnove štita
|
||||||
ability.movelightning = Munje pri kretanju
|
ability.movelightning = Munje pri kretanju
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = Lučni Štit
|
||||||
ability.energyfield = Energetsko Polje: [accent]{0}[] štete ~ [accent]{1}[] polja / [accent]{2}[] maksimalnih meta
|
ability.energyfield = Energetsko Polje: [accent]{0}[] štete ~ [accent]{1}[] polja / [accent]{2}[] maksimalnih meta
|
||||||
bar.onlycoredeposit = Only Core Depositing Allowed
|
bar.onlycoredeposit = Only Core Depositing Allowed
|
||||||
|
|
||||||
@@ -981,15 +985,15 @@ category.crafting = Ulaz/izlaz
|
|||||||
category.function = Funkcija
|
category.function = Funkcija
|
||||||
category.optional = Dotatna Poboljšanja
|
category.optional = Dotatna Poboljšanja
|
||||||
setting.skipcoreanimation.name = Preskoči animacije sletanja i poletanja Jezgra.
|
setting.skipcoreanimation.name = Preskoči animacije sletanja i poletanja Jezgra.
|
||||||
setting.landscape.name = Lock Landscape
|
setting.landscape.name = Zaključaj Orijentaciju
|
||||||
setting.shadows.name = Senke
|
setting.shadows.name = Senke
|
||||||
setting.blockreplace.name = Automatski Predlogi Blokova
|
setting.blockreplace.name = Automatski Predlogi Blokova
|
||||||
setting.linear.name = Linear Filtering
|
setting.linear.name = Linearni Filteri
|
||||||
setting.hints.name = Hints
|
setting.hints.name = Hints
|
||||||
setting.logichints.name = Logic Hints
|
setting.logichints.name = Logic Hints
|
||||||
setting.backgroundpause.name = Pauziraj u Pozadini
|
setting.backgroundpause.name = Pauziraj u Pozadini
|
||||||
setting.buildautopause.name = Automatski Pauziraj Gradnju
|
setting.buildautopause.name = Automatski Pauziraj Gradnju
|
||||||
setting.doubletapmine.name = Double-Tap to Mine
|
setting.doubletapmine.name = Pritisni Dva Puta za Iskopavanje
|
||||||
setting.commandmodehold.name = Drži za Upravljački Mod
|
setting.commandmodehold.name = Drži za Upravljački Mod
|
||||||
setting.modcrashdisable.name = Disable Mods On Startup Crash
|
setting.modcrashdisable.name = Disable Mods On Startup Crash
|
||||||
setting.animatedwater.name = Animirana Površina
|
setting.animatedwater.name = Animirana Površina
|
||||||
@@ -1012,9 +1016,9 @@ setting.difficulty.hard = Hard
|
|||||||
setting.difficulty.insane = Insane
|
setting.difficulty.insane = Insane
|
||||||
setting.difficulty.name = Difficulty:
|
setting.difficulty.name = Difficulty:
|
||||||
setting.screenshake.name = Screen Shake
|
setting.screenshake.name = Screen Shake
|
||||||
setting.bloomintensity.name = Bloom Intensity
|
setting.bloomintensity.name = Bloom Intezitet
|
||||||
setting.bloomblur.name = Bloom Blur
|
setting.bloomblur.name = Bloom Magliranje
|
||||||
setting.effects.name = Display Effects
|
setting.effects.name = Prikazuj Efekte
|
||||||
setting.destroyedblocks.name = Prikazuj Uništene Blokove
|
setting.destroyedblocks.name = Prikazuj Uništene Blokove
|
||||||
setting.blockstatus.name = Prikazuj Status Blokova
|
setting.blockstatus.name = Prikazuj Status Blokova
|
||||||
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
|
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
|
||||||
@@ -1028,41 +1032,41 @@ setting.borderlesswindow.name.windows = Ceo Bezgranični Ekran
|
|||||||
setting.borderlesswindow.description = Restartovanje je zahtevano da bi se učitale promene.
|
setting.borderlesswindow.description = Restartovanje je zahtevano da bi se učitale promene.
|
||||||
setting.fps.name = Prikazuj FPS i Ping
|
setting.fps.name = Prikazuj FPS i Ping
|
||||||
setting.console.name = Osposobi Konzolu
|
setting.console.name = Osposobi Konzolu
|
||||||
setting.smoothcamera.name = Smooth Camera
|
setting.smoothcamera.name = Glatka Kamera
|
||||||
setting.vsync.name = VSync
|
setting.vsync.name = VSync
|
||||||
setting.pixelate.name = Pixelate
|
setting.pixelate.name = Pikselizuj
|
||||||
setting.minimap.name = Prikaži Minimapu
|
setting.minimap.name = Prikaži Minimapu
|
||||||
setting.coreitems.name = Display Core Items
|
setting.coreitems.name = Prikaži Materijale Unutar Jezgra
|
||||||
setting.position.name = Prikaži Poziciju Igrača
|
setting.position.name = Prikaži Poziciju Igrača
|
||||||
setting.mouseposition.name = Prilaži Poziciju Miša
|
setting.mouseposition.name = Prilaži Poziciju Miša
|
||||||
setting.musicvol.name = Jačina Muzike
|
setting.musicvol.name = Jačina Muzike
|
||||||
setting.atmosphere.name = Prikaži Atmosferu Planete
|
setting.atmosphere.name = Prikaži Atmosferu Planete
|
||||||
setting.ambientvol.name = Jačina Zvuka Ambijenta
|
setting.ambientvol.name = Jačina Zvuka Ambijenta
|
||||||
setting.mutemusic.name = Mute Music
|
setting.mutemusic.name = Mute Music
|
||||||
setting.sfxvol.name = SFX Volume
|
setting.sfxvol.name = Jačina Zvučnih Efekata
|
||||||
setting.mutesound.name = Mute Sound
|
setting.mutesound.name = Mute Sound
|
||||||
setting.crashreport.name = Send Anonymous Crash Reports
|
setting.crashreport.name = Send Anonymous Crash Reports
|
||||||
setting.savecreate.name = Auto-Create Saves
|
setting.savecreate.name = Auto-Create Saves
|
||||||
setting.publichost.name = Public Game Visibility
|
setting.publichost.name = Vidljivost Javne Igre
|
||||||
setting.playerlimit.name = Limit Igrača
|
setting.playerlimit.name = Limit Igrača
|
||||||
setting.chatopacity.name = Chat Opacity
|
setting.chatopacity.name = Prozirnost Četa
|
||||||
setting.lasersopacity.name = Power Laser Opacity
|
setting.lasersopacity.name = Prozirnost Energetskih Lasera
|
||||||
setting.bridgeopacity.name = Bridge Opacity
|
setting.bridgeopacity.name = Prozirnost Mostova
|
||||||
setting.playerchat.name = Display Player Bubble Chat
|
setting.playerchat.name = Prikazuj Čet Mehure Igrača
|
||||||
setting.showweather.name = Show Weather Graphics
|
setting.showweather.name = Show Weather Graphics
|
||||||
setting.hidedisplays.name = Hide Logic Displays
|
setting.hidedisplays.name = Hide Logic Displays
|
||||||
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
public.confirm = Da li ste sigurni da želite da vam igra bude javna?\n[accent]Svako će moći se pridruži vašoj igri.\n[lightgray]Ovo se može posle promeniti u Podešavanja->Igra->Vidljivost Javne Igre.
|
||||||
public.confirm.really = If you want to play with friends, use [green]Invite Friend[] instead of a [scarlet]Public server[]!\nAre you sure you want to make your game [scarlet]public[]?
|
public.confirm.really = Ako hoćete da igrate sa prijateljima, koristite [green]Pozovi Prijatelje[] umesto [scarlet]Javnog servera[]!\nDa li ste sigurni da želite da vam igra bude [scarlet]javna[]?
|
||||||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
public.beta = Note that beta versions of the game cannot make public lobbies.
|
||||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
|
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
|
||||||
uiscale.cancel = Cancel & Exit
|
uiscale.cancel = Obustavi i Izađi
|
||||||
setting.bloom.name = Bloom
|
setting.bloom.name = Bloom
|
||||||
keybind.title = Rebind Keys
|
keybind.title = Rebind Keys
|
||||||
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
||||||
category.general.name = General
|
category.general.name = General
|
||||||
category.view.name = View
|
category.view.name = View
|
||||||
category.multiplayer.name = Multiplayer
|
category.multiplayer.name = Multiplayer
|
||||||
category.blocks.name = Block Select
|
category.blocks.name = Biranje Blokova
|
||||||
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
placement.blockselectkeys = \n[lightgray]Key: [{0},
|
||||||
keybind.respawn.name = Respawn
|
keybind.respawn.name = Respawn
|
||||||
keybind.control.name = Kontrološi Jedinicu
|
keybind.control.name = Kontrološi Jedinicu
|
||||||
@@ -1079,25 +1083,25 @@ keybind.pan.name = Pan View
|
|||||||
keybind.boost.name = Boost
|
keybind.boost.name = Boost
|
||||||
keybind.command_mode.name = Upravljački Mod
|
keybind.command_mode.name = Upravljački Mod
|
||||||
keybind.schematic_select.name = Izageri Region
|
keybind.schematic_select.name = Izageri Region
|
||||||
keybind.schematic_menu.name = Schematic Menu
|
keybind.schematic_menu.name = Menu Šema
|
||||||
keybind.schematic_flip_x.name = Flip Schematic X
|
keybind.schematic_flip_x.name = Okreni Šemu X
|
||||||
keybind.schematic_flip_y.name = Flip Schematic Y
|
keybind.schematic_flip_y.name = Okreni Šemu Y
|
||||||
keybind.category_prev.name = Previous Category
|
keybind.category_prev.name = Prethodna Kategorija
|
||||||
keybind.category_next.name = Next Category
|
keybind.category_next.name = Sledeća Kategorija
|
||||||
keybind.block_select_left.name = Block Select Left
|
keybind.block_select_left.name = Block Select Left
|
||||||
keybind.block_select_right.name = Block Select Right
|
keybind.block_select_right.name = Block Select Right
|
||||||
keybind.block_select_up.name = Block Select Up
|
keybind.block_select_up.name = Odabir Bloka Gore
|
||||||
keybind.block_select_down.name = Block Select Down
|
keybind.block_select_down.name = Odabir Bloka Dole
|
||||||
keybind.block_select_01.name = Category/Block Select 1
|
keybind.block_select_01.name = Kategorija/Blok Odabir 1
|
||||||
keybind.block_select_02.name = Category/Block Select 2
|
keybind.block_select_02.name = Kategorija/Blok Odabir 2
|
||||||
keybind.block_select_03.name = Category/Block Select 3
|
keybind.block_select_03.name = Kategorija/Blok Odabir 3
|
||||||
keybind.block_select_04.name = Category/Block Select 4
|
keybind.block_select_04.name = Kategorija/Blok Odabir 4
|
||||||
keybind.block_select_05.name = Category/Block Select 5
|
keybind.block_select_05.name = Kategorija/Blok Odabir 5
|
||||||
keybind.block_select_06.name = Category/Block Select 6
|
keybind.block_select_06.name = Kategorija/Blok Odabir 6
|
||||||
keybind.block_select_07.name = Category/Block Select 7
|
keybind.block_select_07.name = Kategorija/Blok Odabir 7
|
||||||
keybind.block_select_08.name = Category/Block Select 8
|
keybind.block_select_08.name = Kategorija/Blok Odabir 8
|
||||||
keybind.block_select_09.name = Category/Block Select 9
|
keybind.block_select_09.name = Kategorija/Blok Odabir 9
|
||||||
keybind.block_select_10.name = Category/Block Select 10
|
keybind.block_select_10.name = Kategorija/Blok Odabir 10
|
||||||
keybind.fullscreen.name = Toggle Fullscreen
|
keybind.fullscreen.name = Toggle Fullscreen
|
||||||
keybind.select.name = Izaberi/Pucaj
|
keybind.select.name = Izaberi/Pucaj
|
||||||
keybind.diagonal_placement.name = Diagonalo Postavljanje
|
keybind.diagonal_placement.name = Diagonalo Postavljanje
|
||||||
@@ -1117,12 +1121,12 @@ keybind.research.name = Izuči
|
|||||||
keybind.block_info.name = O Bloku
|
keybind.block_info.name = O Bloku
|
||||||
keybind.chat.name = Čet
|
keybind.chat.name = Čet
|
||||||
keybind.player_list.name = Lista Igrača
|
keybind.player_list.name = Lista Igrača
|
||||||
keybind.console.name = Console
|
keybind.console.name = Konzola
|
||||||
keybind.rotate.name = Rotate
|
keybind.rotate.name = Rotiraj
|
||||||
keybind.rotateplaced.name = Rotate Existing (Hold)
|
keybind.rotateplaced.name = Rotiraj Postojeće (Drži)
|
||||||
keybind.toggle_menus.name = Toggle Menus
|
keybind.toggle_menus.name = Toggle Menus
|
||||||
keybind.chat_history_prev.name = Chat History Prev
|
keybind.chat_history_prev.name = Istorija Četa (Prethodna)
|
||||||
keybind.chat_history_next.name = Chat History Next
|
keybind.chat_history_next.name = Istorija Četa (Naredna)
|
||||||
keybind.chat_scroll.name = Chat Scroll
|
keybind.chat_scroll.name = Chat Scroll
|
||||||
keybind.chat_mode.name = Change Chat Mode
|
keybind.chat_mode.name = Change Chat Mode
|
||||||
keybind.drop_unit.name = Drop Unit
|
keybind.drop_unit.name = Drop Unit
|
||||||
@@ -1146,7 +1150,7 @@ rules.coreincinerates = Core Incinerates Overflow
|
|||||||
rules.disableworldprocessors = Onesposobi Svetovne Procesore
|
rules.disableworldprocessors = Onesposobi Svetovne Procesore
|
||||||
rules.schematic = Šeme Su Dozvoljene
|
rules.schematic = Šeme Su Dozvoljene
|
||||||
rules.wavetimer = Wave Timer
|
rules.wavetimer = Wave Timer
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = Slanje Talasa
|
||||||
rules.waves = Talasi
|
rules.waves = Talasi
|
||||||
rules.attack = Mod Napada
|
rules.attack = Mod Napada
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
@@ -1200,8 +1204,8 @@ rules.weather.duration = Dužina:
|
|||||||
content.item.name = Materijali
|
content.item.name = Materijali
|
||||||
content.liquid.name = Tečnosti
|
content.liquid.name = Tečnosti
|
||||||
content.unit.name = Jedinice
|
content.unit.name = Jedinice
|
||||||
content.block.name = Blocks
|
content.block.name = Blokovi
|
||||||
content.status.name = Status Effects
|
content.status.name = Statusni Efekti
|
||||||
content.sector.name = Sektori
|
content.sector.name = Sektori
|
||||||
content.team.name = Factions
|
content.team.name = Factions
|
||||||
wallore = (Zid)
|
wallore = (Zid)
|
||||||
@@ -1234,7 +1238,7 @@ liquid.slag.name = Šljaka
|
|||||||
liquid.oil.name = Nafta
|
liquid.oil.name = Nafta
|
||||||
liquid.cryofluid.name = Kriotečnost
|
liquid.cryofluid.name = Kriotečnost
|
||||||
liquid.neoplasm.name = Neoplazma
|
liquid.neoplasm.name = Neoplazma
|
||||||
liquid.arkycite.name = Arkycite
|
liquid.arkycite.name = Lučar
|
||||||
liquid.gallium.name = Gallium
|
liquid.gallium.name = Gallium
|
||||||
liquid.ozone.name = Ozon
|
liquid.ozone.name = Ozon
|
||||||
liquid.hydrogen.name = Vodonik
|
liquid.hydrogen.name = Vodonik
|
||||||
@@ -1522,12 +1526,12 @@ block.large-constructor.name = Vekiki Zidar
|
|||||||
block.large-constructor.description = Proizvodi građevine do 4x4 veličine.
|
block.large-constructor.description = Proizvodi građevine do 4x4 veličine.
|
||||||
block.deconstructor.name = Deconstructor
|
block.deconstructor.name = Deconstructor
|
||||||
block.deconstructor.description = Razgrađuje građevine i jedinice koje uđu unutra. Vraća se 100% cene gradnje.
|
block.deconstructor.description = Razgrađuje građevine i jedinice koje uđu unutra. Vraća se 100% cene gradnje.
|
||||||
block.payload-loader.name = Payload Loader
|
block.payload-loader.name = Punilac Tovara
|
||||||
block.payload-loader.description = Load liquids and items into blocks.
|
block.payload-loader.description = Puni u blokove tečnosti i materijale.
|
||||||
block.payload-unloader.name = Payload Unloader
|
block.payload-unloader.name = Praznilac Tovara
|
||||||
block.payload-unloader.description = Unloads liquids and items from blocks.
|
block.payload-unloader.description = Prazni iz blokova tečnosti i materijale.
|
||||||
block.heat-source.name = Izvor Toplote
|
block.heat-source.name = Izvor Toplote
|
||||||
block.heat-source.description = 1x1 blok koji tehnički proizvodi beskonačno toplote.
|
block.heat-source.description = 1x1 blok koji tehnički proizvodi beskonačno toplote. Isključivo za Sandbox mod.
|
||||||
block.empty.name = Prazno
|
block.empty.name = Prazno
|
||||||
block.rhyolite-crater.name = Riolitni Krateri
|
block.rhyolite-crater.name = Riolitni Krateri
|
||||||
block.rough-rhyolite.name = Grub Riolit
|
block.rough-rhyolite.name = Grub Riolit
|
||||||
@@ -1536,18 +1540,18 @@ block.yellow-stone.name = Žuta Stena
|
|||||||
block.carbon-stone.name = Ugljenična Stena
|
block.carbon-stone.name = Ugljenična Stena
|
||||||
block.ferric-stone.name = Železna Stena
|
block.ferric-stone.name = Železna Stena
|
||||||
block.ferric-craters.name = Železni Krateri
|
block.ferric-craters.name = Železni Krateri
|
||||||
block.beryllic-stone.name = Beryllic Stone
|
block.beryllic-stone.name = Berilijumska Stena
|
||||||
block.crystalline-stone.name = Kristalinska Stena
|
block.crystalline-stone.name = Kristalinska Stena
|
||||||
block.crystal-floor.name = Kristalni Pod
|
block.crystal-floor.name = Kristalni Pod
|
||||||
block.yellow-stone-plates.name = Ploče Žute Stene
|
block.yellow-stone-plates.name = Ploče Žute Stene
|
||||||
block.red-stone.name = Crvena Stena
|
block.red-stone.name = Crvena Stena
|
||||||
block.dense-red-stone.name = Gusta Crvena Stena
|
block.dense-red-stone.name = Gusta Crvena Stena
|
||||||
block.red-ice.name = Crveni Led
|
block.red-ice.name = Crveni Led
|
||||||
block.arkycite-floor.name = Arkycite Floor
|
block.arkycite-floor.name = Lučarni Pod
|
||||||
block.arkyic-stone.name = Arkyic Stone
|
block.arkyic-stone.name = Lučarna Stena
|
||||||
block.rhyolite-vent.name = Riolitni Gejzir
|
block.rhyolite-vent.name = Riolitni Gejzir
|
||||||
block.carbon-vent.name = Ugljenični Gejzir
|
block.carbon-vent.name = Ugljenični Gejzir
|
||||||
block.arkyic-vent.name = Arkyic Vent
|
block.arkyic-vent.name = Lučarni Gejzir
|
||||||
block.yellow-stone-vent.name = Gejzir Žute Stene
|
block.yellow-stone-vent.name = Gejzir Žute Stene
|
||||||
block.red-stone-vent.name = Gejzir Crvene Stene
|
block.red-stone-vent.name = Gejzir Crvene Stene
|
||||||
block.redmat.name = Redmat
|
block.redmat.name = Redmat
|
||||||
@@ -1558,8 +1562,8 @@ block.yellow-stone-wall.name = Zid Žute Stene
|
|||||||
block.rhyolite-wall.name = Riolitni Zid
|
block.rhyolite-wall.name = Riolitni Zid
|
||||||
block.carbon-wall.name = Ugljenični Zid
|
block.carbon-wall.name = Ugljenični Zid
|
||||||
block.ferric-stone-wall.name = Zid Železne Stene
|
block.ferric-stone-wall.name = Zid Železne Stene
|
||||||
block.beryllic-stone-wall.name = Beryllic Stone Wall
|
block.beryllic-stone-wall.name = Zid Berilijumske Stene
|
||||||
block.arkyic-wall.name = Arkyic Wall
|
block.arkyic-wall.name = Lučarni Zid
|
||||||
block.crystalline-stone-wall.name = Zid Kristalinske Stene
|
block.crystalline-stone-wall.name = Zid Kristalinske Stene
|
||||||
block.red-ice-wall.name = Zid Crvenog Leda
|
block.red-ice-wall.name = Zid Crvenog Leda
|
||||||
block.red-stone-wall.name = Zid Crvene Stene
|
block.red-stone-wall.name = Zid Crvene Stene
|
||||||
@@ -1569,9 +1573,9 @@ block.pur-bush.name = Pur Bush
|
|||||||
block.yellowcoral.name = Žuti Koral
|
block.yellowcoral.name = Žuti Koral
|
||||||
block.carbon-boulder.name = Ugljenični Kamen
|
block.carbon-boulder.name = Ugljenični Kamen
|
||||||
block.ferric-boulder.name = Železni Kamen
|
block.ferric-boulder.name = Železni Kamen
|
||||||
block.beryllic-boulder.name = Beryllic Boulder
|
block.beryllic-boulder.name = Berilijumski Kamen
|
||||||
block.yellow-stone-boulder.name = Yellow Stone Boulder
|
block.yellow-stone-boulder.name = Kamen Žute Stene
|
||||||
block.arkyic-boulder.name = Arkyic Boulder
|
block.arkyic-boulder.name = Lučarni Kamen
|
||||||
block.crystal-cluster.name = Crystal Cluster
|
block.crystal-cluster.name = Crystal Cluster
|
||||||
block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
|
block.vibrant-crystal-cluster.name = Vibrant Crystal Cluster
|
||||||
block.crystal-blocks.name = Kristalni Blokovi
|
block.crystal-blocks.name = Kristalni Blokovi
|
||||||
@@ -1615,7 +1619,7 @@ block.large-shield-projector.name = Veliki Projektor Štita
|
|||||||
block.armored-duct.name = Oklopljeni Kanal
|
block.armored-duct.name = Oklopljeni Kanal
|
||||||
block.overflow-duct.name = Prelivni Kanal
|
block.overflow-duct.name = Prelivni Kanal
|
||||||
block.underflow-duct.name = Podlivni Kanal
|
block.underflow-duct.name = Podlivni Kanal
|
||||||
block.duct-unloader.name = Duct Unloader
|
block.duct-unloader.name = Kanalni Praznilac
|
||||||
block.surge-conveyor.name = Impulsna Traka
|
block.surge-conveyor.name = Impulsna Traka
|
||||||
block.surge-router.name = Impulsni Ruter
|
block.surge-router.name = Impulsni Ruter
|
||||||
block.unit-cargo-loader.name = Utovarivač Tovarnih Jedinica
|
block.unit-cargo-loader.name = Utovarivač Tovarnih Jedinica
|
||||||
@@ -1627,9 +1631,9 @@ block.reinforced-bridge-conduit.name = Armirana Mostna Cev
|
|||||||
block.reinforced-liquid-router.name = Armirani Tečni Ruter
|
block.reinforced-liquid-router.name = Armirani Tečni Ruter
|
||||||
block.reinforced-liquid-container.name = Armirani Tečni Rezervoar
|
block.reinforced-liquid-container.name = Armirani Tečni Rezervoar
|
||||||
block.reinforced-liquid-tank.name = Armirani Tečni Tanker
|
block.reinforced-liquid-tank.name = Armirani Tečni Tanker
|
||||||
block.beam-node.name = Beam Node
|
block.beam-node.name = Snopna Dioda
|
||||||
block.beam-tower.name = Beam Tower
|
block.beam-tower.name = Snopni Toranj
|
||||||
block.beam-link.name = Beam Link
|
block.beam-link.name = Snopni Link
|
||||||
block.turbine-condenser.name = Turbinski Kondezator
|
block.turbine-condenser.name = Turbinski Kondezator
|
||||||
block.chemical-combustion-chamber.name = Elektrana Hemijskog Sagorevanja
|
block.chemical-combustion-chamber.name = Elektrana Hemijskog Sagorevanja
|
||||||
block.pyrolysis-generator.name = Pirolizna Elektrana
|
block.pyrolysis-generator.name = Pirolizna Elektrana
|
||||||
@@ -1638,7 +1642,7 @@ block.cliff-crusher.name = Planinolom
|
|||||||
block.plasma-bore.name = Plasma Bore
|
block.plasma-bore.name = Plasma Bore
|
||||||
block.large-plasma-bore.name = Large Plasma Bore
|
block.large-plasma-bore.name = Large Plasma Bore
|
||||||
block.impact-drill.name = Udarna Drobilica
|
block.impact-drill.name = Udarna Drobilica
|
||||||
block.eruption-drill.name = Eruption Drill
|
block.eruption-drill.name = Eruptivna Drobilica
|
||||||
block.core-bastion.name = Jezgro: Bastilja
|
block.core-bastion.name = Jezgro: Bastilja
|
||||||
block.core-citadel.name = Core Citadel
|
block.core-citadel.name = Core Citadel
|
||||||
block.core-acropolis.name = Core Acropolis
|
block.core-acropolis.name = Core Acropolis
|
||||||
@@ -1660,7 +1664,7 @@ block.ship-assembler.name = Monter Brodova
|
|||||||
block.mech-assembler.name = Monter Mečana
|
block.mech-assembler.name = Monter Mečana
|
||||||
block.reinforced-payload-conveyor.name = Armirana Tovarna Traka
|
block.reinforced-payload-conveyor.name = Armirana Tovarna Traka
|
||||||
block.reinforced-payload-router.name = Armirani Tovarni Ruter
|
block.reinforced-payload-router.name = Armirani Tovarni Ruter
|
||||||
block.payload-mass-driver.name = Payload Mass Driver
|
block.payload-mass-driver.name = Tovarni Akcelerator
|
||||||
block.small-deconstructor.name = Small Deconstructor
|
block.small-deconstructor.name = Small Deconstructor
|
||||||
block.canvas.name = Kanvas
|
block.canvas.name = Kanvas
|
||||||
block.world-processor.name = Svetovni Procesor
|
block.world-processor.name = Svetovni Procesor
|
||||||
@@ -1756,131 +1760,131 @@ item.spore-pod.description = Prerađuje se u naftu ili plastiku, može se spalji
|
|||||||
item.spore-pod.details = Spore. Verovatno sintetički obliki života. Emituje gasove otrovne po ostali život. Ekstremno invazivne. Visoko zapaljive u određenim uslovima.
|
item.spore-pod.details = Spore. Verovatno sintetički obliki života. Emituje gasove otrovne po ostali život. Ekstremno invazivne. Visoko zapaljive u određenim uslovima.
|
||||||
item.blast-compound.description = Koristi se za bombe i eksplozivnu municiju.
|
item.blast-compound.description = Koristi se za bombe i eksplozivnu municiju.
|
||||||
item.pyratite.description = Koristi se kao zapaljiva municija i odlično gorivo za elektrane.
|
item.pyratite.description = Koristi se kao zapaljiva municija i odlično gorivo za elektrane.
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = Korišćen u raznim građevinama i municiji na Erekir-u.
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = Korišćena u drobilicama, oklopu i kao municija. Potrebna za gradnju naprednijih građevina.
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = Korišćen kao preusmeravač toplote i električni izolator.
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = Korišćena u naprednim građevinama, većim jedinicama i municiji.
|
||||||
|
|
||||||
liquid.water.description = Koristi se za hlađenje mašina i preradu otpada.
|
liquid.water.description = Koristi se za hlađenje mašina i preradu otpada.
|
||||||
liquid.slag.description = Može se preraditi u Razdvajačima u druge resurse, može se sipati na neprijatelje kao oružje.
|
liquid.slag.description = Može se preraditi u Razdvajačima u druge resurse, može se sipati na neprijatelje kao oružje.
|
||||||
liquid.oil.description = Koristi se za proizvodnju naprednih materijala. Može se koristi kao pojačivač vatre ako se sipa na neprijatelja dok gori.
|
liquid.oil.description = Koristi se za proizvodnju naprednih materijala. Može se koristi kao pojačivač vatre ako se sipa na neprijatelja dok gori.
|
||||||
liquid.cryofluid.description = Rashladna tečnost za fabrike, reaktore i topove.
|
liquid.cryofluid.description = Rashladna tečnost za fabrike, reaktore i topove.
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = Korišćen kao oksidaciono sredstvo za proizvodnju materijala, i kao gorivo. Srednje eksplozivan.
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = Korišćen za iskopavanje ruda, proizvodnju jedinica i za popravke. Zapaljiv.
|
||||||
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
|
liquid.cyanogen.description = Korišćena za izgradnju većih jedinica, kao municija i za razne reakcije u naprednim građevinama. Izuzetno Zapaljiv.
|
||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = Korišćen za iskopavanje ruda, proizvodnju gasova i proizvodnju jedinica. Inertan.
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = Opasni biološki njusproizvod Neoplasia reaktora. Brzo se širi na svaki povezani blok koji sadrži vodu koju dotakne, oštećuju ih u procesu. Viskozna.
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = Neoplazma. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
||||||
|
|
||||||
block.derelict = [lightgray]Zabačen
|
block.derelict = [lightgray]Zabačen
|
||||||
block.armored-conveyor.description = Moves items forward. Does not accept inputs from the sides.
|
block.armored-conveyor.description = Usmerava materijale ispred. Nema prijema sa bokova.
|
||||||
block.illuminator.description = Emits light.
|
block.illuminator.description = Osvetljava okolinu.
|
||||||
block.message.description = Stores a message for communication between allies.
|
block.message.description = Skladišti poruku radi komunikacije među saveznicima.
|
||||||
block.graphite-press.description = Compresses coal into graphite.
|
block.graphite-press.description = Pritiska ugalj, pretvarajući ga u grafit.
|
||||||
block.multi-press.description = Compresses coal into graphite. Requires water as coolant.
|
block.multi-press.description = Pritiska ugalj, pretvarajući ga u grafit. Zahteva vodu za hlađenje.
|
||||||
block.silicon-smelter.description = Refines silicon from sand and coal.
|
block.silicon-smelter.description = Rafinira silicijum iz peska i uglja.
|
||||||
block.kiln.description = Smelts sand and lead into metaglass.
|
block.kiln.description = Topi pesak i olovo u meta-staklo.
|
||||||
block.plastanium-compressor.description = Produces plastanium from oil and titanium.
|
block.plastanium-compressor.description = Proizvodi plastanijum iz nafte i titanijuma.
|
||||||
block.phase-weaver.description = Synthesizes phase fabric from thorium and sand.
|
block.phase-weaver.description = Synthesizes phase fabric from thorium and sand.
|
||||||
block.surge-smelter.description = Fuses titanium, lead, silicon and copper into surge alloy.
|
block.surge-smelter.description = Fuses titanium, lead, silicon and copper into surge alloy.
|
||||||
block.cryofluid-mixer.description = Mixes water and fine titanium powder to produce cryofluid.
|
block.cryofluid-mixer.description = Meša vodu sa finom titanijumskom prašinom u kriotečnost.
|
||||||
block.blast-mixer.description = Produces blast compound from pyratite and spore pods.
|
block.blast-mixer.description = Proizvodi eksplozivnu smešu iz piratita i kapsula spora.
|
||||||
block.pyratite-mixer.description = Mixes coal, lead and sand into pyratite.
|
block.pyratite-mixer.description = Meša ugalj, pesak i olovo u piratit.
|
||||||
block.melter.description = Melts down scrap into slag.
|
block.melter.description = Melts down scrap into slag.
|
||||||
block.separator.description = Separates slag into its mineral components.
|
block.separator.description = Separates slag into its mineral components.
|
||||||
block.spore-press.description = Compresses spore pods into oil.
|
block.spore-press.description = Pritiska kapsule spora, pretvarajući je u naftu.
|
||||||
block.pulverizer.description = Crushes scrap into fine sand.
|
block.pulverizer.description = Drobi opiljke u fini pesak.
|
||||||
block.coal-centrifuge.description = Transforms oil into coal.
|
block.coal-centrifuge.description = Transformiše naftu u ugalj.
|
||||||
block.incinerator.description = Vaporizes any item or liquid it receives.
|
block.incinerator.description = Spaljuje svaki materijal ili tečnost koju primi.
|
||||||
block.power-void.description = Voids all power inputted. Sandbox only.
|
block.power-void.description = Negira svu povezanu energiju. Isključivo za Sandbox mod.
|
||||||
block.power-source.description = Bezkrajno ispušta energiju. Sandbox only.
|
block.power-source.description = Bezkrajno ispušta energiju. Isključivo za Sandbox mod.
|
||||||
block.item-source.description = Infinitely outputs items. Sandbox only.
|
block.item-source.description = Bezkrajno ispušta materijale. Isključivo za Sandbox mod.
|
||||||
block.item-void.description = Destroys any items. Sandbox only.
|
block.item-void.description = Uništava svaki ubačeni materijal. Isključivo za Sandbox mod.
|
||||||
block.liquid-source.description = Bezkrajno ispušta tečnosti. Sandbox only.
|
block.liquid-source.description = Bezkrajno ispušta tečnosti. Isključivo za Sandbox mod.
|
||||||
block.liquid-void.description = Uništava svaku tečnost. Sandbox only.
|
block.liquid-void.description = Uništava svaku ubačenu tečnost. Isključivo za Sandbox mod.
|
||||||
block.payload-source.description = Infinitely outputs payloads. Sandbox only.
|
block.payload-source.description = Bezkrajno ispušta tovar. Isključivo za Sandbox mod.
|
||||||
block.payload-void.description = Destroys any payloads. Sandbox only.
|
block.payload-void.description = Uništava sav ubačen tovar. Isključivo za Sandbox mod.
|
||||||
block.copper-wall.description = Protects structures from enemy projectiles.
|
block.copper-wall.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.copper-wall-large.description = Protects structures from enemy projectiles.
|
block.copper-wall-large.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.titanium-wall.description = Protects structures from enemy projectiles.
|
block.titanium-wall.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.titanium-wall-large.description = Protects structures from enemy projectiles.
|
block.titanium-wall-large.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.plastanium-wall.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.
|
block.plastanium-wall.description = Štiti građevine od neprijateljskih projektila. Upija lasere i električne udare. Ne dopušta automatska povezivanja energije.
|
||||||
block.plastanium-wall-large.description = Protects structures from enemy projectiles. Absorbs lasers and electric arcs. Blocks automatic power connections.
|
block.plastanium-wall-large.description = Štiti građevine od neprijateljskih projektila. Upija lasere i električne udare. Ne dopušta automatska povezivanja energije.
|
||||||
block.thorium-wall.description = Protects structures from enemy projectiles.
|
block.thorium-wall.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.thorium-wall-large.description = Protects structures from enemy projectiles.
|
block.thorium-wall-large.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.phase-wall.description = Protects structures from enemy projectiles, reflecting most bullets upon impact.
|
block.phase-wall.description = Štiti građevine od neprijateljskih projektila, odbijajući većinu metaka pri udaru.
|
||||||
block.phase-wall-large.description = Protects structures from enemy projectiles, reflecting most bullets upon impact.
|
block.phase-wall-large.description = Štiti građevine od neprijateljskih projektila, odbijajući većinu metaka pri udaru.
|
||||||
block.surge-wall.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
block.surge-wall.description = Štiti građevine od neprijateljskih projektila, povremeno uzrokavajući električne udare pri kontaktu.
|
||||||
block.surge-wall-large.description = Protects structures from enemy projectiles, periodically releasing electric arcs upon contact.
|
block.surge-wall-large.description = Štiti građevine od neprijateljskih projektila, povremeno uzrokavajući električne udare pri kontaktu.
|
||||||
block.door.description = A wall that can be opened and closed.
|
block.door.description = Zid koji se može otvarati i zatvarati.
|
||||||
block.door-large.description = A wall that can be opened and closed.
|
block.door-large.description = Zid koji se može otvarati i zatvarati.
|
||||||
block.mender.description = Periodically repairs blocks in its vicinity.\nOptionally uses silicon to boost range and efficiency.
|
block.mender.description = Povremeno popravlja blokove u okolini.\nMože koristiti silicijum da poveća domet i efikasnost.
|
||||||
block.mend-projector.description = Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency.
|
block.mend-projector.description = Popravlja blokove u okolini.\nMože koristiti faznu tkaninu da poveća domet i efikasnost.
|
||||||
block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency.
|
block.overdrive-projector.description = Ubrzava okolne građevine.\nMože koristiti faznu tkaninu da poveća domet i efikasnost.
|
||||||
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size.
|
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric increases shield size.
|
||||||
block.shock-mine.description = Releases electric arcs upon enemy unit contact.
|
block.shock-mine.description = Oslobađa električne udare pri kontaktu sa neprijateljskim jedinicama.
|
||||||
block.conveyor.description = Transports items forward.
|
block.conveyor.description = Usmerava materijale ispred.
|
||||||
block.titanium-conveyor.description = Transports items forward. Faster than a standard conveyor.
|
block.titanium-conveyor.description = Usmerava materijale ispredd. Brži od standardnog transportera.
|
||||||
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.
|
block.plastanium-conveyor.description = Usmerava materijale ispred u bačvama. Prima materijale od pozadi, I izbacuje na tri strane spreda. Zahteva više ulaznih i izlaznih tačaka za maksimalni protok.
|
||||||
block.junction.description = Acts as a bridge for two crossing conveyor belts.
|
block.junction.description = Acts as a bridge for two crossing conveyor belts.
|
||||||
block.bridge-conveyor.description = Transports items over terrain or buildings.
|
block.bridge-conveyor.description = Prebacuje materijale preko terena i građevina.
|
||||||
block.phase-conveyor.description = Instantly transports items over terrain or buildings. Longer range than the item bridge, but requires power.
|
block.phase-conveyor.description = Momentalno prebacuje materijale preko terena i građevina. Veći domet nego premostna traka, ali zahteva energiju.
|
||||||
block.sorter.description = If an input item matches the selection, it passes forward. Otherwise, the item is outputted to the left and right.
|
block.sorter.description = Ako je prijemni materijal slaže sa izabranim, ide napred. U suprotnosti, materijal ide sa strane.
|
||||||
block.inverted-sorter.description = Similar to a standard sorter, but outputs selected items to the sides instead.
|
block.inverted-sorter.description = Kao standardni sorter, ali izabrani materijali idu sa strane.
|
||||||
block.router.description = Distributes input items to 3 output directions equally.
|
block.router.description = Distribuiše primljene materijale podjednako u 3 pravca.
|
||||||
block.router.details = A necessary evil. Using next to production inputs is not advised, as they will get clogged by output.
|
block.router.details = Neophodno zlo. Predlaže se da se ne postavlja pored proizvodnog prijema, pošto će nastati zastoj od proizvoda.
|
||||||
block.distributor.description = Distributes input items to 7 output directions equally.
|
block.distributor.description = Distribuiše primljene materijale podjednako u 7 pravaca.
|
||||||
block.overflow-gate.description = Only outputs items to the left and right if the front path is blocked.
|
block.overflow-gate.description = Samo otpušta materijale sa strane u slučaju da je prednja strana nepropusna.
|
||||||
block.underflow-gate.description = Opposite of an overflow gate. Outputs to the front if the left and right paths are blocked.
|
block.underflow-gate.description = Suprostnost nadlivne kapije. Otpušta materijale napred samo kad su obe strane nepropusne.
|
||||||
block.mass-driver.description = Long-range item transport structure. Collects batches of items and shoots them to other mass drivers.
|
block.mass-driver.description = Visoko-dometna tranportna građevina za materijale. Skuplja bačve materijala i ispaljuje ih na druge akceleratore.
|
||||||
block.mechanical-pump.description = Pumps and outputs liquids. Does not require power.
|
block.mechanical-pump.description = Pumpa tečnosti. Ne zahteva energiju.
|
||||||
block.rotary-pump.description = Pumps and outputs liquids. Requires power.
|
block.rotary-pump.description = Pumpa tečnosti. Zahteva energiju.
|
||||||
block.impulse-pump.description = Pumps and outputs liquids.
|
block.impulse-pump.description = Pumpa tečnosti.
|
||||||
block.conduit.description = Moves liquids forward. Used in conjunction with pumps and other conduits.
|
block.conduit.description = Usmerava tečnosti ka zadatom pravcu. Korišćen sa drugim cevima i pumpama.
|
||||||
block.pulse-conduit.description = Moves liquids forward. Transports faster and stores more than standard conduits.
|
block.pulse-conduit.description = Usmerava tečnosti ka zadatom pravcu. Ima veći kapacitet i brže prenosi od standardnih cevi.
|
||||||
block.plated-conduit.description = Moves liquids forward. Does not accept input from the sides. Does not leak.
|
block.plated-conduit.description = Usmerava tečnosti ka zadatom pravcu. Does not accept input from the sides. Ne curi.
|
||||||
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid.
|
block.liquid-router.description = Prima tečnosti iz jednog pravca i otpušta podjednako u 3 pravca. Takođe može da skladišti nešto tečnosti.
|
||||||
block.liquid-container.description = Stores a sizeable amount of liquid. Outputs to all sides, similarly to a liquid router.
|
block.liquid-container.description = Skladišti dobru količinu tečnosti. Slično tečnom ruteru, otpušta u svaki pravac.
|
||||||
block.liquid-tank.description = Stores a large amount of liquid. Outputs to all sides, similarly to a liquid router.
|
block.liquid-tank.description = Skladišti veliku količinu tečnosti. Slično tečnom ruteru, otpušta u svaki pravac.
|
||||||
block.liquid-junction.description = Acts as a bridge for two crossing conduits.
|
block.liquid-junction.description = Acts as a bridge for two crossing conduits.
|
||||||
block.bridge-conduit.description = Transports liquids over terrain or buildings.
|
block.bridge-conduit.description = Prebacuje tečnosti preko terena ili građevina.
|
||||||
block.phase-conduit.description = Transports liquids over terrain or buildings. Longer range than the bridge conduit, but requires power.
|
block.phase-conduit.description = Momentalno prebacuje tečnosti preko terena i građevina. Veći domet nego premostna cev, ali zahteva energiju.
|
||||||
block.power-node.description = Transmits power to connected nodes. The node will receive power from or supply power to any adjacent blocks.
|
block.power-node.description = Distribuiše energiju sa drugim čvorovima. Čvor takođe šalje i prima energiju sa susednim blokovima.
|
||||||
block.power-node-large.description = An advanced power node with greater range.
|
block.power-node-large.description = Napredni čvor sa većim dometom.
|
||||||
block.surge-tower.description = A long-range power node with fewer available connections.
|
block.surge-tower.description = Dugo-dometni čvor sa samo nekoliko dostupnih povezivanja.
|
||||||
block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
|
block.diode.description = Moves battery power in one direction, but only if the other side has less power stored.
|
||||||
block.battery.description = Stores power in times of surplus energy. Outputs power in times of deficit.
|
block.battery.description = Skladišti višak energije. Otpušta energiju kad je deficit.
|
||||||
block.battery-large.description = Stores power in times of surplus energy. Outputs power in times of deficit. Higher capacity than a regular battery.
|
block.battery-large.description = Skladišti višak energije. Otpušta energiju kad je deficit. Veći kapacitet od standardne baterije.
|
||||||
block.combustion-generator.description = Generates power by burning flammable materials, such as coal.
|
block.combustion-generator.description = Stvara energiju prilikom sagorevanja zapaljivih materijala, potput uglja.
|
||||||
block.thermal-generator.description = Generates power when placed in hot locations.
|
block.thermal-generator.description = Stvara energiju kada se nalazim u toploj sredini.
|
||||||
block.steam-generator.description = Generates power by burning flammable materials and converting water to steam.
|
block.steam-generator.description = Stvara energiju prilikom sagorevanja zapaljivih materijala i sa tim vode u paru.
|
||||||
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
|
block.differential-generator.description = Stvara velku količinu energije. Koristi temperaturnu razliku između kriotečnosti i zapaljenog piratita.
|
||||||
block.rtg-generator.description = Uses the heat of decaying radioactive compounds to produce energy at a slow rate.
|
block.rtg-generator.description = Koristi toplotu pri polakom razlaganju radioaktivnih elemenata za proizvodnju energije.
|
||||||
block.solar-panel.description = Provides a small amount of power from the sun.
|
block.solar-panel.description = Proizvodi malu količinu energije od sunca.
|
||||||
block.solar-panel-large.description = Provides a small amount of power from the sun. More efficient than the standard solar panel.
|
block.solar-panel-large.description = Proizvodi malu količinu energije od sunca, ali više od standardnog panela.
|
||||||
block.thorium-reactor.description = Generates significant amounts of power from thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied.
|
block.thorium-reactor.description = Generates significant amounts of power from thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied.
|
||||||
block.impact-reactor.description = Creates massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
|
block.impact-reactor.description = Creates massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
|
||||||
block.mechanical-drill.description = When placed on ore, outputs items at a slow pace indefinitely. Only capable of mining basic resources.
|
block.mechanical-drill.description = Kada je postavljeno na rudi, polako i trajno otpušta materijale. Može samo iskopavati jednostavne resurse.
|
||||||
block.pneumatic-drill.description = An improved drill, capable of mining titanium. Mines at a faster pace than a mechanical drill.
|
block.pneumatic-drill.description = Poboljšana drobilica, može iskopavati titanijm. Otkopava brže nego mehanička drobilica.
|
||||||
block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Capable of mining thorium.
|
block.laser-drill.description = Omugućava još brže iskopavanje pomoću tehnologije lasera, ali zahteva energiju. Može iskopavati torijum.
|
||||||
block.blast-drill.description = The ultimate drill. Requires large amounts of power.
|
block.blast-drill.description = Najefikasnija drobilica. Zahteva veliku količinu energije.
|
||||||
block.water-extractor.description = Extracts groundwater. Used in locations with no surface water available.
|
block.water-extractor.description = Prikuplja podzemne vode. Korišćeno na mestima bez nadzemne vode.
|
||||||
block.cultivator.description = Cultivates tiny concentrations of atmospheric spores into spore pods.
|
block.cultivator.description = Prikuplja malu količinu atmosfernih kultura spora u kapsule spora.
|
||||||
block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo.
|
block.cultivator.details = Recovered technology. Used to produce massive amounts of biomass as efficiently as possible. Likely the initial incubator of the spores now covering Serpulo.
|
||||||
block.oil-extractor.description = Uses large amounts of power, sand and water to drill for oil.
|
block.oil-extractor.description = Uses large amounts of power, sand and water to drill for oil.
|
||||||
block.core-shard.description = Core of the base. Once destroyed, the sector is lost.
|
block.core-shard.description = Jezgro baze. Jednom uništeno gubi se sector.
|
||||||
block.core-shard.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel.
|
block.core-shard.details = The first iteration. Compact. Self-replicating. Equipped with single-use launch thrusters. Not designed for interplanetary travel.
|
||||||
block.core-foundation.description = Core of the base. Well armored. Stores more resources than a Shard.
|
block.core-foundation.description = Jezgro baze. Dobro oklopljeno. Skladišti više resursa nego Krhotina.
|
||||||
block.core-foundation.details = The second iteration.
|
block.core-foundation.details = The second iteration.
|
||||||
block.core-nucleus.description = Core of the base. Extremely well armored. Stores massive amounts of resources.
|
block.core-nucleus.description = Jezgro baze. Veoma dobro oklopljeno. Skladišti veliku količinu resursa.
|
||||||
block.core-nucleus.details = The third and final iteration.
|
block.core-nucleus.details = The third and final iteration.
|
||||||
block.vault.description = Stores a large amount of items of each type. Contents can be retrieved with an unloader.
|
block.vault.description = Skladišti veliku količinu od svake vrste materijala. Contents can be retrieved with an unloader.
|
||||||
block.container.description = Stores a small amount of items of each type. Contents can be retrieved with an unloader.
|
block.container.description = Skladišti malu količinu od svake vrste materijala. Contents can be retrieved with an unloader.
|
||||||
block.unloader.description = Unloads the selected item from nearby blocks.
|
block.unloader.description = Istovaruje određeni materijal iz obližnih blokova.
|
||||||
block.launch-pad.description = Launches batches of items to selected sectors.
|
block.launch-pad.description = Lansira bačve resursa u izabrani sektor.
|
||||||
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
block.launch-pad.details = Sub-orbital system for point-to-point transportation of resources. Payload pods are fragile and incapable of surviving re-entry.
|
||||||
block.duo.description = Fires alternating bullets at enemies.
|
block.duo.description = Ispaljuje metke naizmenično na neprijatelje.
|
||||||
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
block.scatter.description = Fires clumps of lead, scrap or metaglass flak at enemy aircraft.
|
||||||
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
block.scorch.description = Burns any ground enemies close to it. Highly effective at close range.
|
||||||
block.hail.description = Fires small shells at ground enemies over long distances.
|
block.hail.description = Fires small shells at ground enemies over long distances.
|
||||||
@@ -1888,29 +1892,29 @@ block.wave.description = Fires streams of liquid at enemies. Automatically extin
|
|||||||
block.lancer.description = Charges and fires powerful beams of energy at ground targets.
|
block.lancer.description = Charges and fires powerful beams of energy at ground targets.
|
||||||
block.arc.description = Fires arcs of electricity at ground targets.
|
block.arc.description = Fires arcs of electricity at ground targets.
|
||||||
block.swarmer.description = Fires homing missiles at enemies.
|
block.swarmer.description = Fires homing missiles at enemies.
|
||||||
block.salvo.description = Fires quick salvos of bullets at enemies.
|
block.salvo.description = Ispaljuje brze rafale na neprijatelje.
|
||||||
block.fuse.description = Fires three close-range piercing blasts at nearby enemies.
|
block.fuse.description = Fires three close-range piercing blasts at nearby enemies.
|
||||||
block.ripple.description = Shoots clusters of shells at ground enemies over long distances.
|
block.ripple.description = Shoots clusters of shells at ground enemies over long distances.
|
||||||
block.cyclone.description = Fires explosive clumps of flak at nearby enemies.
|
block.cyclone.description = Fires explosive clumps of flak at nearby enemies.
|
||||||
block.spectre.description = Fires large armor-piercing bullets at air and ground targets.
|
block.spectre.description = Fires large armor-piercing bullets at air and ground targets.
|
||||||
block.meltdown.description = Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
|
block.meltdown.description = Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
|
||||||
block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.
|
block.foreshadow.description = Fires a large single-target bolt over long distances. Prioritizes enemies with higher max health.
|
||||||
block.repair-point.description = Continuously repairs the closest damaged unit in its vicinity.
|
block.repair-point.description = Stalno popravlja najbližu oštećenu jedinicu u okolini.
|
||||||
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.
|
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.
|
||||||
block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process.
|
block.parallax.description = Fires a tractor beam that pulls in air targets, damaging them in the process.
|
||||||
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
block.tsunami.description = Fires powerful streams of liquid at enemies. Automatically extinguishes fires when supplied with water.
|
||||||
block.silicon-crucible.description = Refines silicon from sand and coal, using pyratite as an additional heat source. More efficient in hot locations.
|
block.silicon-crucible.description = Rafiniše silicijum iz peska i uglja, korišteći piratit kao dodatni izvor toplote. Efikasnija u toploj sredini.
|
||||||
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
block.disassembler.description = Separates slag into trace amounts of exotic mineral components at low efficiency. Can produce thorium.
|
||||||
block.overdrive-dome.description = Increases the speed of nearby buildings. Requires phase fabric and silicon to operate.
|
block.overdrive-dome.description = Ubrzava rad okolnih građevina. Za rad zahteva silicijum i faznu tkaninu.
|
||||||
block.payload-conveyor.description = Moves large payloads, such as units from factories.
|
block.payload-conveyor.description = Usmerava tovar, potput jedinica iz fabrika.
|
||||||
block.payload-router.description = Splits input payloads into 3 output directions.
|
block.payload-router.description = Deli tovarni skup u 3 pravca.
|
||||||
block.ground-factory.description = Produces ground units. Output units can be used directly, or moved into reconstructors for upgrading.
|
block.ground-factory.description = Proizvodi zemne jedinice. Proizvod se može odmah koristiti, ili pomeren u rekonstruktore za doradu.
|
||||||
block.air-factory.description = Produces air units. Output units can be used directly, or moved into reconstructors for upgrading.
|
block.air-factory.description = Proizvodi vazdušne jedinice. Proizvod se može odmah koristiti, ili pomeren u rekonstruktore za doradu.
|
||||||
block.naval-factory.description = Produces naval units. Output units can be used directly, or moved into reconstructors for upgrading.
|
block.naval-factory.description = Proizvodi morske jedinice. Proizvod se može odmah koristiti, ili pomeren u rekonstruktore za doradu.
|
||||||
block.additive-reconstructor.description = Upgrades inputted units to the second tier.
|
block.additive-reconstructor.description = Dorađuje ubačene jedinice u drugi tier.
|
||||||
block.multiplicative-reconstructor.description = Upgrades inputted units to the third tier.
|
block.multiplicative-reconstructor.description = Dorađuje ubačene jedinice u treći tier.
|
||||||
block.exponential-reconstructor.description = Upgrades inputted units to the fourth tier.
|
block.exponential-reconstructor.description = Dorađuje ubačene jedinice u četvrti tier.
|
||||||
block.tetrative-reconstructor.description = Upgrades inputted units to the fifth and final tier.
|
block.tetrative-reconstructor.description = Dorađuje ubačene jedinice u peti i konačni tier.
|
||||||
block.switch.description = A toggleable switch. State can be read and controlled with logic processors.
|
block.switch.description = A toggleable switch. State can be read and controlled with logic processors.
|
||||||
block.micro-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings.
|
block.micro-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings.
|
||||||
block.logic-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the micro processor.
|
block.logic-processor.description = Runs a sequence of logic instructions in a loop. Can be used to control units and buildings. Faster than the micro processor.
|
||||||
@@ -1922,11 +1926,11 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
|
|||||||
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
block.interplanetary-accelerator.description = A massive electromagnetic railgun tower. Accelerates cores to escape velocity for interplanetary deployment.
|
||||||
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
block.repair-turret.description = Continuously repairs the closest damaged unit in its vicinity. Optionally accepts coolant.
|
||||||
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
block.payload-propulsion-tower.description = Long-range payload transport structure. Shoots payloads to other linked payload propulsion towers.
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = Jezgro baze. Oklopljeno. Jednom uništeno gubi se sektor.
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = Jezgro baze. Izuzetno dobro oklopljeno. Skladišti više resursa od Bastilje jezgra.
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = Jezgro baze. Izvrsno dobro oklopljeno. Skladišti više resursa od Citadele jezgra.
|
||||||
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
|
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
|
||||||
block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
|
block.diffuse.description = Ispaljuje rafale metaka u širokom uglu. Gura neprijateljske jedinice nazad.
|
||||||
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
||||||
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
||||||
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
||||||
@@ -1935,81 +1939,81 @@ block.lustre.description = Fires a slow-moving single-target laser at enemy targ
|
|||||||
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
||||||
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
||||||
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
||||||
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
block.silicon-arc-furnace.description = Rafiniše silicijum iz peska i grafita.
|
||||||
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
block.oxidation-chamber.description = Pretvara berilijum i ozom u kiseonik. Ispušta toplotu kao njusproizvod.
|
||||||
block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
|
block.electric-heater.description = Greje usmerene blokove. Zahteva veliku količinu energije.
|
||||||
block.slag-heater.description = Heats facing blocks. Requires slag.
|
block.slag-heater.description = Heats facing blocks. Requires slag.
|
||||||
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
|
block.phase-heater.description = Greje usmerene blokove. Zahteva faznu tkaninu.
|
||||||
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.heat-redirector.description = Preusmerava sakupljenu toplotu u druge blokove.
|
||||||
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
|
block.electrolyzer.description = Deli vodu na gasove vodonik i ozon.
|
||||||
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
block.atmospheric-concentrator.description = Koncentriše azot iz atmosfere. Zahteva toplotu.
|
||||||
block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
|
block.surge-crucible.description = Forms surge alloy from slag and silicon. Zahteva toplotu.
|
||||||
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Zahteva toplotu.
|
||||||
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
block.carbide-crucible.description = Pretvara volfram i grafit u karbid. Zahteva toplotu.
|
||||||
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Zahteva toplotu.
|
||||||
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
||||||
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
block.vent-condenser.description = Kondezuje ventilacione gasove u vodu. Koristi energiju.
|
||||||
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
|
block.plasma-bore.description = Kada je postavljeno u smeru zidne rude, beskonačno ispušta materijale. Zahteva malo energije.
|
||||||
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
||||||
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
block.cliff-crusher.description = Beskonačno ispušta pesak lomeći stene. Zahteva energiju. Efikasnost zavisi od vrste zida.
|
||||||
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
|
block.impact-drill.description = Kada je postavljeno na rudi, beskonačno ispušta materijale u bačvama. Zahteva energiju i vodu.
|
||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = Poboljšana udarna drobilica. Može iskopavati torijum. Zahteva vodonik
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = Usmerava tečnosti napred. Ne prihvata unos sa strane od blokova koje nisu cevi.
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = Jednako distribuiše tečnosti u svim pravcima.
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = Skladišti veliku količinu tečnosti.
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = Skladišti dobru količinu tečnosti.
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = Prenosi tečnosti preko terena i građevina.
|
||||||
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
block.reinforced-pump.description = Pumpa tečnosti. Zahteva vodonik.
|
||||||
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
block.beryllium-wall.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
block.beryllium-wall-large.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
block.tungsten-wall.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
block.tungsten-wall-large.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.carbide-wall.description = Protects structures from enemy projectiles.
|
block.carbide-wall.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
block.carbide-wall-large.description = Štiti građevine od neprijateljskih projektila.
|
||||||
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall.description = Štiti građevine od neprijateljskih projektila, povremeno uzrokavajući električne udare pri kontaktu.
|
||||||
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall-large.description = Štiti građevine od neprijateljskih projektila, povremeno uzrokavajući električne udare pri kontaktu.
|
||||||
block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
block.shielded-wall.description = Štiti građevine od neprijateljskih projektila. Stvara štit koji može primiti većinu metaka kada ima dovoljno energije. Provodi energiju.
|
||||||
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
block.blast-door.description = Zid koji se otvara kada su savezničke jedinice u blizini. Nemoguće je upravljati je ručno.
|
||||||
block.duct.description = Moves items forward. Only capable of storing a single item.
|
block.duct.description = Usmerava materijale ispred.
|
||||||
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
block.armored-duct.description = Usmerava materijale ispred. Ne prihvata unos sa strane od blokova koji nisu kanali.
|
||||||
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
block.duct-router.description = Distribuiše materijale podjednako sa 3 strane. Prihvata materijale samo otpozadi. Može da se podesi kao sorter.
|
||||||
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
block.overflow-duct.description = Samo otpušta materijale sa strane u slučaju da je prednja strana nepropusna.
|
||||||
block.duct-bridge.description = Moves items over structures and terrain.
|
block.duct-bridge.description = Prenosi materijale preko terena i građevina.
|
||||||
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
block.duct-unloader.description = Istovaruje materijale od bloka iza. Ne može istovarivati iz jezgra.
|
||||||
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
block.underflow-duct.description = Suprostnost nadlivnog kanala. Otpušta materijale napred samo kad su obe strane nepropusne.
|
||||||
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
||||||
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
block.surge-conveyor.description = Usmerava materijale u bačvama. Može se ubrzati sa energijom. Provodi energiju.
|
||||||
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
block.surge-router.description = Distribuiše materijale iz impulsnih traka podjednako sa 3 strane. Može se ubrzati sa energijom. Provodi energiju.
|
||||||
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
||||||
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
||||||
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
block.beam-node.description = Prenosi energiju na druge blokove ortogonalno. Skladišti malu količinu energije.
|
||||||
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
block.beam-tower.description = Prenosi energiju na druge blokove ortogonalno. Skladišti veću količinu energije. Dugog dometa.
|
||||||
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
block.turbine-condenser.description = Proizvodi energiju kada je na ventilu. Proizvodi malu količinu vode.
|
||||||
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
block.chemical-combustion-chamber.description = Proizvodi energiju od lučara i ozona.
|
||||||
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
||||||
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
block.flux-reactor.description = Proizvodi veliku količinu energije iz primljene toplote. Zahteva cianogen kao stabilizator. Dobijena energija i potreban cianogen su srazmerni sa količinom toplote.\nU slučaju nedovoljnog cianogena dolazi do ekplozije.
|
||||||
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
block.neoplasia-reactor.description = Koristi lučar, faznu tkaninu i vodu da proizvede veliku količinu energije. Proizvodi toplotu i opasnu neoplazmu kao njusproizvod.\nDolazi do jake eksplozije ako neoplasma se ne ispusti iz reaktora pomoću cevi.
|
||||||
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
block.build-tower.description = Automatski gradi uništene građevine i pomaže drugim jedinicama u izgradnji novih.
|
||||||
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
||||||
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
||||||
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
||||||
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.tank-fabricator.description = Proizvodi Stell jedinice. Proizvod se može odmah koristiti, ili pomeren u refabrikatore za doradu.
|
||||||
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.ship-fabricator.description = Proizvodi Elude jedinice. Proizvod se može odmah koristiti, ili pomeren u refabrikatore za doradu.
|
||||||
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.mech-fabricator.description = Proizvodi Merui jedinice. Proizvod se može odmah koristiti, ili pomeren u refabrikatore za doradu.
|
||||||
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
||||||
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
||||||
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
||||||
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
block.tank-refabricator.description = Dorađuje ubačene tenkovske jedinice u drugi tier.
|
||||||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
block.ship-refabricator.description = Dorađuje ubačene brodne jedinice u drugi tier.
|
||||||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
block.mech-refabricator.description = Dorađuje ubačene mečanske jedinice u drugi tier.
|
||||||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
block.prime-refabricator.description = Dorađuje ubačene jedinice u treći tier.
|
||||||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
||||||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
||||||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
block.reinforced-payload-conveyor.description = Usmeruje tovar ispred.
|
||||||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
||||||
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
||||||
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
block.unit-repair-tower.description = Popravlja sve jedinice u blizine. Zahteva ozon.
|
||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
||||||
|
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = Filnamn:
|
|||||||
unlocked = Nytt innehåll upplåst!
|
unlocked = Nytt innehåll upplåst!
|
||||||
available = Ny forskning tillgänglig!
|
available = Ny forskning tillgänglig!
|
||||||
unlock.incampaign = < Lås upp i kampanjen för detaljer >
|
unlock.incampaign = < Lås upp i kampanjen för detaljer >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Avklarad
|
completed = [accent]Avklarad
|
||||||
techtree = Teknologiträd
|
techtree = Teknologiträd
|
||||||
techtree.select = Teknologiträd Väljare
|
techtree.select = Teknologiträd Väljare
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = ชื่อไฟล์:
|
|||||||
unlocked = เนื้อหาใหม่ปลดล็อก!
|
unlocked = เนื้อหาใหม่ปลดล็อก!
|
||||||
available = มีการวิจัยใหม่พร้อมปลดล็อก!
|
available = มีการวิจัยใหม่พร้อมปลดล็อก!
|
||||||
unlock.incampaign = < ปลดล็อกในแคมเปญเพื่อดูรายละเอียด >
|
unlock.incampaign = < ปลดล็อกในแคมเปญเพื่อดูรายละเอียด >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]วิจัยแล้ว
|
completed = [accent]วิจัยแล้ว
|
||||||
techtree = ต้นไม้เทคโนโลยี
|
techtree = ต้นไม้เทคโนโลยี
|
||||||
techtree.select = เลือกต้นไม้เทคโนโลยี
|
techtree.select = เลือกต้นไม้เทคโนโลยี
|
||||||
@@ -744,7 +748,7 @@ sector.impact0078.description = ณ ที่แห่งนี้คือเ
|
|||||||
sector.planetaryTerminal.description = เป้าหมายสุดท้าย\n\nฐานทัพติดชายหาดนี้มีสิ่งประดิษฐ์ที่สามารถส่งแกนกลางไปยังดาวที่อยู่ใกล้ๆ ได้ ฐานทัพมีการป้องกันที่แน่นหนามาก\n\nผลิตยูนิตเรือ กวาดล้างศัตรูให้เร็วที่สุด วิจัยสิ่งประดิษฐ์นั่น
|
sector.planetaryTerminal.description = เป้าหมายสุดท้าย\n\nฐานทัพติดชายหาดนี้มีสิ่งประดิษฐ์ที่สามารถส่งแกนกลางไปยังดาวที่อยู่ใกล้ๆ ได้ ฐานทัพมีการป้องกันที่แน่นหนามาก\n\nผลิตยูนิตเรือ กวาดล้างศัตรูให้เร็วที่สุด วิจัยสิ่งประดิษฐ์นั่น
|
||||||
sector.onset.name = การเริ่มต้น
|
sector.onset.name = การเริ่มต้น
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -173,6 +173,10 @@ filename = File Name:
|
|||||||
unlocked = Yeni yapi acildi!!
|
unlocked = Yeni yapi acildi!!
|
||||||
available = New research available!
|
available = New research available!
|
||||||
unlock.incampaign = < Unlock in campaign for details >
|
unlock.incampaign = < Unlock in campaign for details >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Completed
|
completed = [accent]Completed
|
||||||
techtree = Tech Tree
|
techtree = Tech Tree
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -733,7 +737,7 @@ sector.impact0078.description = Here lie remnants of the interstellar transport
|
|||||||
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.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.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Dosya Adı:
|
|||||||
unlocked = Yeni içerik açıldı!
|
unlocked = Yeni içerik açıldı!
|
||||||
available = Yeni Araştırma Mümkün!
|
available = Yeni Araştırma Mümkün!
|
||||||
unlock.incampaign = < Detaylar için Mücadelede Araştır >
|
unlock.incampaign = < Detaylar için Mücadelede Araştır >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Tamamlandı
|
completed = [accent]Tamamlandı
|
||||||
techtree = Teknoloji Ağacı
|
techtree = Teknoloji Ağacı
|
||||||
techtree.select = Teknoloji Ağacı Seç
|
techtree.select = Teknoloji Ağacı Seç
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Назва файлу:
|
|||||||
unlocked = Доступний новий вміст!
|
unlocked = Доступний новий вміст!
|
||||||
available = Нове дослідження доступно!
|
available = Нове дослідження доступно!
|
||||||
unlock.incampaign = < Розблокуйте в кампанії для отримання подробиць >
|
unlock.incampaign = < Розблокуйте в кампанії для отримання подробиць >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Завершено
|
completed = [accent]Завершено
|
||||||
techtree = Дерево технологій
|
techtree = Дерево технологій
|
||||||
techtree.select = Вибір дерева технологій
|
techtree.select = Вибір дерева технологій
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = Tên tệp:
|
|||||||
unlocked = Đã mở khóa nội dung mới!
|
unlocked = Đã mở khóa nội dung mới!
|
||||||
available = Đã có mục nghiên cứu mới!
|
available = Đã có mục nghiên cứu mới!
|
||||||
unlock.incampaign = < Mở khóa trong chiến dịch để biết chi tiết >
|
unlock.incampaign = < Mở khóa trong chiến dịch để biết chi tiết >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]Hoàn tất
|
completed = [accent]Hoàn tất
|
||||||
techtree = Tiến trình
|
techtree = Tiến trình
|
||||||
techtree.select = Tech Tree Selection
|
techtree.select = Tech Tree Selection
|
||||||
@@ -744,7 +748,7 @@ sector.impact0078.description = Đây là tàn tích của tàu vận chuyển g
|
|||||||
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng căn cứ tới các hành tinh địa phương. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất quân lính hải quân. Loại bỏ kẻ thù càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
|
sector.planetaryTerminal.description = Mục tiêu cuối cùng.\n\nCăn cứ ven biển này chứa một cấu trúc có khả năng phóng căn cứ tới các hành tinh địa phương. Nó được bảo vệ cực kỳ cẩn thận.\n\nSản xuất quân lính hải quân. Loại bỏ kẻ thù càng nhanh càng tốt. Nghiên cứu cấu trúc phóng.
|
||||||
sector.onset.name = The Onset
|
sector.onset.name = The Onset
|
||||||
sector.aegis.name = Aegis
|
sector.aegis.name = Aegis
|
||||||
sector.lake.name = Name
|
sector.lake.name = Lake
|
||||||
sector.intersect.name = Intersect
|
sector.intersect.name = Intersect
|
||||||
sector.atlas.name = Atlas
|
sector.atlas.name = Atlas
|
||||||
sector.split.name = Split
|
sector.split.name = Split
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ link.f-droid.description = F-Droid 页面
|
|||||||
link.wiki.description = Mindustry 官方 Wiki
|
link.wiki.description = Mindustry 官方 Wiki
|
||||||
link.suggestions.description = 提出新特性的建议
|
link.suggestions.description = 提出新特性的建议
|
||||||
link.bug.description = 发现了 Bug ?在这里报告
|
link.bug.description = 发现了 Bug ?在这里报告
|
||||||
linkopen = This server has sent you a link. Are you sure you want to open it?\n\n[sky]{0}
|
linkopen = 这个服务器向您发送了一条链接,你确定想要打开它吗?\n\n[sky]{0}
|
||||||
linkfail = 打开链接失败!\n网址已复制到您的剪贴板。
|
linkfail = 打开链接失败!\n网址已复制到您的剪贴板。
|
||||||
screenshot = 屏幕截图已保存到 {0}
|
screenshot = 屏幕截图已保存到 {0}
|
||||||
screenshot.invalid = 地图太大,可能没有足够的内存用于截图。
|
screenshot.invalid = 地图太大,可能没有足够的内存用于截图。
|
||||||
@@ -169,13 +169,17 @@ mod.scripts.disable = 您的设备不支持含有脚本的模组,必须禁用
|
|||||||
about.button = 关于
|
about.button = 关于
|
||||||
name = 名字:
|
name = 名字:
|
||||||
noname = 先取一个[accent]玩家名称[]。
|
noname = 先取一个[accent]玩家名称[]。
|
||||||
search = Search:
|
search = 搜索:
|
||||||
planetmap = 行星地图
|
planetmap = 行星地图
|
||||||
launchcore = 发射核心
|
launchcore = 发射核心
|
||||||
filename = 文件名:
|
filename = 文件名:
|
||||||
unlocked = 解锁了新内容!
|
unlocked = 解锁了新内容!
|
||||||
available = 可研究新科技!
|
available = 可研究新科技!
|
||||||
unlock.incampaign = < 在战役中解锁以显示详情 >
|
unlock.incampaign = < 在战役中解锁以显示详情 >
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]己研究
|
completed = [accent]己研究
|
||||||
techtree = 科技树
|
techtree = 科技树
|
||||||
techtree.select = 切换科技树
|
techtree.select = 切换科技树
|
||||||
@@ -232,7 +236,7 @@ servers.disclaimer = 社区服务器[accent]并非[]由开发者拥有或管理
|
|||||||
servers.showhidden = 显示隐藏的服务器
|
servers.showhidden = 显示隐藏的服务器
|
||||||
server.shown = 显示
|
server.shown = 显示
|
||||||
server.hidden = 隐藏
|
server.hidden = 隐藏
|
||||||
viewplayer = Viewing Player: [accent]{0}
|
viewplayer = 查看玩家: [accent]{0}
|
||||||
|
|
||||||
trace = 跟踪玩家
|
trace = 跟踪玩家
|
||||||
trace.playername = 玩家名称:[accent]{0}
|
trace.playername = 玩家名称:[accent]{0}
|
||||||
@@ -727,42 +731,42 @@ sector.planetaryTerminal.name = 行星发射终端
|
|||||||
sector.coastline.name = 边际海湾
|
sector.coastline.name = 边际海湾
|
||||||
sector.navalFortress.name = 海军要塞
|
sector.navalFortress.name = 海军要塞
|
||||||
|
|
||||||
sector.groundZero.description = 踏上旅程的最佳位置。 这里的敌人威胁很小,但资源也少。 \n\n尽你所能收集铅和铜,出发吧!
|
sector.groundZero.description = 踏上旅程的最佳位置。 这里的敌人威胁很小,但资源也少。\n\n尽你所能收集铅和铜,出发吧!
|
||||||
sector.frozenForest.description = 一个靠近山脉的地方。 哪怕是在这里,也有了孢子扩散的痕迹。 \n连极寒也无法长久地约束它们。 \n\n开始运用电力,建造火力发电机并学会使用修理器。
|
sector.frozenForest.description = 一个靠近山脉的地方。 哪怕是在这里,也有了孢子扩散的痕迹。\n连极寒也无法长久地约束它们。\n\n开始运用电力,建造火力发电机并学会使用修理器。
|
||||||
sector.saltFlats.description = 盐碱荒滩,位于沙漠的边缘地带,几乎没有什么资源。 \n敌人在这里建立了一个资源存储区。 \n\n摧毁他们的核心,片甲不留。
|
sector.saltFlats.description = 盐碱荒滩,位于沙漠的边缘地带,几乎没有什么资源。\n敌人在这里建立了一个资源存储区。\n\n摧毁他们的核心,片甲不留。
|
||||||
sector.craters.description = 这片陨石地带有积水,它也是旧时战争的遗迹。 \n\n夺下该区块,收集沙子冶炼玻璃。 \n用水泵抽水加速炮塔和钻头。
|
sector.craters.description = 这片陨石地带有积水,它也是旧时战争的遗迹。\n\n夺下该区块,收集沙子冶炼玻璃。\n用水泵抽水加速炮塔和钻头。
|
||||||
sector.ruinousShores.description = 穿过荒地就是海滩。 \n这里曾经有一条海岸防线,但现在已所剩无几。 \n一些基础的防御建筑还完好无损,除此之外都变成了废墟。 \n\n继续向外扩张并研究科技。
|
sector.ruinousShores.description = 穿过荒地就是海滩。\n这里曾经有一条海岸防线,但现在已所剩无几。\n一些基础的防御建筑还完好无损,除此之外都变成了废墟。\n\n继续向外扩张并研究科技。
|
||||||
sector.stainedMountains.description = 深入内陆地区便是山脉,这里目前还未被孢子污染。 \n敌人势力更加强大,别给他们的精锐部队留下喘息之机。\n\n这一地区分布着丰富的钛,试着开采并利用它。
|
sector.stainedMountains.description = 深入内陆地区便是山脉,这里目前还未被孢子污染。\n敌人势力更加强大,别给他们的精锐部队留下喘息之机。\n\n这一地区分布着丰富的钛,试着开采并利用它。
|
||||||
sector.overgrowth.description = 这里的孢子靠近它最初的发源地,因此得以疯狂生长。 \n\n敌人在此处建立了一个前哨站,建造尖刀单位来摧毁它。
|
sector.overgrowth.description = 这里的孢子靠近它最初的发源地,因此得以疯狂生长。\n\n敌人在此处建立了一个前哨站,建造尖刀单位来摧毁它。
|
||||||
sector.tarFields.description = 产油区边缘,位于山脉和沙漠之间。 它是为数不多蕴藏了石油的地区之一。 \n尽管这里一片废墟,附近仍有一些危险的敌方单位。 不要低估他们。 \n\n[lightgray]尽你所能研究石油加工技术。
|
sector.tarFields.description = 产油区边缘,位于山脉和沙漠之间。 它是为数不多蕴藏了石油的地区之一。\n尽管这里一片废墟,附近仍有一些危险的敌方单位。 不要低估他们。\n\n[lightgray]尽你所能研究石油加工技术。
|
||||||
sector.desolateRift.description = 非常危险的区块,资源丰富但空间狭窄,敌人也十分危险。 \n\n尽快发展与防御,不要因敌人的进攻间隔太长而掉以轻心。
|
sector.desolateRift.description = 非常危险的区块,资源丰富但空间狭窄,敌人也十分危险。\n\n尽快发展与防御,不要因敌人的进攻间隔太长而掉以轻心。
|
||||||
sector.nuclearComplex.description = 曾用来生产加工钍的设施,如今已变成了废墟。 \n这里有大量的敌人,不断搜寻着入侵者。\n\n[lightgray]研究钍以及它的各种用途。
|
sector.nuclearComplex.description = 曾用来生产加工钍的设施,如今已变成了废墟。\n这里有大量的敌人,不断搜寻着入侵者。\n\n[lightgray]研究钍以及它的各种用途。
|
||||||
sector.fungalPass.description = 一边是高山,另一边是孢子丛生的平原。 \n这里有一个敌方的小型侦察基地,摧毁它。 \n\n使用尖刀和爬虫单位,摧毁两个核心。
|
sector.fungalPass.description = 一边是高山,另一边是孢子丛生的平原。\n这里有一个敌方的小型侦察基地,摧毁它。\n\n使用尖刀和爬虫单位,摧毁两个核心。
|
||||||
sector.biomassFacility.description = 孢子的发源地,有研究和生产孢子的原始设施。 \n[lightgray]设施损毁后,孢子散播了出去,原生生态系统完全无法抵挡这种外来物种。 \n\n研究这里的科技,培养孢子来制造燃料和聚合物。
|
sector.biomassFacility.description = 孢子的发源地,有研究和生产孢子的原始设施。\n[lightgray]设施损毁后,孢子散播了出去,原生生态系统完全无法抵挡这种外来物种。\n\n研究这里的科技,培养孢子来制造燃料和聚合物。
|
||||||
sector.windsweptIslands.description = 海岸线之外坐落着这一串群岛。 据记载这里曾有生产[accent]塑钢[]的建筑。\n\n抵御敌人的海军,在岛上建立基地,研究生产建筑。
|
sector.windsweptIslands.description = 海岸线之外坐落着这一串群岛。 据记载这里曾有生产[accent]塑钢[]的建筑。\n\n抵御敌人的海军,在岛上建立基地,研究生产建筑。
|
||||||
sector.extractionOutpost.description = 一座遥远的前哨,敌人建造它向其他区块发射资源。 \n跨区块运输是征服这个星球不可或缺的一项技术。 \n\n摧毁敌方基地,研究发射台。
|
sector.extractionOutpost.description = 一座遥远的前哨,敌人建造它向其他区块发射资源。\n跨区块运输是征服这个星球不可或缺的一项技术。\n\n摧毁敌方基地,研究发射台。
|
||||||
sector.impact0078.description = 最初进入这个星系的星际运输船,残骸留在了这里。 \n\n尽量回收可以利用的资源,研究科技。
|
sector.impact0078.description = 最初进入这个星系的星际运输船,残骸留在了这里。\n\n尽量回收可以利用的资源,研究科技。
|
||||||
sector.planetaryTerminal.description = 最终目标。 \n这座滨海基地有一个可以将核心发射到其他行星的建筑,防卫森严。 \n\n制造海军单位,尽快消灭敌人,研究发射建筑。
|
sector.planetaryTerminal.description = 最终目标。\n这座滨海基地有一个可以将核心发射到其他行星的建筑,防卫森严。\n\n制造海军单位,尽快消灭敌人,研究发射建筑。
|
||||||
sector.onset.name = 始发地区
|
sector.onset.name = 始发地区
|
||||||
sector.aegis.name = 庇护前哨
|
sector.aegis.name = 庇护前哨
|
||||||
sector.lake.name = 岩浆湖
|
sector.lake.name = 岩浆湖
|
||||||
sector.intersect.name = 交错丘陵
|
sector.intersect.name = 交错丘陵
|
||||||
sector.atlas.name = 风化山脉
|
sector.atlas.name = 风化山脉
|
||||||
sector.split.name = 横断山谷
|
sector.split.name = 横断山谷
|
||||||
sector.basin.name = 芳油盆地
|
sector.basin.name = 风蚀盆地
|
||||||
sector.marsh.name = Marsh
|
sector.marsh.name = 芳油湿地
|
||||||
sector.peaks.name = Peaks
|
sector.peaks.name = 横堑峰峦
|
||||||
sector.ravine.name = Ravine
|
sector.ravine.name = 贫瘠峡谷
|
||||||
sector.caldera-erekir.name = Caldera
|
sector.caldera-erekir.name = 破碎火山
|
||||||
sector.onset.description = 教学区块。区块目标未设立,等待进一步指示。
|
sector.onset.description = 教学区块。 区块目标未设立,等待进一步指示。
|
||||||
sector.aegis.description = 敌人被护盾保护着,不过这里也探测到一台实验性的护盾破坏器。\n找到它,并为它输送一些钨作为弹药,然后摧毁敌方基地。
|
sector.aegis.description = 敌人被护盾保护着,不过这里也探测到一台实验性的护盾破坏器。\n找到它,并为它输送一些钨作为弹药,然后摧毁敌方基地。
|
||||||
sector.lake.description = 这个区块的岩浆湖限制了大部分单位的移动,悬浮单位是唯一选择。\n尽快研究[accent]飞船制造厂[]并生产一个[accent]挣脱[]。
|
sector.lake.description = 这个区块的岩浆湖限制了大部分单位的移动,悬浮单位是唯一选择。\n尽快研究[accent]飞船制造厂[]并生产一个[accent]挣脱[]。
|
||||||
sector.intersect.description = 扫描显示,这个区块在着陆后不久将受到多方向的攻击。\n迅速建立防御并尽快扩张。\n[accent]机甲[]单位可用于在这里的崎岖地形活动。
|
sector.intersect.description = 扫描显示,这个区块在着陆后不久将受到多方向的攻击。\n迅速建立防御并尽快扩张。\n[accent]机甲[]单位可用于在这里的崎岖地形活动。
|
||||||
sector.atlas.description = 这个区块包含了各种地形,需要多兵种配合进行有效进攻。\n这里发现的一些更为坚固的敌方基地需要使用高级单位摧毁。\n研究[accent]电解机[]和[accent]坦克重构厂[]。
|
sector.atlas.description = 这个区块包含了各种地形,需要多兵种配合进行有效进攻。\n这里发现的一些更为坚固的敌方基地需要使用高级单位摧毁。\n研究[accent]电解机[]和[accent]坦克重构厂[]。
|
||||||
sector.split.description = 这个区块的敌人数量很少,非常适合测试新的运输技术。
|
sector.split.description = 这个区块的敌人数量很少,非常适合测试新的运输技术。
|
||||||
sector.basin.description = {临时}\n目前的最终区块。把它当作一个挑战 - 更多的区块将在之后发布。
|
sector.basin.description = 这个区块探测到了大量敌人。\n快速生产单位并俘获敌人核心以在此地立足。
|
||||||
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.ravine.description = 这个区块虽然是敌人的重要运输路线,但在该区域内未检测到敌方核心。 预计会有各种各样的敌军。\n尽快生产[accent]巨浪合金[]并建筑[accent]劫难[]炮塔。
|
||||||
sector.caldera-erekir.description = Temporary description.
|
sector.caldera-erekir.description = 暂无描述。
|
||||||
|
|
||||||
status.burning.name = 燃烧
|
status.burning.name = 燃烧
|
||||||
status.freezing.name = 冻结
|
status.freezing.name = 冻结
|
||||||
@@ -898,7 +902,7 @@ ability.statusfield = {0}状态场
|
|||||||
ability.unitspawn = {0}单位工厂
|
ability.unitspawn = {0}单位工厂
|
||||||
ability.shieldregenfield = 护盾再生场
|
ability.shieldregenfield = 护盾再生场
|
||||||
ability.movelightning = 闪电助推器
|
ability.movelightning = 闪电助推器
|
||||||
ability.shieldarc = Shield Arc
|
ability.shieldarc = 弧形护盾
|
||||||
ability.energyfield = 能量场:[accent]{0}[]伤害~[accent]{1}[]格/[accent]{2}[]目标
|
ability.energyfield = 能量场:[accent]{0}[]伤害~[accent]{1}[]格/[accent]{2}[]目标
|
||||||
bar.onlycoredeposit = 仅核心可丢入资源
|
bar.onlycoredeposit = 仅核心可丢入资源
|
||||||
|
|
||||||
@@ -1147,7 +1151,7 @@ rules.coreincinerates = 核心焚烧
|
|||||||
rules.disableworldprocessors = 禁用世界处理器
|
rules.disableworldprocessors = 禁用世界处理器
|
||||||
rules.schematic = 允许使用蓝图
|
rules.schematic = 允许使用蓝图
|
||||||
rules.wavetimer = 波次计时器
|
rules.wavetimer = 波次计时器
|
||||||
rules.wavesending = Wave Sending
|
rules.wavesending = 波次可跳波
|
||||||
rules.waves = 波次
|
rules.waves = 波次
|
||||||
rules.attack = 进攻模式
|
rules.attack = 进攻模式
|
||||||
rules.rtsai = RTS AI
|
rules.rtsai = RTS AI
|
||||||
@@ -1228,13 +1232,13 @@ item.beryllium.name = 铍
|
|||||||
item.tungsten.name = 钨
|
item.tungsten.name = 钨
|
||||||
item.oxide.name = 氧化物
|
item.oxide.name = 氧化物
|
||||||
item.carbide.name = 碳化物
|
item.carbide.name = 碳化物
|
||||||
item.dormant-cyst.name = Dormant Cyst
|
item.dormant-cyst.name = 休眠囊肿
|
||||||
|
|
||||||
liquid.water.name = 水
|
liquid.water.name = 水
|
||||||
liquid.slag.name = 矿渣
|
liquid.slag.name = 矿渣
|
||||||
liquid.oil.name = 石油
|
liquid.oil.name = 石油
|
||||||
liquid.cryofluid.name = 冷冻液
|
liquid.cryofluid.name = 冷冻液
|
||||||
liquid.neoplasm.name = Neoplasm
|
liquid.neoplasm.name = 瘤液
|
||||||
liquid.arkycite.name = 芳油
|
liquid.arkycite.name = 芳油
|
||||||
liquid.gallium.name = 镓
|
liquid.gallium.name = 镓
|
||||||
liquid.ozone.name = 臭氧
|
liquid.ozone.name = 臭氧
|
||||||
@@ -1303,7 +1307,7 @@ unit.assembly-drone.name = 装配无人机
|
|||||||
unit.latum.name = Latum
|
unit.latum.name = Latum
|
||||||
unit.renale.name = Renale
|
unit.renale.name = Renale
|
||||||
|
|
||||||
block.parallax.name = 差扰光束
|
block.parallax.name = 差扰
|
||||||
block.cliff.name = 悬崖
|
block.cliff.name = 悬崖
|
||||||
block.sand-boulder.name = 砂岩
|
block.sand-boulder.name = 砂岩
|
||||||
block.basalt-boulder.name = 玄武岩石块
|
block.basalt-boulder.name = 玄武岩石块
|
||||||
@@ -1454,7 +1458,7 @@ block.vault.name = 仓库
|
|||||||
block.wave.name = 波浪
|
block.wave.name = 波浪
|
||||||
block.tsunami.name = 海啸
|
block.tsunami.name = 海啸
|
||||||
block.swarmer.name = 蜂群
|
block.swarmer.name = 蜂群
|
||||||
block.salvo.name = 齐射炮
|
block.salvo.name = 齐射
|
||||||
block.ripple.name = 浪涌
|
block.ripple.name = 浪涌
|
||||||
block.phase-conveyor.name = 相织布传送带桥
|
block.phase-conveyor.name = 相织布传送带桥
|
||||||
block.bridge-conveyor.name = 传送带桥
|
block.bridge-conveyor.name = 传送带桥
|
||||||
@@ -1498,7 +1502,7 @@ block.meltdown.name = 熔毁
|
|||||||
block.foreshadow.name = 厄兆
|
block.foreshadow.name = 厄兆
|
||||||
block.container.name = 容器
|
block.container.name = 容器
|
||||||
block.launch-pad.name = 发射台
|
block.launch-pad.name = 发射台
|
||||||
block.segment.name = 裂解光束
|
block.segment.name = 裂解
|
||||||
block.ground-factory.name = 陆军工厂
|
block.ground-factory.name = 陆军工厂
|
||||||
block.air-factory.name = 空军工厂
|
block.air-factory.name = 空军工厂
|
||||||
block.naval-factory.name = 海军工厂
|
block.naval-factory.name = 海军工厂
|
||||||
@@ -1679,7 +1683,7 @@ block.basic-assembler-module.name = 基本装配厂模块
|
|||||||
block.smite.name = 天谴
|
block.smite.name = 天谴
|
||||||
block.malign.name = 魔灵
|
block.malign.name = 魔灵
|
||||||
block.flux-reactor.name = 通量反应堆
|
block.flux-reactor.name = 通量反应堆
|
||||||
block.neoplasia-reactor.name = Neoplasia Reactor
|
block.neoplasia-reactor.name = 瘤变反应堆
|
||||||
|
|
||||||
block.switch.name = 开关
|
block.switch.name = 开关
|
||||||
block.micro-processor.name = 微型处理器
|
block.micro-processor.name = 微型处理器
|
||||||
@@ -1761,22 +1765,22 @@ item.spore-pod.description = 用于转化成石油、 爆炸混合物或作为
|
|||||||
item.spore-pod.details = 孢子。 可能是人工合成的生命形式,释放对其他生物有毒的气体,极具侵略性。 在某些条件下高度易燃。
|
item.spore-pod.details = 孢子。 可能是人工合成的生命形式,释放对其他生物有毒的气体,极具侵略性。 在某些条件下高度易燃。
|
||||||
item.blast-compound.description = 用作炸弹或爆炸性弹药。
|
item.blast-compound.description = 用作炸弹或爆炸性弹药。
|
||||||
item.pyratite.description = 用于火焰发射类武器和使用燃料的发电设备。
|
item.pyratite.description = 用于火焰发射类武器和使用燃料的发电设备。
|
||||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
item.beryllium.description = 用于埃里克尔的多种建筑和弹药。
|
||||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
item.tungsten.description = 用于钻头、 装甲和弹药。 用于建造更先进的建筑。
|
||||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
item.oxide.description = 用作热导体和绝缘体。
|
||||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
item.carbide.description = 用于先进的建筑、 重型单位和弹药。
|
||||||
|
|
||||||
liquid.water.description = 用于冷却机器和废物处理。
|
liquid.water.description = 用于冷却机器和废物处理。
|
||||||
liquid.slag.description = 在分离器中提炼成金属成分,或作为武器弹药喷向敌人。
|
liquid.slag.description = 在分离器中提炼成金属成分,或作为武器弹药喷向敌人。
|
||||||
liquid.oil.description = 用于先进材料生产和喷射类武器。
|
liquid.oil.description = 用于先进材料生产和喷射类武器。
|
||||||
liquid.cryofluid.description = 用作反应堆、 炮塔和工厂的冷却剂。
|
liquid.cryofluid.description = 用作反应堆、 炮塔和工厂的冷却剂。
|
||||||
liquid.arkycite.description = Used in chemical reactions for power generation and material synthesis.
|
liquid.arkycite.description = 用于发电和合成材料的化学反应。
|
||||||
liquid.ozone.description = Used as an oxidizing agent in material production, and as fuel. Moderately explosive.
|
liquid.ozone.description = 用作材料生产的氧化剂和燃料。 有一定爆炸性。
|
||||||
liquid.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
liquid.hydrogen.description = 用于资源开采、 单位生产和结构修复。 易燃。
|
||||||
liquid.cyanogen.description = Used for ammunition, construction of advanced units, and various reactions in advanced blocks. Highly flammable.
|
liquid.cyanogen.description = 用于构建高级建筑和单位,也用作弹药。 高度易燃。
|
||||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
liquid.nitrogen.description = 用于资源开采、 气体生产和单位生产。
|
||||||
liquid.neoplasm.description = A dangerous biological byproduct of the Neoplasia reactor. Quickly spreads to any adjacent water-containing block it touches, damaging them in the process. Viscous.
|
liquid.neoplasm.description = 瘤变反应堆产出的危险生物性副产物。 会很快扩散至它能接触到的含水方块并破坏它们。 有粘性。
|
||||||
liquid.neoplasm.details = Neoplasm. An uncontrollable mass of rapidly-dividing synthetic cells with a sludge-like consistency. Heat-resistant. Extremely dangerous to any structures involving water.\n\nToo complex and unstable for standard analysis. Potential applications unknown. Incineration in slag pools is recommended.
|
liquid.neoplasm.details = 瘤液。 由一种无法控制并快速分裂的合成细胞团组成,具有污泥状的粘稠度。 耐热。 对任何含有水的结构极为危险。\n\n从标准分析来看过于复杂和不稳定,潜在的应用未知。 建议在矿渣池中焚毁。
|
||||||
|
|
||||||
block.derelict = \uf77e[lightgray]废墟
|
block.derelict = \uf77e[lightgray]废墟
|
||||||
block.armored-conveyor.description = 向前运输物品,不接受侧面输入,除非来自其他传送带。
|
block.armored-conveyor.description = 向前运输物品,不接受侧面输入,除非来自其他传送带。
|
||||||
@@ -1788,7 +1792,7 @@ block.silicon-smelter.description = 将沙和煤炭精炼为硅。
|
|||||||
block.kiln.description = 将沙和铅熔炼为钢化玻璃。
|
block.kiln.description = 将沙和铅熔炼为钢化玻璃。
|
||||||
block.plastanium-compressor.description = 用石油和钛生产塑钢。
|
block.plastanium-compressor.description = 用石油和钛生产塑钢。
|
||||||
block.phase-weaver.description = 用钍和沙合成相织布。
|
block.phase-weaver.description = 用钍和沙合成相织布。
|
||||||
block.surge-smelter.description = 将钛、 铅、 硅和铜熔成成巨浪合金。
|
block.surge-smelter.description = 将钛、 铅、 硅和铜熔炼成巨浪合金。
|
||||||
block.cryofluid-mixer.description = 将水和细钛粉混合制成冷冻液。
|
block.cryofluid-mixer.description = 将水和细钛粉混合制成冷冻液。
|
||||||
block.blast-mixer.description = 利用硫化物和孢子荚生产爆炸混合物。
|
block.blast-mixer.description = 利用硫化物和孢子荚生产爆炸混合物。
|
||||||
block.pyratite-mixer.description = 把煤炭、 铅和沙子混合成硫化物。
|
block.pyratite-mixer.description = 把煤炭、 铅和沙子混合成硫化物。
|
||||||
@@ -1820,14 +1824,14 @@ block.surge-wall.description = 保护己方建筑,挡下敌方炮弹。 受攻
|
|||||||
block.surge-wall-large.description = 保护己方建筑,挡下敌方炮弹。 受攻击时间断释放电弧。
|
block.surge-wall-large.description = 保护己方建筑,挡下敌方炮弹。 受攻击时间断释放电弧。
|
||||||
block.door.description = 可以开关的墙。
|
block.door.description = 可以开关的墙。
|
||||||
block.door-large.description = 可以开关的墙。
|
block.door-large.description = 可以开关的墙。
|
||||||
block.mender.description = 定期修复附近的建筑。 \n可使用硅提高范围和效率。
|
block.mender.description = 定期修复附近的建筑。\n可使用硅提高范围和效率。
|
||||||
block.mend-projector.description = 定期修复附近的建筑。 \n可使用相织布提高范围和效率。
|
block.mend-projector.description = 定期修复附近的建筑。\n可使用相织布提高范围和效率。
|
||||||
block.overdrive-projector.description = 提升附近建筑的工作效率。 \n可使用相织布提高范围和效率。
|
block.overdrive-projector.description = 提升附近建筑的工作效率。\n可使用相织布提高范围和效率。
|
||||||
block.force-projector.description = 在自身周围创建一个六边形力场,使里面的建筑和单位免受伤害。 \n承受过多伤害会导致过热,可以使用冷却液降温。 相织布可用于增加力场尺寸。
|
block.force-projector.description = 在自身周围创建一个六边形力场,使里面的建筑和单位免受伤害。\n承受过多伤害会导致过热,可以使用冷却液降温。 相织布可用于增加力场尺寸。
|
||||||
block.shock-mine.description = 对踩到它的敌人释放电弧进行攻击。
|
block.shock-mine.description = 对踩到它的敌人释放电弧进行攻击。
|
||||||
block.conveyor.description = 向前运输物品。
|
block.conveyor.description = 向前运输物品。
|
||||||
block.titanium-conveyor.description = 向前运输物品,比初级传送带更快。
|
block.titanium-conveyor.description = 向前运输物品,比初级传送带更快。
|
||||||
block.plastanium-conveyor.description = 打包物品进行运输。 \n从后方输入物品,三个方向输出物品。 需要多个装载和卸载点才能达到最大吞吐量。
|
block.plastanium-conveyor.description = 打包物品进行运输。\n从后方输入物品,三个方向输出物品。 需要多个装载和卸载点才能达到最大吞吐量。
|
||||||
block.junction.description = 两条交叉传送带的桥梁。
|
block.junction.description = 两条交叉传送带的桥梁。
|
||||||
block.bridge-conveyor.description = 跨越任意地形或建筑运输物品。
|
block.bridge-conveyor.description = 跨越任意地形或建筑运输物品。
|
||||||
block.phase-conveyor.description = 跨越任意地形或建筑即时运输物品。 比传送带桥范围更大,但需要电力。
|
block.phase-conveyor.description = 跨越任意地形或建筑即时运输物品。 比传送带桥范围更大,但需要电力。
|
||||||
@@ -1846,7 +1850,7 @@ block.conduit.description = 向前传输液体。 与泵或者其他导管联合
|
|||||||
block.pulse-conduit.description = 向前传输液体。 比普通导管传输液体更快,且能储存更多液体。
|
block.pulse-conduit.description = 向前传输液体。 比普通导管传输液体更快,且能储存更多液体。
|
||||||
block.plated-conduit.description = 向前传输液体,不接受侧面输入。 不会发生泄露。
|
block.plated-conduit.description = 向前传输液体,不接受侧面输入。 不会发生泄露。
|
||||||
block.liquid-router.description = 接受一个方向的液体输入,并平均输出到其他3个方向。 可以储存一定量的液体。
|
block.liquid-router.description = 接受一个方向的液体输入,并平均输出到其他3个方向。 可以储存一定量的液体。
|
||||||
block.liquid-container.description = 储存可观数量的液体,并像液体路由器一样朝各个方向输出液体。
|
block.liquid-container.description = 储存数量可观的液体,并像液体路由器一样朝各个方向输出液体。
|
||||||
block.liquid-tank.description = 储存大量的液体,并像液体路由器一样朝各个方向输出液体。
|
block.liquid-tank.description = 储存大量的液体,并像液体路由器一样朝各个方向输出液体。
|
||||||
block.liquid-junction.description = 两条交叉导管的桥梁。
|
block.liquid-junction.description = 两条交叉导管的桥梁。
|
||||||
block.bridge-conduit.description = 跨越任意地形或建筑物传输液体。
|
block.bridge-conduit.description = 跨越任意地形或建筑物传输液体。
|
||||||
@@ -1927,100 +1931,100 @@ block.large-logic-display.description = 显示处理器中绘制的各种图形
|
|||||||
block.interplanetary-accelerator.description = 一个巨大的电磁轨道加速器。 将核心加速至逃逸速度以进行星际部署。
|
block.interplanetary-accelerator.description = 一个巨大的电磁轨道加速器。 将核心加速至逃逸速度以进行星际部署。
|
||||||
block.repair-turret.description = 持续修复范围内受损的单位。 可以用冷却液强化。
|
block.repair-turret.description = 持续修复范围内受损的单位。 可以用冷却液强化。
|
||||||
block.payload-propulsion-tower.description = 远距载荷运送建筑。 向相连的其他载荷驱动器发射载荷。
|
block.payload-propulsion-tower.description = 远距载荷运送建筑。 向相连的其他载荷驱动器发射载荷。
|
||||||
block.core-bastion.description = Core of the base. Armored. Once destroyed, the sector is lost.
|
block.core-bastion.description = 基地的核心。 拥有装甲。 一旦被摧毁,此区块就会丢失。
|
||||||
block.core-citadel.description = Core of the base. Very well armored. Stores more resources than a Bastion core.
|
block.core-citadel.description = 基地的核心。 装甲优良。 容量比城堡核心更大。
|
||||||
block.core-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
block.core-acropolis.description = 基地的核心。 装甲极佳。 容量比堡垒核心更大。
|
||||||
block.breach.description = Fires piercing beryllium or tungsten ammunition at enemy targets.
|
block.breach.description = 向敌人发射铍或钨穿透子弹。
|
||||||
block.diffuse.description = Fires a burst of bullets in a wide cone. Pushes enemy targets back.
|
block.diffuse.description = 向前方锥形区域发射子弹。 并把敌人击退。
|
||||||
block.sublimate.description = Fires a continuous jet of flame at enemy targets. Pierces armor.
|
block.sublimate.description = 向敌人持续喷射火焰。 穿透敌方装甲。
|
||||||
block.titan.description = Fires a massive explosive artillery shell at ground targets. Requires hydrogen.
|
block.titan.description = 向地面敌人发射巨大的爆炸炮弹。 需要氢气。
|
||||||
block.afflict.description = Fires a massive charged orb of fragmentary flak. Requires heating.
|
block.afflict.description = 向敌人发射巨大的带电碎片弹。 需要热量。
|
||||||
block.disperse.description = Fires bursts of flak at aerial targets.
|
block.disperse.description = 向空中敌人发射高射炮弹。
|
||||||
block.lustre.description = Fires a slow-moving single-target laser at enemy targets.
|
block.lustre.description = 向敌人发射慢速单目标的激光。
|
||||||
block.scathe.description = Launches a powerful missile at ground targets over vast distances.
|
block.scathe.description = 向远距离地面敌人发射威力强大的导弹。
|
||||||
block.smite.description = Fires bursts of piercing, lightning-emitting bullets.
|
block.smite.description = 向敌人发射放电穿透子弹。
|
||||||
block.malign.description = Fires a barrage of homing laser charges at enemy targets. Requires extensive heating.
|
block.malign.description = 向敌方发射一连串的激光导弹。 需要大量的热量。
|
||||||
block.silicon-arc-furnace.description = Refines silicon from sand and graphite.
|
block.silicon-arc-furnace.description = 将沙和石墨精炼成硅。
|
||||||
block.oxidation-chamber.description = Converts beryllium and ozone into oxide. Emits heat as a by-product.
|
block.oxidation-chamber.description = 将铍和臭氧转化为氧化物。 副产出热量。
|
||||||
block.electric-heater.description = Heats facing blocks. Requires large amounts of power.
|
block.electric-heater.description = 加热朝向的建筑。 需要大量电力。
|
||||||
block.slag-heater.description = Heats facing blocks. Requires slag.
|
block.slag-heater.description = 加热朝向的建筑。 需要矿渣。
|
||||||
block.phase-heater.description = Heats facing blocks. Requires phase fabric.
|
block.phase-heater.description = 加热朝向的建筑。 需要相织布。
|
||||||
block.heat-redirector.description = Redirects accumulated heat to other blocks.
|
block.heat-redirector.description = 将累积的热量传输到其他建筑。
|
||||||
block.electrolyzer.description = Converts water into hydrogen and ozone gas.
|
block.electrolyzer.description = 将水电解为氢和臭氧气体。
|
||||||
block.atmospheric-concentrator.description = Concentrates nitrogen from the atmosphere. Requires heat.
|
block.atmospheric-concentrator.description = 从大气中浓缩氮气。 需要热量。
|
||||||
block.surge-crucible.description = Forms surge alloy from slag and silicon. Requires heat.
|
block.surge-crucible.description = 将矿渣和硅合成巨浪合金。 需要热量。
|
||||||
block.phase-synthesizer.description = Synthesizes phase fabric from thorium, sand, and ozone. Requires heat.
|
block.phase-synthesizer.description = 将钍、沙子和臭氧合成相织布。 需要热量。
|
||||||
block.carbide-crucible.description = Fuses graphite and tungsten into carbide. Requires heat.
|
block.carbide-crucible.description = 将石墨和钨熔化为碳化物。 需要热量。
|
||||||
block.cyanogen-synthesizer.description = Synthesizes cyanogen from arkycite and graphite. Requires heat.
|
block.cyanogen-synthesizer.description = 将芳油和石墨合成氰。 需要热量。
|
||||||
block.slag-incinerator.description = Incinerates non-volatile items or liquids. Requires slag.
|
block.slag-incinerator.description = 焚烧稳定的物品和液体。 需要矿渣。
|
||||||
block.vent-condenser.description = Condenses vent gases into water. Consumes power.
|
block.vent-condenser.description = 将排出的水蒸气冷凝成水。 消耗电力。
|
||||||
block.plasma-bore.description = When placed facing an ore wall, outputs items indefinitely. Requires small amounts of power.
|
block.plasma-bore.description = 面向矿壁放置时,以缓慢的速度无限产出物品。 需要少量电力。
|
||||||
block.large-plasma-bore.description = A larger plasma bore. Capable of mining tungsten and thorium. Requires hydrogen and power.
|
block.large-plasma-bore.description = 更大的等离子钻机。 能够开采钨和钍。 需要氢气和电力。
|
||||||
block.cliff-crusher.description = Crushes walls, outputting sand indefinitely. Requires power. Efficiency varies based on type of wall.
|
block.cliff-crusher.description = 粉碎墙壁,以缓慢的速度无限产出沙子。 需要电力。 效率因墙的类型而异。
|
||||||
block.impact-drill.description = When placed on ore, outputs items in bursts indefinitely. Requires power and water.
|
block.impact-drill.description = 放置在矿物上时,以缓慢的速度无限产出物品。 需要电力和水。
|
||||||
block.eruption-drill.description = An improved impact drill. Capable of mining thorium. Requires hydrogen.
|
block.eruption-drill.description = 改进过的冲击钻头。 能够开采钍。 需要氢。
|
||||||
block.reinforced-conduit.description = Moves fluids forward. Doesn't accept non-conduit inputs to the sides.
|
block.reinforced-conduit.description = 向前传输流体。 不接受侧面的非导管输入。
|
||||||
block.reinforced-liquid-router.description = Distributes fluids equally to all sides.
|
block.reinforced-liquid-router.description = 将流体平均分配到所有侧面方向。
|
||||||
block.reinforced-junction.description = Acts as a bridge for two crossing conduits.
|
block.reinforced-junction.description = 两条交叉物品管道的桥梁。
|
||||||
block.reinforced-liquid-tank.description = Stores a large amount of fluids.
|
block.reinforced-liquid-tank.description = 储存大量的流体。
|
||||||
block.reinforced-liquid-container.description = Stores a sizeable amount of fluids.
|
block.reinforced-liquid-container.description = 储存数量可观的流体。
|
||||||
block.reinforced-bridge-conduit.description = Transports fluids over structures and terrain.
|
block.reinforced-bridge-conduit.description = 跨越任意地形或建筑物传输流体。
|
||||||
block.reinforced-pump.description = Pumps and outputs liquids. Requires hydrogen.
|
block.reinforced-pump.description = 泵送液体。 需要氢气。
|
||||||
block.beryllium-wall.description = Protects structures from enemy projectiles.
|
block.beryllium-wall.description = 保护己方建筑,挡下敌方炮弹。
|
||||||
block.beryllium-wall-large.description = Protects structures from enemy projectiles.
|
block.beryllium-wall-large.description = 保护己方建筑,挡下敌方炮弹。
|
||||||
block.tungsten-wall.description = Protects structures from enemy projectiles.
|
block.tungsten-wall.description = 保护己方建筑,挡下敌方炮弹。
|
||||||
block.tungsten-wall-large.description = Protects structures from enemy projectiles.
|
block.tungsten-wall-large.description = 保护己方建筑,挡下敌方炮弹。
|
||||||
block.carbide-wall.description = Protects structures from enemy projectiles.
|
block.carbide-wall.description = 保护己方建筑,挡下敌方炮弹。
|
||||||
block.carbide-wall-large.description = Protects structures from enemy projectiles.
|
block.carbide-wall-large.description = 保护己方建筑,挡下敌方炮弹。
|
||||||
block.reinforced-surge-wall.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall.description = 保护己方建筑,挡下敌方炮弹。 受攻击时间断释放电弧。
|
||||||
block.reinforced-surge-wall-large.description = Protects structures from enemy projectiles, periodically launching electric arcs upon projectile contact.
|
block.reinforced-surge-wall-large.description = 保护己方建筑,挡下敌方炮弹。 受攻击时间断释放电弧。
|
||||||
block.shielded-wall.description = Protects structures from enemy projectiles. Deploys a shield that absorbs most projectiles when power is provided. Conducts power.
|
block.shielded-wall.description = 保护己方建筑,挡下敌方炮弹。 创建一个力场,并在通电时吸收大部分炮弹。 需要电力。
|
||||||
block.blast-door.description = A wall that opens when allied ground units are in range. Cannot be manually controlled.
|
block.blast-door.description = 当己方地面单位在范围内时自动打开的墙。 无法手动控制。
|
||||||
block.duct.description = Moves items forward. Only capable of storing a single item.
|
block.duct.description = 向前运输物品。 只能存储一个物品。
|
||||||
block.armored-duct.description = Moves items forward. Does not accept non-duct inputs from the sides.
|
block.armored-duct.description = 向前运输物品。 不接受侧面的非管道输入。
|
||||||
block.duct-router.description = Distributes items equally across three directions. Only accepts items from the back side. Can be configured as an item sorter.
|
block.duct-router.description = 将物品平均分配到其它3个方向。 只接受背面的物品。 可被配置为分类器。
|
||||||
block.overflow-duct.description = Only outputs items to the sides if the front path is blocked.
|
block.overflow-duct.description = 当前方被堵塞时才会向两侧输出,用于处理多余的物品。
|
||||||
block.duct-bridge.description = Moves items over structures and terrain.
|
block.duct-bridge.description = 跨越任意地形或建筑物传输物品。
|
||||||
block.duct-unloader.description = Unloads the selected item from the block behind it. Cannot unload from cores.
|
block.duct-unloader.description = 从背后的建筑卸载指定物品。 无法从核心卸载。
|
||||||
block.underflow-duct.description = Opposite of an overflow duct. Outputs to the front if the left and right paths are blocked.
|
block.underflow-duct.description = 与溢流管道相反。 当两侧均堵塞时才向前运输。
|
||||||
block.reinforced-liquid-junction.description = Acts as a junction between two crossing conduits.
|
block.reinforced-liquid-junction.description = 两条交叉强化导管的桥梁。
|
||||||
block.surge-conveyor.description = Moves items in batches. Can be sped up with power. Conducts power.
|
block.surge-conveyor.description = 打包物品进行运输。 可以用电力加速。 需要电力。
|
||||||
block.surge-router.description = Equally distributes items in three directions from surge conveyors. Can be sped up with power. Conducts power.
|
block.surge-router.description = 从合金传送带上的物品平均分配到其它3个方向。 可以用电力加速。 需要电力。
|
||||||
block.unit-cargo-loader.description = Constructs cargo drones. Drones automatically distribute items to Cargo Unload Points with a matching filter.
|
block.unit-cargo-loader.description = 建造货运无人机。 无人机通过需求自动将物品分配到单位物流卸载点。
|
||||||
block.unit-cargo-unload-point.description = Acts as an unloading point for cargo drones. Accepts items that match the selected filter.
|
block.unit-cargo-unload-point.description = 作为货运无人机的卸货点。接受需求的物品。
|
||||||
block.beam-node.description = Transmits power to other blocks orthogonally. Stores a small amount of power.
|
block.beam-node.description = 向其他互相垂直的节点传输电力。 存储少量电力。
|
||||||
block.beam-tower.description = Transmits power to other blocks orthogonally. Stores a large amount of power. Long-range.
|
block.beam-tower.description = 向其他互相垂直的节点传输电力。 存储大量电力。 连接距离远。
|
||||||
block.turbine-condenser.description = Generates power when placed on vents. Produces a small amount of water.
|
block.turbine-condenser.description = 当放置在喷口上时产生电力。 同时产生少量水。
|
||||||
block.chemical-combustion-chamber.description = Generates power from arkycite and ozone.
|
block.chemical-combustion-chamber.description = 利用芳油和臭氧发电。
|
||||||
block.pyrolysis-generator.description = Generates large amounts of power from arkycite and slag. Produces water as a byproduct.
|
block.pyrolysis-generator.description = 使用矿渣热解芳油产生大量电力。 同时产生水。
|
||||||
block.flux-reactor.description = Generates large amounts of power when heated. Requires cyanogen as a stabilizer. Power output and cyanogen requirements are proportional to heat input.\nExplodes if insufficient cyanogen is provided.
|
block.flux-reactor.description = 在加热时产生大量电力。 需要氰气作为稳定剂。 电力输出和氰气需求与热量输入成比例。\n如果提供的氰气不足则会爆炸。
|
||||||
block.neoplasia-reactor.description = Uses arkycite, water and phase fabric to generate large amounts of power. Produces heat and dangerous neoplasm as a byproduct.\nExplodes violently if neoplasm is not removed from the reactor via conduits.
|
block.neoplasia-reactor.description = 利用芳油、水和相织物产生大量电力。 同时产生热量和危险的瘤液。\n如果瘤液未通过导管从反应堆中移除,则会剧烈爆炸。
|
||||||
block.build-tower.description = Automatically rebuilds structures in range and assists other units in construction.
|
block.build-tower.description = 自动重建范围内的建筑,并在其他单位进行建造时提供协助。
|
||||||
block.regen-projector.description = Slowly repairs allied structures in a square perimeter. Requires hydrogen.
|
block.regen-projector.description = 在方形范围内缓慢修复己方建筑。 需要氢气。
|
||||||
block.reinforced-container.description = Stores a small amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-container.description = 少量存储各种类型的物品。 可使用卸载器卸载物品。 不会增加核心存储容量。
|
||||||
block.reinforced-vault.description = Stores a large amount of items. Contents can be retrieved via unloaders. Does not increase core storage capacity.
|
block.reinforced-vault.description = 大量存储各种类型的物品。 可使用卸载器卸载物品。 不会增加核心存储容量。
|
||||||
block.tank-fabricator.description = Constructs Stell units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.tank-fabricator.description = 生产坦克单位。 产出的单位可以直接投入战场,也可以送入重构工厂进行升级。
|
||||||
block.ship-fabricator.description = Constructs Elude units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.ship-fabricator.description = 生产飞船单位。 产出的单位可以直接投入战场,也可以送入重构工厂进行升级。
|
||||||
block.mech-fabricator.description = Constructs Merui units. Outputted units can be used directly, or moved into refabricators for upgrading.
|
block.mech-fabricator.description = 生产机甲单位。 产出的单位可以直接投入战场,也可以送入重构工厂进行升级。
|
||||||
block.tank-assembler.description = Assembles large tanks out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.tank-assembler.description = 利用输入的方块和单位组装大型坦克。 可以通过添加基本装配厂模块来增加输出等级。
|
||||||
block.ship-assembler.description = Assembles large ships out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.ship-assembler.description = 利用输入的方块和单位组装大型飞船。 可以通过添加基本装配厂模块来增加输出等级。
|
||||||
block.mech-assembler.description = Assembles large mechs out of inputted blocks and units. Output tier may be increased by adding modules.
|
block.mech-assembler.description = 利用输入的方块和单位组装大型机甲。 可以通过添加基本装配厂模块来增加输出等级。
|
||||||
block.tank-refabricator.description = Upgrades inputted tank units to the second tier.
|
block.tank-refabricator.description = 将输入的坦克单位升级到第二级。
|
||||||
block.ship-refabricator.description = Upgrades inputted ship units to the second tier.
|
block.ship-refabricator.description = 将输入的飞船单位升级到第二级。
|
||||||
block.mech-refabricator.description = Upgrades inputted mech units to the second tier.
|
block.mech-refabricator.description = 将输入的机甲单位升级到第二级。
|
||||||
block.prime-refabricator.description = Upgrades inputted units to the third tier.
|
block.prime-refabricator.description = 将输入的单位升级到第三级。
|
||||||
block.basic-assembler-module.description = Increases assembler tier when placed next to a construction boundary. Requires power. Can be used as a payload input.
|
block.basic-assembler-module.description = 当放置在构造边界旁边时,增加输出等级。 需要电力。 可以用作载荷输入。
|
||||||
block.small-deconstructor.description = Deconstructs inputted structures and units. Returns 100% of the build cost.
|
block.small-deconstructor.description = 解构方块和单位,返还100%资源。
|
||||||
block.reinforced-payload-conveyor.description = Moves payloads forward.
|
block.reinforced-payload-conveyor.description = 向前运输载荷。
|
||||||
block.reinforced-payload-router.description = Distributes payloads into adjacent blocks. Functions as a sorter when a filter is set.
|
block.reinforced-payload-router.description = 将载荷向3个方向轮流输出。设置载荷时可用作分类器。
|
||||||
block.payload-mass-driver.description = Long-range payload transport structure. Shoots received payloads to linked payload mass drivers.
|
block.payload-mass-driver.description = 远距离荷载运输建筑。 向相连的其它载荷质量驱动器发射载荷。
|
||||||
block.unit-repair-tower.description = Repairs all units in its vicinity. Requires ozone.
|
block.unit-repair-tower.description = 修复附近的所有单位。 需要臭氧。
|
||||||
block.radar.description = Gradually uncovers terrain and enemy units in a large radius. Requires power.
|
block.radar.description = 逐渐发现大范围内的地形和敌人单位。 需要电力。
|
||||||
block.shockwave-tower.description = Damages and destroys enemy projectiles in a radius. Requires cyanogen.
|
block.shockwave-tower.description = 破坏和摧毁半径范围内的敌人炮弹。 需要氰。
|
||||||
|
|
||||||
unit.dagger.description = 向附近的敌人发射标准子弹。
|
unit.dagger.description = 向敌人发射标准子弹。
|
||||||
unit.mace.description = 向附近的敌人喷射火焰。
|
unit.mace.description = 向敌人喷射火焰。
|
||||||
unit.fortress.description = 向地面敌人发射远距离火炮。
|
unit.fortress.description = 向地面敌人发射远距火炮。
|
||||||
unit.scepter.description = 向敌人快速发射带电子弹。
|
unit.scepter.description = 向敌人快速发射带电子弹。
|
||||||
unit.reign.description = 向敌人快速发射大型穿透子弹。
|
unit.reign.description = 向敌人快速发射大型穿透子弹。
|
||||||
unit.nova.description = 发射激光弹攻击敌人并修复己方建筑。 能够助推。
|
unit.nova.description = 发射激光弹攻击敌人并修复己方建筑。 能够助推。
|
||||||
@@ -2032,48 +2036,48 @@ unit.crawler.description = 冲向敌人并自毁,造成大范围爆炸。
|
|||||||
unit.atrax.description = 向地面目标发射削弱性的球状矿渣液。 可以跨越大多数地形。
|
unit.atrax.description = 向地面目标发射削弱性的球状矿渣液。 可以跨越大多数地形。
|
||||||
unit.spiroct.description = 向敌人发射较弱的激光束,并在此过程中自我修复。 可以跨越大多数地形。
|
unit.spiroct.description = 向敌人发射较弱的激光束,并在此过程中自我修复。 可以跨越大多数地形。
|
||||||
unit.arkyid.description = 向敌人发射大型激光束,并在此过程中自我修复。 可以跨越大多数地形。
|
unit.arkyid.description = 向敌人发射大型激光束,并在此过程中自我修复。 可以跨越大多数地形。
|
||||||
unit.toxopid.description = 向敌人发射大型带电集束炮弹和穿透激光。 可以跨越大多数地形。
|
unit.toxopid.description = 向敌人发射大型带电集束炮弹和穿透性激光。 可以跨越大多数地形。
|
||||||
unit.flare.description = 向附近的地面敌人发射标准子弹。
|
unit.flare.description = 向地面敌人发射标准子弹。
|
||||||
unit.horizon.description = 向正下方的地面敌人投掷炸弹。
|
unit.horizon.description = 向正下方的地面敌人投掷炸弹。
|
||||||
unit.zenith.description = 向附近的敌人发射多枚导弹。
|
unit.zenith.description = 向敌人发射多枚导弹。
|
||||||
unit.antumbra.description = 向附近的敌人发射密集的子弹。
|
unit.antumbra.description = 向敌人发射密集的子弹。
|
||||||
unit.eclipse.description = 向附近的敌人发射穿透性激光和爆炸性炮弹。
|
unit.eclipse.description = 向敌人发射穿透性激光和爆炸性炮弹。
|
||||||
unit.mono.description = 自动开采铜和铅,并将其放入核心中。
|
unit.mono.description = 自动开采铜和铅,并将其放入核心中。
|
||||||
unit.poly.description = 自动重建被摧毁的建筑,并在其他单位进行建造时提供协助。
|
unit.poly.description = 自动重建被摧毁的建筑,并协助其他单位进行建造。
|
||||||
unit.mega.description = 自动修复受损建筑。 能够携带建筑和小型地面单位。
|
unit.mega.description = 自动修复受损建筑。 能够携带建筑和小型地面单位。
|
||||||
unit.quad.description = 向地面目标投掷大型炸弹,修复己方建筑并摧毁敌人。 能够携带中型地面单位。
|
unit.quad.description = 向地面目标投掷等离子炸弹,修复己方建筑并摧毁敌人。 能够携带中型地面单位。
|
||||||
unit.oct.description = 用它的再生护盾保护附近的己方单位。 能够携带大多数地面单位。
|
unit.oct.description = 用它的再生护盾保护附近的己方单位。 能够携带大多数地面单位。
|
||||||
unit.risso.description = 向附近的敌人发射一连串的导弹和子弹。
|
unit.risso.description = 向敌人发射一串导弹和子弹。
|
||||||
unit.minke.description = 向附近的敌人发射炮弹和标准子弹。
|
unit.minke.description = 向敌人发射炮弹和标准子弹。
|
||||||
unit.bryde.description = 向敌人远距离发射炮弹和导弹。
|
unit.bryde.description = 向敌人发射远距炮弹和导弹。
|
||||||
unit.sei.description = 向敌人发射一连串的导弹和穿甲弹。
|
unit.sei.description = 向敌人发射一串导弹和穿甲弹。
|
||||||
unit.omura.description = 向敌人发射远程穿透轨道炮。 可自动生产星辉单位。
|
unit.omura.description = 向敌人发射远程穿透轨道炮。 自动生产星辉单位。
|
||||||
unit.alpha.description = 保护初代核心,可建造建筑。
|
unit.alpha.description = 保护初代核心,可建造建筑。
|
||||||
unit.beta.description = 保护次代核心,可建造建筑。
|
unit.beta.description = 保护次代核心,可建造建筑。
|
||||||
unit.gamma.description = 保护终代核心,可建造建筑。
|
unit.gamma.description = 保护终代核心,可建造建筑。
|
||||||
unit.retusa.description = 向附近的敌人发射追踪鱼雷,并修复己方单位。
|
unit.retusa.description = 向敌人发射追踪鱼雷,并修复己方单位。
|
||||||
unit.oxynoe.description = 向附近的敌人发射火焰束,并修复己方建筑。 搭载一台单点防御炮塔,能够防御来袭的子弹。
|
unit.oxynoe.description = 向敌人发射火焰束,并修复己方建筑。 搭载一台单点防御炮塔,能够防御来袭的子弹。
|
||||||
unit.cyerce.description = 向敌人发射追踪集束导弹,并修复己方单位。
|
unit.cyerce.description = 向敌人发射追踪集束导弹,并修复己方单位。
|
||||||
unit.aegires.description = 产生能量场,使范围内的敌方建筑与单位受到电击,对己方则进行修复。
|
unit.aegires.description = 产生能量场,使范围内的敌方建筑与单位受到电击,对己方则进行修复。
|
||||||
unit.navanax.description = 发射大型电磁爆弹,对敌方电网造成显著破坏并修复己方建筑。 搭载4台自动激光炮台,能熔化靠近的敌人。
|
unit.navanax.description = 发射大型电磁爆弹,对敌方电网造成显著破坏并修复己方建筑。 搭载4台自动激光炮台,能熔化靠近的敌人。
|
||||||
unit.stell.description = Fires standard bullets at enemy targets.
|
unit.stell.description = 向敌人发射普通子弹。
|
||||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
unit.locus.description = 向敌人交替发射子弹。
|
||||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
unit.precept.description = 向敌人发射穿透性集束子弹。
|
||||||
unit.vanquish.description = Fires large piercing splitting bullets at enemy targets.
|
unit.vanquish.description = 向敌人发射大型穿透性分裂子弹。
|
||||||
unit.conquer.description = Fires large piercing cascades of bullets at enemy targets.
|
unit.conquer.description = 向敌人发射大量穿透性子弹。
|
||||||
unit.merui.description = Fires long-range artillery at enemy ground targets. Can step over most terrain.
|
unit.merui.description = 向地面敌人发射远程火炮。 可以跨越大多数地形。
|
||||||
unit.cleroi.description = Fires dual shells at enemy targets. Targets enemy projectiles with point defense turrets. Can step over most terrain.
|
unit.cleroi.description = 向敌人发射双发炮弹。 搭载一台单点防御炮塔,能够防御来袭的子弹。 可以跨越大多数地形。
|
||||||
unit.anthicus.description = Fires long-range homing missiles at enemy targets. Can step over most terrain.
|
unit.anthicus.description = 向敌人远距离发射追踪导弹。 可以跨越大多数地形。
|
||||||
unit.tecta.description = Fires homing plasma missiles at enemy targets. Protects itself with a directional shield. Can step over most terrain.
|
unit.tecta.description = 向敌人发射等离子追踪导弹。 用它前方的护盾保护自己。 可以跨越大多数地形。
|
||||||
unit.collaris.description = Fires long-range fragmenting artillery at enemy targets. Can step over most terrain.
|
unit.collaris.description = 向敌人远距离发射分裂火炮。 可以跨越大多数地形。
|
||||||
unit.elude.description = Fires pairs of homing bullets at enemy targets. Can float over bodies of liquid.
|
unit.elude.description = 向敌人发射螺旋状追踪子弹。 可以在液体上悬浮。
|
||||||
unit.avert.description = Fires twisting pairs of bullets at enemy targets.
|
unit.avert.description = 向敌人发射螺旋状扭曲子弹。
|
||||||
unit.obviate.description = Fires twisting pairs of lightning orbs at enemy targets.
|
unit.obviate.description = 向敌人发射螺旋状闪电球。
|
||||||
unit.quell.description = Fires long-range homing missiles at enemy targets. Suppresses enemy structure repair blocks.
|
unit.quell.description = 向敌人远距离发射追踪导弹。 能够压制敌方修复建筑。
|
||||||
unit.disrupt.description = Fires long-range homing suppression missiles at enemy targets. Suppresses enemy structure repair blocks.
|
unit.disrupt.description = 向敌人远距离发射压制性追踪导弹。 能够压制敌方修复建筑。
|
||||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
unit.evoke.description = 保护城堡核心,可建造建筑。 使用激光束修复建筑。
|
||||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
unit.incite.description = 保护堡垒核心,可建造建筑。 使用激光束修复建筑。
|
||||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
unit.emanate.description = 保护卫城核心,可建造建筑。 使用一对激光束修复建筑。
|
||||||
|
|
||||||
lst.read = 从连接的内存读取数字
|
lst.read = 从连接的内存读取数字
|
||||||
lst.write = 向连接的内存写入数字
|
lst.write = 向连接的内存写入数字
|
||||||
@@ -2089,7 +2093,7 @@ lst.set = 给变量赋值
|
|||||||
lst.operation = 使用1至2个参数执行运算/函数
|
lst.operation = 使用1至2个参数执行运算/函数
|
||||||
lst.end = 跳转至第一条指令
|
lst.end = 跳转至第一条指令
|
||||||
lst.wait = 等待指定的秒数
|
lst.wait = 等待指定的秒数
|
||||||
lst.stop = Halt execution of this processor.
|
lst.stop = 停止该处理器的运行
|
||||||
lst.lookup = 根据ID查阅一种物品/液体/单位/建筑\n各个分类中的项目总数是\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
lst.lookup = 根据ID查阅一种物品/液体/单位/建筑\n各个分类中的项目总数是\n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[]
|
||||||
lst.jump = 根据条件判断,决定是否跳转至另一条指令
|
lst.jump = 根据条件判断,决定是否跳转至另一条指令
|
||||||
lst.unitbind = 绑定某个类型的下一个单位,或直接绑定指定的单位\n并保存至[accent]@unit[]
|
lst.unitbind = 绑定某个类型的下一个单位,或直接绑定指定的单位\n并保存至[accent]@unit[]
|
||||||
|
|||||||
@@ -176,6 +176,10 @@ filename = 檔案名稱︰
|
|||||||
unlocked = 已解鎖新內容!
|
unlocked = 已解鎖新內容!
|
||||||
available = 可研究新科技!
|
available = 可研究新科技!
|
||||||
unlock.incampaign = <在戰役中解鎖>
|
unlock.incampaign = <在戰役中解鎖>
|
||||||
|
campaign.select = Select Starting Campaign
|
||||||
|
campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
|
||||||
|
campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
|
||||||
|
campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
|
||||||
completed = [accent]完成
|
completed = [accent]完成
|
||||||
techtree = 科技樹
|
techtree = 科技樹
|
||||||
techtree.select = 選擇科技樹
|
techtree.select = 選擇科技樹
|
||||||
|
|||||||
BIN
core/assets/sprites/planets/erekir.png
Normal file
|
After Width: | Height: | Size: 142 KiB |
BIN
core/assets/sprites/planets/serpulo.png
Normal file
|
After Width: | Height: | Size: 148 KiB |
@@ -316,7 +316,8 @@ public class Vars implements Loadable{
|
|||||||
logicVars = new GlobalVars();
|
logicVars = new GlobalVars();
|
||||||
javaPath =
|
javaPath =
|
||||||
new Fi(OS.prop("java.home")).child("bin/java").exists() ? new Fi(OS.prop("java.home")).child("bin/java").absolutePath() :
|
new Fi(OS.prop("java.home")).child("bin/java").exists() ? new Fi(OS.prop("java.home")).child("bin/java").absolutePath() :
|
||||||
Core.files.local("jre/bin/java").exists() ? Core.files.local("jre/bin/java").absolutePath() :
|
Core.files.local("jre/bin/java").exists() ? Core.files.local("jre/bin/java").absolutePath() : // Unix
|
||||||
|
Core.files.local("jre/bin/java.exe").exists() ? Core.files.local("jre/bin/java.exe").absolutePath() : // Windows
|
||||||
"java";
|
"java";
|
||||||
|
|
||||||
state = new GameState();
|
state = new GameState();
|
||||||
|
|||||||
@@ -26,8 +26,8 @@ public class RtsAI{
|
|||||||
static final Seq<Unit> squad = new Seq<>(false);
|
static final Seq<Unit> squad = new Seq<>(false);
|
||||||
static final IntSet used = new IntSet();
|
static final IntSet used = new IntSet();
|
||||||
static final IntSet assignedTargets = new IntSet();
|
static final IntSet assignedTargets = new IntSet();
|
||||||
static final float squadRadius = 120f;
|
static final float squadRadius = 140f;
|
||||||
static final int timeUpdate = 0, timerSpawn = 1;
|
static final int timeUpdate = 0, timerSpawn = 1, maxTargetsChecked = 15;
|
||||||
|
|
||||||
//in order of priority??
|
//in order of priority??
|
||||||
static final BlockFlag[] flags = {BlockFlag.generator, BlockFlag.factory, BlockFlag.core, BlockFlag.battery};
|
static final BlockFlag[] flags = {BlockFlag.generator, BlockFlag.factory, BlockFlag.core, BlockFlag.battery};
|
||||||
@@ -259,6 +259,10 @@ public class RtsAI{
|
|||||||
|
|
||||||
weights.clear();
|
weights.clear();
|
||||||
|
|
||||||
|
//only check a maximum number of targets to prevent hammering the CPU with estimateStats calls
|
||||||
|
targets.shuffle();
|
||||||
|
targets.truncate(maxTargetsChecked);
|
||||||
|
|
||||||
for(var target : targets){
|
for(var target : targets){
|
||||||
weights.put(target, estimateStats(x, y, target.x, target.y, dps, health));
|
weights.put(target, estimateStats(x, y, target.x, target.y, dps, health));
|
||||||
}
|
}
|
||||||
@@ -281,6 +285,7 @@ public class RtsAI{
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//TODO extremely slow especially with many squads.
|
||||||
float estimateStats(float fromX, float fromY, float x, float y, float selfDps, float selfHealth){
|
float estimateStats(float fromX, float fromY, float x, float y, float selfDps, float selfHealth){
|
||||||
float[] health = {0f}, dps = {0f};
|
float[] health = {0f}, dps = {0f};
|
||||||
float extraRadius = 50f;
|
float extraRadius = 50f;
|
||||||
|
|||||||
@@ -67,8 +67,28 @@ public class CommandAI extends AIController{
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//acquiring naval targets isn't supported yet, so use the fallback dumb AI
|
||||||
|
if(unit.team.isAI() && unit.team.rules().rtsAi && unit.type.naval){
|
||||||
|
if(fallback == null) fallback = new GroundAI();
|
||||||
|
|
||||||
|
if(fallback.unit() != unit) fallback.unit(unit);
|
||||||
|
fallback.updateUnit();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
updateVisuals();
|
updateVisuals();
|
||||||
updateTargeting();
|
//only autotarget if the unit supports it
|
||||||
|
if(targetPos == null || unit.type.autoFindTarget){
|
||||||
|
updateTargeting();
|
||||||
|
}else if(attackTarget == null){
|
||||||
|
//if the unit does not have an attack target, is currently moving, and does not have autotargeting, stop attacking stuff
|
||||||
|
target = null;
|
||||||
|
for(var mount : unit.mounts){
|
||||||
|
if(mount.weapon.controllable){
|
||||||
|
mount.target = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if(attackTarget != null && invalid(attackTarget)){
|
if(attackTarget != null && invalid(attackTarget)){
|
||||||
attackTarget = null;
|
attackTarget = null;
|
||||||
@@ -170,7 +190,7 @@ public class CommandAI extends AIController{
|
|||||||
public void hit(Bullet bullet){
|
public void hit(Bullet bullet){
|
||||||
if(unit.team.isAI() && bullet.owner instanceof Teamc teamc && teamc.team() != unit.team && attackTarget == null &&
|
if(unit.team.isAI() && bullet.owner instanceof Teamc teamc && teamc.team() != unit.team && attackTarget == null &&
|
||||||
//can only counter-attack every few seconds to prevent rapidly changing targets
|
//can only counter-attack every few seconds to prevent rapidly changing targets
|
||||||
!(teamc instanceof Unit u && !u.checkTarget(unit.type.targetAir, unit.type.targetGround)) && timer.get(timerTarget4, 60f * 12f)){
|
!(teamc instanceof Unit u && !u.checkTarget(unit.type.targetAir, unit.type.targetGround)) && timer.get(timerTarget4, 60f * 10f)){
|
||||||
commandTarget(teamc, true);
|
commandTarget(teamc, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -216,6 +236,8 @@ public class CommandAI extends AIController{
|
|||||||
pathId = Vars.controlPath.nextTargetId();
|
pathId = Vars.controlPath.nextTargetId();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
||||||
//TODO ひどい
|
//TODO ひどい
|
||||||
|
|||||||
@@ -28,7 +28,8 @@ public class DefenderAI extends AIController{
|
|||||||
public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
|
||||||
|
|
||||||
//Sort by max health and closer target.
|
//Sort by max health and closer target.
|
||||||
var result = Units.closest(unit.team, x, y, Math.max(range, 400f), u -> !u.dead() && u.type != unit.type && u.targetable(unit.team), (u, tx, ty) -> -u.maxHealth + Mathf.dst2(u.x, u.y, tx, ty) / 6400f);
|
var result = Units.closest(unit.team, x, y, Math.max(range, 400f), u -> !u.dead() && u.type != unit.type && u.targetable(unit.team) && u.type.playerControllable,
|
||||||
|
(u, tx, ty) -> -u.maxHealth + Mathf.dst2(u.x, u.y, tx, ty) / 6400f);
|
||||||
if(result != null) return result;
|
if(result != null) return result;
|
||||||
|
|
||||||
//return core if found
|
//return core if found
|
||||||
|
|||||||
@@ -8,8 +8,8 @@ import mindustry.entities.*;
|
|||||||
import mindustry.entities.abilities.*;
|
import mindustry.entities.abilities.*;
|
||||||
import mindustry.entities.bullet.*;
|
import mindustry.entities.bullet.*;
|
||||||
import mindustry.entities.effect.*;
|
import mindustry.entities.effect.*;
|
||||||
import mindustry.entities.part.*;
|
|
||||||
import mindustry.entities.part.DrawPart.*;
|
import mindustry.entities.part.DrawPart.*;
|
||||||
|
import mindustry.entities.part.*;
|
||||||
import mindustry.entities.pattern.*;
|
import mindustry.entities.pattern.*;
|
||||||
import mindustry.gen.*;
|
import mindustry.gen.*;
|
||||||
import mindustry.graphics.*;
|
import mindustry.graphics.*;
|
||||||
@@ -1042,7 +1042,7 @@ public class Blocks{
|
|||||||
|
|
||||||
craftTime = 10f;
|
craftTime = 10f;
|
||||||
hasLiquids = hasPower = true;
|
hasLiquids = hasPower = true;
|
||||||
drawer = new DrawMulti(new DrawDefault(), new DrawLiquidRegion());
|
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(), new DrawDefault());
|
||||||
|
|
||||||
consumePower(1f);
|
consumePower(1f);
|
||||||
consumeItem(Items.scrap, 1);
|
consumeItem(Items.scrap, 1);
|
||||||
@@ -1062,6 +1062,8 @@ public class Blocks{
|
|||||||
|
|
||||||
consumePower(1.1f);
|
consumePower(1.1f);
|
||||||
consumeLiquid(Liquids.slag, 4f / 60f);
|
consumeLiquid(Liquids.slag, 4f / 60f);
|
||||||
|
|
||||||
|
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(), new DrawRegion("-spinner", 3, true), new DrawDefault());
|
||||||
}};
|
}};
|
||||||
|
|
||||||
disassembler = new Separator("disassembler"){{
|
disassembler = new Separator("disassembler"){{
|
||||||
@@ -1080,6 +1082,8 @@ public class Blocks{
|
|||||||
consumePower(4f);
|
consumePower(4f);
|
||||||
consumeItem(Items.scrap);
|
consumeItem(Items.scrap);
|
||||||
consumeLiquid(Liquids.slag, 0.12f);
|
consumeLiquid(Liquids.slag, 0.12f);
|
||||||
|
|
||||||
|
drawer = new DrawMulti(new DrawRegion("-bottom"), new DrawLiquidTile(), new DrawRegion("-spinner", 3, true), new DrawDefault());
|
||||||
}};
|
}};
|
||||||
|
|
||||||
sporePress = new GenericCrafter("spore-press"){{
|
sporePress = new GenericCrafter("spore-press"){{
|
||||||
@@ -2135,6 +2139,8 @@ public class Blocks{
|
|||||||
liquidRouter = new LiquidRouter("liquid-router"){{
|
liquidRouter = new LiquidRouter("liquid-router"){{
|
||||||
requirements(Category.liquid, with(Items.graphite, 4, Items.metaglass, 2));
|
requirements(Category.liquid, with(Items.graphite, 4, Items.metaglass, 2));
|
||||||
liquidCapacity = 20f;
|
liquidCapacity = 20f;
|
||||||
|
underBullets = true;
|
||||||
|
solid = false;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
liquidContainer = new LiquidRouter("liquid-container"){{
|
liquidContainer = new LiquidRouter("liquid-container"){{
|
||||||
@@ -2226,6 +2232,7 @@ public class Blocks{
|
|||||||
liquidPadding = 3f/4f;
|
liquidPadding = 3f/4f;
|
||||||
researchCostMultiplier = 3;
|
researchCostMultiplier = 3;
|
||||||
underBullets = true;
|
underBullets = true;
|
||||||
|
solid = false;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
|
reinforcedLiquidContainer = new LiquidRouter("reinforced-liquid-container"){{
|
||||||
@@ -5746,7 +5753,6 @@ public class Blocks{
|
|||||||
requirements(Category.logic, with(Items.copper, 90, Items.lead, 50, Items.silicon, 50));
|
requirements(Category.logic, with(Items.copper, 90, Items.lead, 50, Items.silicon, 50));
|
||||||
|
|
||||||
instructionsPerTick = 2;
|
instructionsPerTick = 2;
|
||||||
|
|
||||||
size = 1;
|
size = 1;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -5754,9 +5760,7 @@ public class Blocks{
|
|||||||
requirements(Category.logic, with(Items.lead, 320, Items.silicon, 80, Items.graphite, 60, Items.thorium, 50));
|
requirements(Category.logic, with(Items.lead, 320, Items.silicon, 80, Items.graphite, 60, Items.thorium, 50));
|
||||||
|
|
||||||
instructionsPerTick = 8;
|
instructionsPerTick = 8;
|
||||||
|
|
||||||
range = 8 * 22;
|
range = 8 * 22;
|
||||||
|
|
||||||
size = 2;
|
size = 2;
|
||||||
}};
|
}};
|
||||||
|
|
||||||
@@ -5801,7 +5805,7 @@ public class Blocks{
|
|||||||
}};
|
}};
|
||||||
|
|
||||||
canvas = new CanvasBlock("canvas"){{
|
canvas = new CanvasBlock("canvas"){{
|
||||||
requirements(Category.logic, BuildVisibility.debugOnly, with(Items.silicon, 50));
|
requirements(Category.logic, BuildVisibility.shown, with(Items.silicon, 40, Items.graphite, 10));
|
||||||
|
|
||||||
canvasSize = 12;
|
canvasSize = 12;
|
||||||
padding = 7f / 4f * 2f;
|
padding = 7f / 4f * 2f;
|
||||||
|
|||||||
@@ -54,10 +54,10 @@ public class Fx{
|
|||||||
unitSpawn = new Effect(30f, e -> {
|
unitSpawn = new Effect(30f, e -> {
|
||||||
if(!(e.data instanceof UnitType unit)) return;
|
if(!(e.data instanceof UnitType unit)) return;
|
||||||
|
|
||||||
float scl = 1f + e.fout() * 2f;
|
|
||||||
|
|
||||||
TextureRegion region = unit.fullIcon;
|
TextureRegion region = unit.fullIcon;
|
||||||
|
|
||||||
|
float scl = (1f + e.fout() * 2f) * region.scl();
|
||||||
|
|
||||||
alpha(e.fout());
|
alpha(e.fout());
|
||||||
mixcol(Color.white, e.fin());
|
mixcol(Color.white, e.fin());
|
||||||
|
|
||||||
@@ -67,7 +67,7 @@ public class Fx{
|
|||||||
|
|
||||||
alpha(e.fin());
|
alpha(e.fin());
|
||||||
|
|
||||||
rect(region, e.x, e.y, region.width * Draw.scl * scl, region.height * Draw.scl * scl, e.rotation - 90);
|
rect(region, e.x, e.y, region.width * scl, region.height * scl, e.rotation - 90);
|
||||||
}),
|
}),
|
||||||
|
|
||||||
unitCapKill = new Effect(80f, e -> {
|
unitCapKill = new Effect(80f, e -> {
|
||||||
|
|||||||
@@ -64,6 +64,7 @@ public class Planets{
|
|||||||
lightDstFrom = 0.2f;
|
lightDstFrom = 0.2f;
|
||||||
clearSectorOnLose = true;
|
clearSectorOnLose = true;
|
||||||
defaultCore = Blocks.coreBastion;
|
defaultCore = Blocks.coreBastion;
|
||||||
|
iconColor = Color.valueOf("ff9266");
|
||||||
hiddenItems.addAll(Items.serpuloItems).removeAll(Items.erekirItems);
|
hiddenItems.addAll(Items.serpuloItems).removeAll(Items.erekirItems);
|
||||||
|
|
||||||
//TODO SHOULD there be lighting?
|
//TODO SHOULD there be lighting?
|
||||||
@@ -104,7 +105,9 @@ public class Planets{
|
|||||||
generator = new TantrosPlanetGenerator();
|
generator = new TantrosPlanetGenerator();
|
||||||
meshLoader = () -> new HexMesh(this, 4);
|
meshLoader = () -> new HexMesh(this, 4);
|
||||||
accessible = false;
|
accessible = false;
|
||||||
|
visible = false;
|
||||||
atmosphereColor = Color.valueOf("3db899");
|
atmosphereColor = Color.valueOf("3db899");
|
||||||
|
iconColor = Color.valueOf("597be3");
|
||||||
startSector = 10;
|
startSector = 10;
|
||||||
atmosphereRadIn = -0.01f;
|
atmosphereRadIn = -0.01f;
|
||||||
atmosphereRadOut = 0.3f;
|
atmosphereRadOut = 0.3f;
|
||||||
@@ -114,7 +117,6 @@ public class Planets{
|
|||||||
};
|
};
|
||||||
}};
|
}};
|
||||||
|
|
||||||
//TODO hide beryllium and others on load in rules
|
|
||||||
serpulo = new Planet("serpulo", sun, 1f, 3){{
|
serpulo = new Planet("serpulo", sun, 1f, 3){{
|
||||||
generator = new SerpuloPlanetGenerator();
|
generator = new SerpuloPlanetGenerator();
|
||||||
meshLoader = () -> new HexMesh(this, 6);
|
meshLoader = () -> new HexMesh(this, 6);
|
||||||
@@ -139,6 +141,7 @@ public class Planets{
|
|||||||
r.attributes.clear();
|
r.attributes.clear();
|
||||||
r.showSpawns = false;
|
r.showSpawns = false;
|
||||||
};
|
};
|
||||||
|
iconColor = Color.valueOf("7d4dff");
|
||||||
atmosphereColor = Color.valueOf("3c1b8f");
|
atmosphereColor = Color.valueOf("3c1b8f");
|
||||||
atmosphereRadIn = 0.02f;
|
atmosphereRadIn = 0.02f;
|
||||||
atmosphereRadOut = 0.3f;
|
atmosphereRadOut = 0.3f;
|
||||||
@@ -154,10 +157,6 @@ public class Planets{
|
|||||||
gen.carbonChance = 0.1f;
|
gen.carbonChance = 0.1f;
|
||||||
gen.ferricChance = 0f;
|
gen.ferricChance = 0f;
|
||||||
});
|
});
|
||||||
|
|
||||||
//define launch candidates after all planets initialize
|
|
||||||
//TODO how will it use the nucleus???
|
|
||||||
serpulo.launchCandidates.add(erekir);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static Planet makeAsteroid(String name, Planet parent, Block base, Block tint, float tintThresh, int pieces, float scale, Cons<AsteroidGenerator> cgen){
|
private static Planet makeAsteroid(String name, Planet parent, Block base, Block tint, float tintThresh, int pieces, float scale, Cons<AsteroidGenerator> cgen){
|
||||||
@@ -171,11 +170,12 @@ public class Planets{
|
|||||||
accessible = false;
|
accessible = false;
|
||||||
clipRadius = 2f;
|
clipRadius = 2f;
|
||||||
defaultEnv = Env.space;
|
defaultEnv = Env.space;
|
||||||
|
icon = "commandRally";
|
||||||
generator = new AsteroidGenerator();
|
generator = new AsteroidGenerator();
|
||||||
cgen.get((AsteroidGenerator)generator);
|
cgen.get((AsteroidGenerator)generator);
|
||||||
|
|
||||||
meshLoader = () -> {
|
meshLoader = () -> {
|
||||||
|
iconColor = tint.mapColor;
|
||||||
Color tinted = tint.mapColor.cpy().a(1f - tint.mapColor.a);
|
Color tinted = tint.mapColor.cpy().a(1f - tint.mapColor.a);
|
||||||
Seq<GenericMesh> meshes = new Seq<>();
|
Seq<GenericMesh> meshes = new Seq<>();
|
||||||
Color color = base.mapColor;
|
Color color = base.mapColor;
|
||||||
|
|||||||
@@ -93,6 +93,8 @@ public class TechTree{
|
|||||||
public Seq<Objective> objectives = new Seq<>();
|
public Seq<Objective> objectives = new Seq<>();
|
||||||
/** Nodes that depend on this node. */
|
/** Nodes that depend on this node. */
|
||||||
public final Seq<TechNode> children = new Seq<>();
|
public final Seq<TechNode> children = new Seq<>();
|
||||||
|
/** Planet associated with this tech node. Null to auto-detect, or use Serpulo if no associated planet is found. */
|
||||||
|
public @Nullable Planet planet;
|
||||||
|
|
||||||
public TechNode(@Nullable TechNode parent, UnlockableContent content, ItemStack[] requirements){
|
public TechNode(@Nullable TechNode parent, UnlockableContent content, ItemStack[] requirements){
|
||||||
if(parent != null){
|
if(parent != null){
|
||||||
|
|||||||
@@ -83,7 +83,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
camera = new Camera();
|
camera = new Camera();
|
||||||
Shaders.init();
|
Shaders.init();
|
||||||
|
|
||||||
Events.on(ResetEvent.class, e -> {
|
Events.on(ResetEvent.class, e -> {
|
||||||
shakeTime = shakeIntensity = 0f;
|
shakeTime = shakeIntensity = 0f;
|
||||||
camShakeOffset.setZero();
|
camShakeOffset.setZero();
|
||||||
});
|
});
|
||||||
@@ -484,7 +484,7 @@ public class Renderer implements ApplicationListener{
|
|||||||
TextureRegion reg = block.fullIcon;
|
TextureRegion reg = block.fullIcon;
|
||||||
float scl = Scl.scl(4f) / camerascale;
|
float scl = Scl.scl(4f) / camerascale;
|
||||||
float shake = 0f;
|
float shake = 0f;
|
||||||
float s = reg.width * Draw.scl * scl * 3.6f * Interp.pow2Out.apply(fout);
|
float s = reg.width * reg.scl() * scl * 3.6f * Interp.pow2Out.apply(fout);
|
||||||
float rotation = Interp.pow2In.apply(fout) * 135f, x = build.x + Mathf.range(shake), y = build.y + Mathf.range(shake);
|
float rotation = Interp.pow2In.apply(fout) * 135f, x = build.x + Mathf.range(shake), y = build.y + Mathf.range(shake);
|
||||||
float thrustOpen = 0.25f;
|
float thrustOpen = 0.25f;
|
||||||
float thrusterFrame = fin >= thrustOpen ? 1f : fin / thrustOpen;
|
float thrusterFrame = fin >= thrustOpen ? 1f : fin / thrustOpen;
|
||||||
|
|||||||
@@ -119,7 +119,7 @@ public class MapRenderer implements Disposable{
|
|||||||
if(wall != Blocks.air && useSyntheticWall){
|
if(wall != Blocks.air && useSyntheticWall){
|
||||||
region = !center ? clearEditor : getIcon(wall, idxWall);
|
region = !center ? clearEditor : getIcon(wall, idxWall);
|
||||||
|
|
||||||
float width = region.width * Draw.scl, height = region.height * Draw.scl, ox = wall.offset + (tilesize - width) / 2f, oy = wall.offset + (tilesize - height) / 2f;
|
float width = region.width * region.scl(), height = region.height * region.scl(), ox = wall.offset + (tilesize - width) / 2f, oy = wall.offset + (tilesize - height) / 2f;
|
||||||
|
|
||||||
//force fit to tile
|
//force fit to tile
|
||||||
if(overlay.wallOre && !wall.synthetic()){
|
if(overlay.wallOre && !wall.synthetic()){
|
||||||
@@ -152,8 +152,8 @@ public class MapRenderer implements Disposable{
|
|||||||
region = ((Cliff)Blocks.cliff).editorCliffs[tile.data & 0xff];
|
region = ((Cliff)Blocks.cliff).editorCliffs[tile.data & 0xff];
|
||||||
}
|
}
|
||||||
|
|
||||||
offsetX = tilesize / 2f - region.width / 2f * Draw.scl;
|
offsetX = tilesize / 2f - region.width * region.scl() / 2f;
|
||||||
offsetY = tilesize / 2f - region.height / 2f * Draw.scl;
|
offsetY = tilesize / 2f - region.height * region.scl() / 2f;
|
||||||
}else if((wall == Blocks.air || overlay.wallOre) && !overlay.isAir()){
|
}else if((wall == Blocks.air || overlay.wallOre) && !overlay.isAir()){
|
||||||
if(floor.isLiquid){
|
if(floor.isLiquid){
|
||||||
mesh.setColor(Tmp.c1.set(1f, 1f, 1f, floor.overlayAlpha));
|
mesh.setColor(Tmp.c1.set(1f, 1f, 1f, floor.overlayAlpha));
|
||||||
@@ -163,7 +163,7 @@ public class MapRenderer implements Disposable{
|
|||||||
region = clearEditor;
|
region = clearEditor;
|
||||||
}
|
}
|
||||||
|
|
||||||
float width = region.width * Draw.scl, height = region.height * Draw.scl;
|
float width = region.width * region.scl(), height = region.height * region.scl();
|
||||||
if(!wall.synthetic() && wall != Blocks.air && !wall.isMultiblock()){
|
if(!wall.synthetic() && wall != Blocks.air && !wall.isMultiblock()){
|
||||||
offsetX = offsetY = 0f;
|
offsetX = offsetY = 0f;
|
||||||
width = height = tilesize;
|
width = height = tilesize;
|
||||||
|
|||||||
@@ -466,7 +466,7 @@ public class Damage{
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** Damages all entities and blocks in a radius that are enemies of the team. */
|
/** Damages all entities and blocks in a radius that are enemies of the team. */
|
||||||
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled, Bullet source){
|
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled, @Nullable Bullet source){
|
||||||
Cons<Unit> cons = entity -> {
|
Cons<Unit> cons = entity -> {
|
||||||
if(entity.team == team || !entity.checkTarget(air, ground) || !entity.hittable() || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f))){
|
if(entity.team == team || !entity.checkTarget(air, ground) || !entity.hittable() || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f))){
|
||||||
return;
|
return;
|
||||||
@@ -474,6 +474,9 @@ public class Damage{
|
|||||||
|
|
||||||
float amount = calculateDamage(scaled ? Math.max(0, entity.dst(x, y) - entity.type.hitSize/2) : entity.dst(x, y), radius, damage);
|
float amount = calculateDamage(scaled ? Math.max(0, entity.dst(x, y) - entity.type.hitSize/2) : entity.dst(x, y), radius, damage);
|
||||||
entity.damage(amount);
|
entity.damage(amount);
|
||||||
|
if(source != null){
|
||||||
|
entity.controller().hit(source);
|
||||||
|
}
|
||||||
//TODO better velocity displacement
|
//TODO better velocity displacement
|
||||||
float dst = vec.set(entity.x - x, entity.y - y).len();
|
float dst = vec.set(entity.x - x, entity.y - y).len();
|
||||||
entity.vel.add(vec.setLength((1f - dst / radius) * 2f / entity.mass()));
|
entity.vel.add(vec.setLength((1f - dst / radius) * 2f / entity.mass()));
|
||||||
@@ -504,9 +507,7 @@ public class Damage{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public static void tileDamage(Team team, int x, int y, float baseRadius, float damage, @Nullable Bullet source){
|
public static void tileDamage(Team team, int x, int y, float baseRadius, float damage, @Nullable Bullet source){
|
||||||
|
|
||||||
Core.app.post(() -> {
|
Core.app.post(() -> {
|
||||||
|
|
||||||
var in = world.build(x, y);
|
var in = world.build(x, y);
|
||||||
//spawned inside a multiblock. this means that damage needs to be dealt directly.
|
//spawned inside a multiblock. this means that damage needs to be dealt directly.
|
||||||
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
|
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
|
||||||
|
|||||||
@@ -16,11 +16,8 @@ public class EntityCollisions{
|
|||||||
private static final float seg = 1f;
|
private static final float seg = 1f;
|
||||||
|
|
||||||
//tile collisions
|
//tile collisions
|
||||||
private Rect tmp = new Rect();
|
private Vec2 vector = new Vec2(), l1 = new Vec2();
|
||||||
private Vec2 vector = new Vec2();
|
private Rect r1 = new Rect(), r2 = new Rect(), tmp = new Rect();
|
||||||
private Vec2 l1 = new Vec2();
|
|
||||||
private Rect r1 = new Rect();
|
|
||||||
private Rect r2 = new Rect();
|
|
||||||
|
|
||||||
//entity collisions
|
//entity collisions
|
||||||
private Seq<Hitboxc> arrOut = new Seq<>(Hitboxc.class);
|
private Seq<Hitboxc> arrOut = new Seq<>(Hitboxc.class);
|
||||||
|
|||||||
@@ -43,7 +43,8 @@ abstract class LaunchCoreComp implements Drawc, Timedc{
|
|||||||
Draw.z(Layer.weather - 1);
|
Draw.z(Layer.weather - 1);
|
||||||
|
|
||||||
TextureRegion region = block.fullIcon;
|
TextureRegion region = block.fullIcon;
|
||||||
float rw = region.width * Draw.scl * scale, rh = region.height * Draw.scl * scale;
|
scale *= region.scl();
|
||||||
|
float rw = region.width * scale, rh = region.height * scale;
|
||||||
|
|
||||||
Draw.alpha(alpha);
|
Draw.alpha(alpha);
|
||||||
Draw.rect(region, cx, cy, rw, rh, rotation - 45);
|
Draw.rect(region, cx, cy, rw, rh, rotation - 45);
|
||||||
|
|||||||
@@ -69,7 +69,7 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
|
|||||||
}
|
}
|
||||||
|
|
||||||
boolean canPickup(Building build){
|
boolean canPickup(Building build){
|
||||||
return payloadUsed() + build.block.size * build.block.size * Vars.tilesize * Vars.tilesize <= type.payloadCapacity + 0.001f && build.canPickup();
|
return payloadUsed() + build.block.size * build.block.size * Vars.tilesize * Vars.tilesize <= type.payloadCapacity + 0.001f && build.canPickup() && build.team == team;
|
||||||
}
|
}
|
||||||
|
|
||||||
boolean canPickupPayload(Payload pay){
|
boolean canPickupPayload(Payload pay){
|
||||||
|
|||||||
@@ -63,6 +63,12 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void updateBoosting(boolean boost){
|
||||||
|
if(!type.canBoost) return;
|
||||||
|
|
||||||
|
elevation = Mathf.approachDelta(elevation, type.canBoost ? Mathf.num(boost || onSolid() || (isFlying() && !canLand())) : 0f, type.riseSpeed);
|
||||||
|
}
|
||||||
|
|
||||||
/** Move based on preferred unit movement type. */
|
/** Move based on preferred unit movement type. */
|
||||||
public void movePref(Vec2 movement){
|
public void movePref(Vec2 movement){
|
||||||
if(type.omniMovement){
|
if(type.omniMovement){
|
||||||
|
|||||||
@@ -23,7 +23,7 @@ public enum Gamemode{
|
|||||||
rules.waveTimer = true;
|
rules.waveTimer = true;
|
||||||
|
|
||||||
rules.waveSpacing = 2f * Time.toMinutes;
|
rules.waveSpacing = 2f * Time.toMinutes;
|
||||||
rules.teams.get(rules.waveTeam).infiniteResources = true;
|
rules.waveTeam.rules().infiniteResources = true;
|
||||||
}, map -> map.teams.size > 1),
|
}, map -> map.teams.size > 1),
|
||||||
pvp(rules -> {
|
pvp(rules -> {
|
||||||
rules.pvp = true;
|
rules.pvp = true;
|
||||||
|
|||||||
@@ -25,6 +25,7 @@ public class Objectives{
|
|||||||
@Override
|
@Override
|
||||||
public String display(){
|
public String display(){
|
||||||
return Core.bundle.format("requirement.research",
|
return Core.bundle.format("requirement.research",
|
||||||
|
//TODO broken for multi tech nodes.
|
||||||
(content.techNode == null || content.techNode.parent == null || content.techNode.parent.content.unlocked()) && !(content instanceof Item) ?
|
(content.techNode == null || content.techNode.parent == null || content.techNode.parent.content.unlocked()) && !(content instanceof Item) ?
|
||||||
(content.emoji() + " " + content.localizedName) : "???");
|
(content.emoji() + " " + content.localizedName) : "???");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -107,7 +107,7 @@ public class Team implements Comparable<Team>{
|
|||||||
|
|
||||||
/** @return whether this team is supposed to be AI-controlled. */
|
/** @return whether this team is supposed to be AI-controlled. */
|
||||||
public boolean isAI(){
|
public boolean isAI(){
|
||||||
return (state.rules.waves || state.rules.attackMode) && this == state.rules.waveTeam && !state.rules.pvp;
|
return (state.rules.waves || state.rules.attackMode) && this != state.rules.defaultTeam && !state.rules.pvp;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @return whether this team is solely comprised of AI (with no players possible). */
|
/** @return whether this team is solely comprised of AI (with no players possible). */
|
||||||
|
|||||||
@@ -278,21 +278,6 @@ public class Universe{
|
|||||||
save();
|
save();
|
||||||
}
|
}
|
||||||
|
|
||||||
/** This method is expensive to call; only do so sparingly. */
|
|
||||||
public ItemSeq getGlobalResources(){
|
|
||||||
ItemSeq count = new ItemSeq();
|
|
||||||
|
|
||||||
for(Planet planet : content.planets()){
|
|
||||||
for(Sector sector : planet.sectors){
|
|
||||||
if(sector.hasSave()){
|
|
||||||
count.add(sector.items());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return count;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void updateNetSeconds(int value){
|
public void updateNetSeconds(int value){
|
||||||
netSeconds = value;
|
netSeconds = value;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -21,7 +21,9 @@ public class Drawf{
|
|||||||
|
|
||||||
/** Bleeds a mod pixmap if linear filtering is enabled. */
|
/** Bleeds a mod pixmap if linear filtering is enabled. */
|
||||||
public static void checkBleed(Pixmap pixmap){
|
public static void checkBleed(Pixmap pixmap){
|
||||||
if(Core.settings.getBool("linear", true)) Pixmaps.bleed(pixmap);
|
if(Core.settings.getBool("linear", true)){
|
||||||
|
Pixmaps.bleed(pixmap);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//TODO offset unused
|
//TODO offset unused
|
||||||
@@ -400,8 +402,8 @@ public class Drawf{
|
|||||||
float scl = 8f * scale * Draw.scl, rot = Mathf.angle(x2 - x, y2 - y);
|
float scl = 8f * scale * Draw.scl, rot = Mathf.angle(x2 - x, y2 - y);
|
||||||
float vx = Mathf.cosDeg(rot) * scl, vy = Mathf.sinDeg(rot) * scl;
|
float vx = Mathf.cosDeg(rot) * scl, vy = Mathf.sinDeg(rot) * scl;
|
||||||
|
|
||||||
Draw.rect(start, x, y, start.width * scale * Draw.scl, start.height * scale * Draw.scl, rot + 180);
|
Draw.rect(start, x, y, start.width * scale * start.scl(), start.height * scale * start.scl(), rot + 180);
|
||||||
Draw.rect(end, x2, y2, end.width * scale * Draw.scl, end.height * scale * Draw.scl, rot);
|
Draw.rect(end, x2, y2, end.width * scale * end.scl(), end.height * scale * end.scl(), rot);
|
||||||
|
|
||||||
Lines.stroke(12f * scale);
|
Lines.stroke(12f * scale);
|
||||||
Lines.line(line, x + vx, y + vy, x2 - vx, y2 - vy, false);
|
Lines.line(line, x + vx, y + vy, x2 - vx, y2 - vy, false);
|
||||||
|
|||||||
@@ -243,12 +243,12 @@ public class MenuRenderer implements Disposable{
|
|||||||
|
|
||||||
TextureRegion icon = flyerType.fullIcon;
|
TextureRegion icon = flyerType.fullIcon;
|
||||||
|
|
||||||
float size = Math.max(icon.width, icon.height) * Draw.scl * 1.6f;
|
|
||||||
|
|
||||||
flyers((x, y) -> {
|
flyers((x, y) -> {
|
||||||
Draw.rect(icon, x - 12f, y - 13f, flyerRot - 90);
|
Draw.rect(icon, x - 12f, y - 13f, flyerRot - 90);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
float size = Math.max(icon.width, icon.height) * icon.scl() * 1.6f;
|
||||||
|
|
||||||
flyers((x, y) -> {
|
flyers((x, y) -> {
|
||||||
Draw.rect("circle-shadow", x, y, size, size);
|
Draw.rect("circle-shadow", x, y, size, size);
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -123,7 +123,7 @@ public class MinimapRenderer{
|
|||||||
rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize);
|
rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize);
|
||||||
|
|
||||||
for(Unit unit : units){
|
for(Unit unit : units){
|
||||||
if(unit.inFogTo(player.team())) continue;
|
if(unit.inFogTo(player.team()) || !unit.type.drawMinimap) continue;
|
||||||
|
|
||||||
float rx = !withLabels ? (unit.x - rect.x) / rect.width * w : unit.x / (world.width() * tilesize) * w;
|
float rx = !withLabels ? (unit.x - rect.x) / rect.width * w : unit.x / (world.width() * tilesize) * w;
|
||||||
float ry = !withLabels ? (unit.y - rect.y) / rect.width * h : unit.y / (world.height() * tilesize) * h;
|
float ry = !withLabels ? (unit.y - rect.y) / rect.width * h : unit.y / (world.height() * tilesize) * h;
|
||||||
|
|||||||
@@ -1653,20 +1653,26 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||||||
public void drawArrow(Block block, int x, int y, int rotation, boolean valid){
|
public void drawArrow(Block block, int x, int y, int rotation, boolean valid){
|
||||||
float trns = (block.size / 2) * tilesize;
|
float trns = (block.size / 2) * tilesize;
|
||||||
int dx = Geometry.d4(rotation).x, dy = Geometry.d4(rotation).y;
|
int dx = Geometry.d4(rotation).x, dy = Geometry.d4(rotation).y;
|
||||||
|
float offsetx = x * tilesize + block.offset + dx*trns;
|
||||||
|
float offsety = y * tilesize + block.offset + dy*trns;
|
||||||
|
|
||||||
Draw.color(!valid ? Pal.removeBack : Pal.accentBack);
|
Draw.color(!valid ? Pal.removeBack : Pal.accentBack);
|
||||||
Draw.rect(Core.atlas.find("place-arrow"),
|
TextureRegion regionArrow = Core.atlas.find("place-arrow");
|
||||||
x * tilesize + block.offset + dx*trns,
|
|
||||||
y * tilesize + block.offset - 1 + dy*trns,
|
Draw.rect(regionArrow,
|
||||||
Core.atlas.find("place-arrow").width * Draw.scl,
|
offsetx,
|
||||||
Core.atlas.find("place-arrow").height * Draw.scl, rotation * 90 - 90);
|
offsety - 1,
|
||||||
|
regionArrow.width * regionArrow.scl(),
|
||||||
|
regionArrow.height * regionArrow.scl(),
|
||||||
|
rotation * 90 - 90);
|
||||||
|
|
||||||
Draw.color(!valid ? Pal.remove : Pal.accent);
|
Draw.color(!valid ? Pal.remove : Pal.accent);
|
||||||
Draw.rect(Core.atlas.find("place-arrow"),
|
Draw.rect(regionArrow,
|
||||||
x * tilesize + block.offset + dx*trns,
|
offsetx,
|
||||||
y * tilesize + block.offset + dy*trns,
|
offsety,
|
||||||
Core.atlas.find("place-arrow").width * Draw.scl,
|
regionArrow.width * regionArrow.scl(),
|
||||||
Core.atlas.find("place-arrow").height * Draw.scl, rotation * 90 - 90);
|
regionArrow.height * regionArrow.scl(),
|
||||||
|
rotation * 90 - 90);
|
||||||
}
|
}
|
||||||
|
|
||||||
void iterateLine(int startX, int startY, int endX, int endY, Cons<PlaceLine> cons){
|
void iterateLine(int startX, int startY, int endX, int endY, Cons<PlaceLine> cons){
|
||||||
|
|||||||
@@ -80,6 +80,7 @@ public class ContentParser{
|
|||||||
put(Blending.class, (type, data) -> field(Blending.class, data));
|
put(Blending.class, (type, data) -> field(Blending.class, data));
|
||||||
put(CacheLayer.class, (type, data) -> field(CacheLayer.class, data));
|
put(CacheLayer.class, (type, data) -> field(CacheLayer.class, data));
|
||||||
put(Attribute.class, (type, data) -> Attribute.get(data.asString()));
|
put(Attribute.class, (type, data) -> Attribute.get(data.asString()));
|
||||||
|
put(BuildVisibility.class, (type, data) -> field(BuildVisibility.class, data));
|
||||||
put(Schematic.class, (type, data) -> {
|
put(Schematic.class, (type, data) -> {
|
||||||
Object result = fieldOpt(Loadouts.class, data);
|
Object result = fieldOpt(Loadouts.class, data);
|
||||||
if(result != null){
|
if(result != null){
|
||||||
@@ -380,6 +381,11 @@ public class ContentParser{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//try to parse Rect as array
|
||||||
|
if(type == Rect.class && jsonData.isArray() && jsonData.size == 4){
|
||||||
|
return (T)new Rect(jsonData.get(0).asFloat(), jsonData.get(1).asFloat(), jsonData.get(2).asFloat(), jsonData.get(3).asFloat());
|
||||||
|
}
|
||||||
|
|
||||||
if(Content.class.isAssignableFrom(type)){
|
if(Content.class.isAssignableFrom(type)){
|
||||||
ContentType ctype = contentTypes.getThrow(type, () -> new IllegalArgumentException("No content type for class: " + type.getSimpleName()));
|
ContentType ctype = contentTypes.getThrow(type, () -> new IllegalArgumentException("No content type for class: " + type.getSimpleName()));
|
||||||
String prefix = currentMod != null ? currentMod.name + "-" : "";
|
String prefix = currentMod != null ? currentMod.name + "-" : "";
|
||||||
|
|||||||
@@ -40,6 +40,7 @@ public class Mods implements Loadable{
|
|||||||
private ObjectSet<String> specialFolders = ObjectSet.with("bundles", "sprites", "sprites-override");
|
private ObjectSet<String> specialFolders = ObjectSet.with("bundles", "sprites", "sprites-override");
|
||||||
|
|
||||||
private int totalSprites;
|
private int totalSprites;
|
||||||
|
private static ObjectFloatMap<String> textureResize = new ObjectFloatMap<>();
|
||||||
private MultiPacker packer;
|
private MultiPacker packer;
|
||||||
private ModClassLoader mainLoader = new ModClassLoader(getClass().getClassLoader());
|
private ModClassLoader mainLoader = new ModClassLoader(getClass().getClassLoader());
|
||||||
|
|
||||||
@@ -83,7 +84,7 @@ public class Mods implements Loadable{
|
|||||||
|
|
||||||
/** @return the loaded mod found by class, or null if not found. */
|
/** @return the loaded mod found by class, or null if not found. */
|
||||||
public @Nullable LoadedMod getMod(Class<? extends Mod> type){
|
public @Nullable LoadedMod getMod(Class<? extends Mod> type){
|
||||||
return mods.find(m -> m.enabled() && m.main != null && m.main.getClass() == type);
|
return mods.find(m -> m.main != null && m.main.getClass() == type);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Imports an external mod file. Folders are not supported here. */
|
/** Imports an external mod file. Folders are not supported here. */
|
||||||
@@ -180,7 +181,8 @@ public class Mods implements Loadable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void packSprites(Seq<Fi> sprites, LoadedMod mod, boolean prefix, Seq<Future<Runnable>> tasks){
|
private void packSprites(Seq<Fi> sprites, LoadedMod mod, boolean prefix, Seq<Future<Runnable>> tasks){
|
||||||
boolean linear = Core.settings.getBool("linear", true);
|
boolean bleed = Core.settings.getBool("linear", true) && !mod.meta.pregenerated;
|
||||||
|
float textureScale = mod.meta.texturescale;
|
||||||
|
|
||||||
for(Fi file : sprites){
|
for(Fi file : sprites){
|
||||||
String name = file.nameWithoutExtension();
|
String name = file.nameWithoutExtension();
|
||||||
@@ -204,12 +206,16 @@ public class Mods implements Loadable{
|
|||||||
try{
|
try{
|
||||||
Pixmap pix = new Pixmap(file.readBytes());
|
Pixmap pix = new Pixmap(file.readBytes());
|
||||||
//only bleeds when linear filtering is on at startup
|
//only bleeds when linear filtering is on at startup
|
||||||
if(linear){
|
if(bleed){
|
||||||
Pixmaps.bleed(pix, 2);
|
Pixmaps.bleed(pix, 2);
|
||||||
}
|
}
|
||||||
//this returns a *runnable* which actually packs the resulting pixmap; this has to be done synchronously outside the method
|
//this returns a *runnable* which actually packs the resulting pixmap; this has to be done synchronously outside the method
|
||||||
return () -> {
|
return () -> {
|
||||||
packer.add(getPage(file), (prefix ? mod.name + "-" : "") + name, new PixmapRegion(pix));
|
String fullName = (prefix ? mod.name + "-" : "") + name;
|
||||||
|
packer.add(getPage(file), fullName, new PixmapRegion(pix));
|
||||||
|
if(textureScale != 1.0f){
|
||||||
|
textureResize.put(fullName, textureScale);
|
||||||
|
}
|
||||||
pix.dispose();
|
pix.dispose();
|
||||||
};
|
};
|
||||||
}catch(Exception e){
|
}catch(Exception e){
|
||||||
@@ -336,7 +342,7 @@ public class Mods implements Loadable{
|
|||||||
if(c instanceof UnlockableContent u && c.minfo.mod != null){
|
if(c instanceof UnlockableContent u && c.minfo.mod != null){
|
||||||
u.load();
|
u.load();
|
||||||
u.loadIcon();
|
u.loadIcon();
|
||||||
if(u.generateIcons){
|
if(u.generateIcons && !c.minfo.mod.meta.pregenerated){
|
||||||
u.createIcons(packer);
|
u.createIcons(packer);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -344,13 +350,15 @@ public class Mods implements Loadable{
|
|||||||
}
|
}
|
||||||
Log.debug("Time to generate icons: @", Time.elapsed());
|
Log.debug("Time to generate icons: @", Time.elapsed());
|
||||||
|
|
||||||
packer.printStats();
|
|
||||||
|
|
||||||
//dispose old atlas data
|
//dispose old atlas data
|
||||||
Core.atlas = packer.flush(filter, new TextureAtlas());
|
Core.atlas = packer.flush(filter, new TextureAtlas());
|
||||||
|
|
||||||
|
textureResize.each(e -> Core.atlas.find(e.key).scale = e.value);
|
||||||
|
|
||||||
Core.atlas.setErrorRegion("error");
|
Core.atlas.setErrorRegion("error");
|
||||||
Log.debug("Total pages: @", Core.atlas.getTextures().size);
|
Log.debug("Total pages: @", Core.atlas.getTextures().size);
|
||||||
|
|
||||||
|
packer.printStats();
|
||||||
}
|
}
|
||||||
|
|
||||||
packer.dispose();
|
packer.dispose();
|
||||||
@@ -1141,6 +1149,10 @@ public class Mods implements Loadable{
|
|||||||
public boolean java;
|
public boolean java;
|
||||||
/** If true, -outline regions for units are kept when packing. Only use if you know exactly what you are doing. */
|
/** If true, -outline regions for units are kept when packing. Only use if you know exactly what you are doing. */
|
||||||
public boolean keepOutlines;
|
public boolean keepOutlines;
|
||||||
|
/** To rescale textures with a different size. Represents the size in pixels of the sprite of a 1x1 block. */
|
||||||
|
public float texturescale = 1.0f;
|
||||||
|
/** If true, bleeding is skipped and no content icons are generated. */
|
||||||
|
public boolean pregenerated;
|
||||||
|
|
||||||
public String displayName(){
|
public String displayName(){
|
||||||
return displayName == null ? name : displayName;
|
return displayName == null ? name : displayName;
|
||||||
@@ -1174,6 +1186,7 @@ public class Mods implements Loadable{
|
|||||||
", minGameVersion='" + minGameVersion + '\'' +
|
", minGameVersion='" + minGameVersion + '\'' +
|
||||||
", hidden=" + hidden +
|
", hidden=" + hidden +
|
||||||
", repo=" + repo +
|
", repo=" + repo +
|
||||||
|
", texturescale=" + texturescale +
|
||||||
'}';
|
'}';
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,7 +19,7 @@ public class CellLiquid extends Liquid{
|
|||||||
public int cells = 8;
|
public int cells = 8;
|
||||||
|
|
||||||
public @Nullable Liquid spreadTarget;
|
public @Nullable Liquid spreadTarget;
|
||||||
public float maxSpread = 0.5f, spreadConversion = 1f, spreadDamage = 0.1f, removeScaling = 0.25f;
|
public float maxSpread = 0.75f, spreadConversion = 1f, spreadDamage = 0.1f, removeScaling = 0.25f;
|
||||||
|
|
||||||
public CellLiquid(String name, Color color){
|
public CellLiquid(String name, Color color){
|
||||||
super(name, color);
|
super(name, color);
|
||||||
|
|||||||
@@ -47,6 +47,8 @@ public class Item extends UnlockableContent implements Senseable{
|
|||||||
/** If true, this material is used by buildings. If false, this material will be incinerated in certain cores. */
|
/** If true, this material is used by buildings. If false, this material will be incinerated in certain cores. */
|
||||||
public boolean buildable = true;
|
public boolean buildable = true;
|
||||||
public boolean hidden = false;
|
public boolean hidden = false;
|
||||||
|
/** For mods. Adds this item to the listed planets' hidden items Seq. */
|
||||||
|
public @Nullable Planet[] hiddenOnPlanets;
|
||||||
|
|
||||||
public Item(String name, Color color){
|
public Item(String name, Color color){
|
||||||
super(name);
|
super(name);
|
||||||
@@ -57,6 +59,17 @@ public class Item extends UnlockableContent implements Senseable{
|
|||||||
this(name, new Color(Color.black));
|
this(name, new Color(Color.black));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void init(){
|
||||||
|
super.init();
|
||||||
|
|
||||||
|
if(hiddenOnPlanets != null){
|
||||||
|
for(Planet planet : hiddenOnPlanets){
|
||||||
|
planet.hiddenItems.add(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public boolean isHidden(){
|
public boolean isHidden(){
|
||||||
return hidden;
|
return hidden;
|
||||||
|
|||||||
@@ -89,6 +89,8 @@ public class Planet extends UnlockableContent{
|
|||||||
public Color lightColor = Color.white.cpy();
|
public Color lightColor = Color.white.cpy();
|
||||||
/** Atmosphere tint for landable planets. */
|
/** Atmosphere tint for landable planets. */
|
||||||
public Color atmosphereColor = new Color(0.3f, 0.7f, 1.0f);
|
public Color atmosphereColor = new Color(0.3f, 0.7f, 1.0f);
|
||||||
|
/** Icon for appearance in planet list. */
|
||||||
|
public Color iconColor = Color.white.cpy();
|
||||||
/** Whether this planet has an atmosphere. */
|
/** Whether this planet has an atmosphere. */
|
||||||
public boolean hasAtmosphere = true;
|
public boolean hasAtmosphere = true;
|
||||||
/** Whether to allow users to specify a custom launch schematic for this map. */
|
/** Whether to allow users to specify a custom launch schematic for this map. */
|
||||||
@@ -107,6 +109,8 @@ public class Planet extends UnlockableContent{
|
|||||||
public boolean prebuildBase = true;
|
public boolean prebuildBase = true;
|
||||||
/** If true, waves are created on sector loss. TODO remove. */
|
/** If true, waves are created on sector loss. TODO remove. */
|
||||||
public boolean allowWaves = false;
|
public boolean allowWaves = false;
|
||||||
|
/** Icon as displayed in the planet selection dialog. This is a string, as drawables are null at load time. */
|
||||||
|
public String icon = "planet";
|
||||||
/** Default core block for launching. */
|
/** Default core block for launching. */
|
||||||
public Block defaultCore = Blocks.coreShard;
|
public Block defaultCore = Blocks.coreShard;
|
||||||
/** Sets up rules on game load for any sector on this planet. */
|
/** Sets up rules on game load for any sector on this planet. */
|
||||||
@@ -119,7 +123,7 @@ public class Planet extends UnlockableContent{
|
|||||||
public Seq<Planet> children = new Seq<>();
|
public Seq<Planet> children = new Seq<>();
|
||||||
/** Default root node shown when the tech tree is opened here. */
|
/** Default root node shown when the tech tree is opened here. */
|
||||||
public @Nullable TechNode techTree;
|
public @Nullable TechNode techTree;
|
||||||
/** Planets that can be launched to from this one. Made mutual in init(). */
|
/** TODO remove? Planets that can be launched to from this one. Made mutual in init(). */
|
||||||
public Seq<Planet> launchCandidates = new Seq<>();
|
public Seq<Planet> launchCandidates = new Seq<>();
|
||||||
/** Items not available on this planet. */
|
/** Items not available on this planet. */
|
||||||
public Seq<Item> hiddenItems = new Seq<>();
|
public Seq<Item> hiddenItems = new Seq<>();
|
||||||
@@ -169,6 +173,10 @@ public class Planet extends UnlockableContent{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public @Nullable Sector getStartSector(){
|
||||||
|
return sectors.size == 0 ? null : sectors.get(startSector);
|
||||||
|
}
|
||||||
|
|
||||||
public void applyRules(Rules rules){
|
public void applyRules(Rules rules){
|
||||||
ruleSetter.get(rules);
|
ruleSetter.get(rules);
|
||||||
|
|
||||||
|
|||||||
@@ -212,6 +212,8 @@ public class UnitType extends UnlockableContent{
|
|||||||
bounded = true,
|
bounded = true,
|
||||||
/** if true, this unit is detected as naval - do NOT assign this manually! Initialized in init() */
|
/** if true, this unit is detected as naval - do NOT assign this manually! Initialized in init() */
|
||||||
naval = false,
|
naval = false,
|
||||||
|
/** if false, RTS AI controlled units do not automatically attack things while moving. This is automatically assigned. */
|
||||||
|
autoFindTarget = true,
|
||||||
|
|
||||||
/** if true, this modded unit always has a -outline region generated for its base. Normally, outlines are ignored if there are no top = false weapons. */
|
/** if true, this modded unit always has a -outline region generated for its base. Normally, outlines are ignored if there are no top = false weapons. */
|
||||||
alwaysCreateOutline = false,
|
alwaysCreateOutline = false,
|
||||||
@@ -226,7 +228,9 @@ public class UnitType extends UnlockableContent{
|
|||||||
/** if false, the unit shield (usually seen in waves) is not drawn. */
|
/** if false, the unit shield (usually seen in waves) is not drawn. */
|
||||||
drawShields = true,
|
drawShields = true,
|
||||||
/** if false, the unit body is not drawn. */
|
/** if false, the unit body is not drawn. */
|
||||||
drawBody = true;
|
drawBody = true,
|
||||||
|
/** if false, the unit is not drawn on the minimap. */
|
||||||
|
drawMinimap = true;
|
||||||
|
|
||||||
/** The default AI controller to assign on creation. */
|
/** The default AI controller to assign on creation. */
|
||||||
public Prov<? extends UnitController> aiController = () -> !flying ? new GroundAI() : new FlyingAI();
|
public Prov<? extends UnitController> aiController = () -> !flying ? new GroundAI() : new FlyingAI();
|
||||||
@@ -686,6 +690,9 @@ public class UnitType extends UnlockableContent{
|
|||||||
lightRadius = Math.max(60f, hitSize * 2.3f);
|
lightRadius = Math.max(60f, hitSize * 2.3f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//if a status effects slows a unit when firing, don't shoot while moving.
|
||||||
|
autoFindTarget = !weapons.contains(w -> w.shootStatus.speedMultiplier < 0.99f);
|
||||||
|
|
||||||
clipSize = Math.max(clipSize, lightRadius * 1.1f);
|
clipSize = Math.max(clipSize, lightRadius * 1.1f);
|
||||||
singleTarget = weapons.size <= 1 && !forceMultiTarget;
|
singleTarget = weapons.size <= 1 && !forceMultiTarget;
|
||||||
|
|
||||||
@@ -905,6 +912,8 @@ public class UnitType extends UnlockableContent{
|
|||||||
public void createIcons(MultiPacker packer){
|
public void createIcons(MultiPacker packer){
|
||||||
super.createIcons(packer);
|
super.createIcons(packer);
|
||||||
|
|
||||||
|
sample = constructor.get();
|
||||||
|
|
||||||
var toOutline = new Seq<TextureRegion>();
|
var toOutline = new Seq<TextureRegion>();
|
||||||
getRegionsToOutline(toOutline);
|
getRegionsToOutline(toOutline);
|
||||||
|
|
||||||
@@ -945,7 +954,6 @@ public class UnitType extends UnlockableContent{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//TODO test
|
|
||||||
if(sample instanceof Tankc){
|
if(sample instanceof Tankc){
|
||||||
PixmapRegion pix = Core.atlas.getPixmap(treadRegion);
|
PixmapRegion pix = Core.atlas.getPixmap(treadRegion);
|
||||||
|
|
||||||
@@ -1012,7 +1020,7 @@ public class UnitType extends UnlockableContent{
|
|||||||
//find reconstructor
|
//find reconstructor
|
||||||
var rec = (Reconstructor)content.blocks().find(b -> b instanceof Reconstructor re && re.upgrades.contains(u -> u[1] == this));
|
var rec = (Reconstructor)content.blocks().find(b -> b instanceof Reconstructor re && re.upgrades.contains(u -> u[1] == this));
|
||||||
|
|
||||||
if(rec != null && Structs.find(rec.consumers, i -> i instanceof ConsumeItems) instanceof ConsumeItems ci){
|
if(rec != null && rec.findConsumer(i -> i instanceof ConsumeItems) instanceof ConsumeItems ci){
|
||||||
if(prevReturn != null){
|
if(prevReturn != null){
|
||||||
prevReturn[0] = rec.upgrades.find(u -> u[1] == this)[0];
|
prevReturn[0] = rec.upgrades.find(u -> u[1] == this)[0];
|
||||||
}
|
}
|
||||||
@@ -1266,7 +1274,7 @@ public class UnitType extends UnlockableContent{
|
|||||||
public void drawSoftShadow(float x, float y, float rotation, float alpha){
|
public void drawSoftShadow(float x, float y, float rotation, float alpha){
|
||||||
Draw.color(0, 0, 0, 0.4f * alpha);
|
Draw.color(0, 0, 0, 0.4f * alpha);
|
||||||
float rad = 1.6f;
|
float rad = 1.6f;
|
||||||
float size = Math.max(region.width, region.height) * Draw.scl;
|
float size = Math.max(region.width, region.height) * region.scl();
|
||||||
Draw.rect(softShadowRegion, x, y, size * rad * Draw.xscl, size * rad * Draw.yscl, rotation - 90);
|
Draw.rect(softShadowRegion, x, y, size * rad * Draw.xscl, size * rad * Draw.yscl, rotation - 90);
|
||||||
Draw.color();
|
Draw.color();
|
||||||
}
|
}
|
||||||
@@ -1285,11 +1293,12 @@ public class UnitType extends UnlockableContent{
|
|||||||
size, size, unit.rotation);
|
size, size, unit.rotation);
|
||||||
Draw.mixcol();
|
Draw.mixcol();
|
||||||
|
|
||||||
size = (3f + Mathf.absin(Time.time, 5f, 1f)) * unit.itemTime + 0.5f;
|
size = ((3f + Mathf.absin(Time.time, 5f, 1f)) * unit.itemTime + 0.5f) * 2;
|
||||||
Draw.color(Pal.accent);
|
Draw.color(Pal.accent);
|
||||||
Draw.rect(itemCircleRegion,
|
Draw.rect(itemCircleRegion,
|
||||||
unit.x + Angles.trnsx(unit.rotation + 180f, itemOffsetY),
|
unit.x + Angles.trnsx(unit.rotation + 180f, itemOffsetY),
|
||||||
unit.y + Angles.trnsy(unit.rotation + 180f, itemOffsetY), size * 2, size * 2);
|
unit.y + Angles.trnsy(unit.rotation + 180f, itemOffsetY),
|
||||||
|
size, size);
|
||||||
|
|
||||||
if(unit.isLocal() && !renderer.pixelator.enabled()){
|
if(unit.isLocal() && !renderer.pixelator.enabled()){
|
||||||
Fonts.outline.draw(unit.stack.amount + "",
|
Fonts.outline.draw(unit.stack.amount + "",
|
||||||
@@ -1401,7 +1410,7 @@ public class UnitType extends UnlockableContent{
|
|||||||
|
|
||||||
for(int side : Mathf.signs){
|
for(int side : Mathf.signs){
|
||||||
Tmp.v1.set(xOffset * side, yOffset).rotate(unit.rotation - 90);
|
Tmp.v1.set(xOffset * side, yOffset).rotate(unit.rotation - 90);
|
||||||
Draw.rect(region, unit.x + Tmp.v1.x / 4f, unit.y + Tmp.v1.y / 4f, treadRect.width / 4f, region.height / 4f, unit.rotation - 90);
|
Draw.rect(region, unit.x + Tmp.v1.x / 4f, unit.y + Tmp.v1.y / 4f, treadRect.width / 4f, region.height * region.scale / 4f, unit.rotation - 90);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1413,7 +1422,7 @@ public class UnitType extends UnlockableContent{
|
|||||||
|
|
||||||
Leg[] legs = unit.legs();
|
Leg[] legs = unit.legs();
|
||||||
|
|
||||||
float ssize = footRegion.width * Draw.scl * 1.5f;
|
float ssize = footRegion.width * footRegion.scl() * 1.5f;
|
||||||
float rotation = unit.baseRotation();
|
float rotation = unit.baseRotation();
|
||||||
float invDrown = 1f - unit.drownTime;
|
float invDrown = 1f - unit.drownTime;
|
||||||
|
|
||||||
@@ -1448,10 +1457,10 @@ public class UnitType extends UnlockableContent{
|
|||||||
Draw.rect(footRegion, leg.base.x, leg.base.y, position.angleTo(leg.base));
|
Draw.rect(footRegion, leg.base.x, leg.base.y, position.angleTo(leg.base));
|
||||||
}
|
}
|
||||||
|
|
||||||
Lines.stroke(legRegion.height * Draw.scl * flips);
|
Lines.stroke(legRegion.height * legRegion.scl() * flips);
|
||||||
Lines.line(legRegion, position.x, position.y, leg.joint.x, leg.joint.y, false);
|
Lines.line(legRegion, position.x, position.y, leg.joint.x, leg.joint.y, false);
|
||||||
|
|
||||||
Lines.stroke(legBaseRegion.height * Draw.scl * flips);
|
Lines.stroke(legBaseRegion.height * legRegion.scl() * flips);
|
||||||
Lines.line(legBaseRegion, leg.joint.x + Tmp.v1.x, leg.joint.y + Tmp.v1.y, leg.base.x, leg.base.y, false);
|
Lines.line(legBaseRegion, leg.joint.x + Tmp.v1.x, leg.joint.y + Tmp.v1.y, leg.base.x, leg.base.y, false);
|
||||||
|
|
||||||
if(jointRegion.found()){
|
if(jointRegion.found()){
|
||||||
@@ -1526,8 +1535,8 @@ public class UnitType extends UnlockableContent{
|
|||||||
Draw.rect(legRegion,
|
Draw.rect(legRegion,
|
||||||
unit.x + Angles.trnsx(mech.baseRotation(), extension * i - boostTrns, -boostTrns*i),
|
unit.x + Angles.trnsx(mech.baseRotation(), extension * i - boostTrns, -boostTrns*i),
|
||||||
unit.y + Angles.trnsy(mech.baseRotation(), extension * i - boostTrns, -boostTrns*i),
|
unit.y + Angles.trnsy(mech.baseRotation(), extension * i - boostTrns, -boostTrns*i),
|
||||||
legRegion.width * i * Draw.scl,
|
legRegion.width * legRegion.scl() * i,
|
||||||
legRegion.height * Draw.scl - Math.max(-sin * i, 0) * legRegion.height * 0.5f * Draw.scl,
|
legRegion.height * legRegion.scl() * (1 - Math.max(-sin * i, 0) * 0.5f),
|
||||||
mech.baseRotation() - 90 + 35f*i*e);
|
mech.baseRotation() - 90 + 35f*i*e);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -31,6 +31,8 @@ public class Weapon implements Cloneable{
|
|||||||
public BulletType bullet = Bullets.placeholder;
|
public BulletType bullet = Bullets.placeholder;
|
||||||
/** shell ejection effect */
|
/** shell ejection effect */
|
||||||
public Effect ejectEffect = Fx.none;
|
public Effect ejectEffect = Fx.none;
|
||||||
|
/** whether weapon should appear in the stats of a unit with this weapon */
|
||||||
|
public boolean display = true;
|
||||||
/** whether to consume ammo when ammo is enabled in rules */
|
/** whether to consume ammo when ammo is enabled in rules */
|
||||||
public boolean useAmmo = true;
|
public boolean useAmmo = true;
|
||||||
/** whether to create a flipped copy of this weapon upon initialization. default: true */
|
/** whether to create a flipped copy of this weapon upon initialization. default: true */
|
||||||
@@ -147,7 +149,7 @@ public class Weapon implements Cloneable{
|
|||||||
}
|
}
|
||||||
|
|
||||||
public boolean hasStats(UnitType u){
|
public boolean hasStats(UnitType u){
|
||||||
return true;
|
return display;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void addStats(UnitType u, Table t){
|
public void addStats(UnitType u, Table t){
|
||||||
|
|||||||
@@ -37,6 +37,7 @@ public class MissileUnitType extends UnitType{
|
|||||||
fogRadius = 2f;
|
fogRadius = 2f;
|
||||||
loopSound = Sounds.missileTrail;
|
loopSound = Sounds.missileTrail;
|
||||||
loopSoundVolume = 0.05f;
|
loopSoundVolume = 0.05f;
|
||||||
|
drawMinimap = false;
|
||||||
//TODO weapon configs, etc?
|
//TODO weapon configs, etc?
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,14 +22,10 @@ public class BuildWeapon extends Weapon{
|
|||||||
rotate = true;
|
rotate = true;
|
||||||
noAttack = true;
|
noAttack = true;
|
||||||
predictTarget = false;
|
predictTarget = false;
|
||||||
|
display = false;
|
||||||
bullet = new BulletType();
|
bullet = new BulletType();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
|
||||||
public boolean hasStats(UnitType u){
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(Unit unit, WeaponMount mount){
|
public void update(Unit unit, WeaponMount mount){
|
||||||
mount.shoot = false;
|
mount.shoot = false;
|
||||||
|
|||||||
@@ -21,7 +21,7 @@ public class LiquidDisplay extends Table{
|
|||||||
this.perSecond = perSecond;
|
this.perSecond = perSecond;
|
||||||
|
|
||||||
add(new Stack(){{
|
add(new Stack(){{
|
||||||
add(new Image(liquid.uiIcon));
|
add(new Image(liquid.uiIcon).setScaling(Scaling.fit));
|
||||||
|
|
||||||
if(amount != 0){
|
if(amount != 0){
|
||||||
Table t = new Table().left().bottom();
|
Table t = new Table().left().bottom();
|
||||||
|
|||||||
@@ -202,10 +202,10 @@ public class CustomRulesDialog extends BaseDialog{
|
|||||||
|
|
||||||
if(experimental){
|
if(experimental){
|
||||||
check("@rules.limitarea", b -> rules.limitMapArea = b, () -> rules.limitMapArea);
|
check("@rules.limitarea", b -> rules.limitMapArea = b, () -> rules.limitMapArea);
|
||||||
numberi("x", x -> state.rules.limitX = x, () -> state.rules.limitX, () -> state.rules.limitMapArea, 0, 10000);
|
numberi("x", x -> rules.limitX = x, () -> rules.limitX, () -> rules.limitMapArea, 0, 10000);
|
||||||
numberi("y", y -> state.rules.limitY = y, () -> state.rules.limitY, () -> state.rules.limitMapArea, 0, 10000);
|
numberi("y", y -> rules.limitY = y, () -> rules.limitY, () -> rules.limitMapArea, 0, 10000);
|
||||||
numberi("w", w -> state.rules.limitWidth = w, () -> state.rules.limitWidth, () -> state.rules.limitMapArea, 0, 10000);
|
numberi("w", w -> rules.limitWidth = w, () -> rules.limitWidth, () -> rules.limitMapArea, 0, 10000);
|
||||||
numberi("h", h -> state.rules.limitHeight = h, () -> state.rules.limitHeight, () -> state.rules.limitMapArea, 0, 10000);
|
numberi("h", h -> rules.limitHeight = h, () -> rules.limitHeight, () -> rules.limitMapArea, 0, 10000);
|
||||||
}
|
}
|
||||||
|
|
||||||
number("@rules.solarmultiplier", f -> rules.solarMultiplier = f, () -> rules.solarMultiplier);
|
number("@rules.solarmultiplier", f -> rules.solarMultiplier = f, () -> rules.solarMultiplier);
|
||||||
|
|||||||
@@ -1,8 +1,10 @@
|
|||||||
package mindustry.ui.dialogs;
|
package mindustry.ui.dialogs;
|
||||||
|
|
||||||
import arc.*;
|
import arc.*;
|
||||||
|
import arc.assets.loaders.TextureLoader.*;
|
||||||
import arc.func.*;
|
import arc.func.*;
|
||||||
import arc.graphics.*;
|
import arc.graphics.*;
|
||||||
|
import arc.graphics.Texture.*;
|
||||||
import arc.graphics.g2d.*;
|
import arc.graphics.g2d.*;
|
||||||
import arc.graphics.gl.*;
|
import arc.graphics.gl.*;
|
||||||
import arc.input.*;
|
import arc.input.*;
|
||||||
@@ -69,6 +71,8 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
public Table sectorTop = new Table(), notifs = new Table(), expandTable = new Table();
|
public Table sectorTop = new Table(), notifs = new Table(), expandTable = new Table();
|
||||||
public Label hoverLabel = new Label("");
|
public Label hoverLabel = new Label("");
|
||||||
|
|
||||||
|
private Texture[] planetTextures;
|
||||||
|
|
||||||
public PlanetDialog(){
|
public PlanetDialog(){
|
||||||
super("", Styles.fullDialog);
|
super("", Styles.fullDialog);
|
||||||
|
|
||||||
@@ -87,8 +91,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
//clear all except first, which is the last sector.
|
//clear all except first, which is the last sector.
|
||||||
newPresets.truncate(1);
|
newPresets.truncate(1);
|
||||||
}else if(selected != null){
|
}else if(selected != null){
|
||||||
selected = null;
|
selectSector(null);
|
||||||
updateSelected();
|
|
||||||
}else{
|
}else{
|
||||||
Core.app.post(() -> hide());
|
Core.app.post(() -> hide());
|
||||||
}
|
}
|
||||||
@@ -160,6 +163,54 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
});
|
});
|
||||||
|
|
||||||
shown(this::setup);
|
shown(this::setup);
|
||||||
|
|
||||||
|
//show selection of Erekir/Serpulo campaign if the user has no bases, and hasn't selected yet (essentially a "have they played campaign before" check)
|
||||||
|
shown(() -> {
|
||||||
|
if(!settings.getBool("campaignselect") && !content.planets().contains(p -> p.sectors.contains(s -> s.hasBase()))){
|
||||||
|
var diag = new BaseDialog("@campaign.select");
|
||||||
|
|
||||||
|
Planet[] selected = {null};
|
||||||
|
var group = new ButtonGroup<>();
|
||||||
|
group.setMinCheckCount(0);
|
||||||
|
state.planet = Planets.sun;
|
||||||
|
Planet[] choices = {Planets.serpulo, Planets.erekir};
|
||||||
|
int i = 0;
|
||||||
|
for(var planet : choices){
|
||||||
|
TextureRegion tex = new TextureRegion(planetTextures[i]);
|
||||||
|
|
||||||
|
diag.cont.button(b -> {
|
||||||
|
b.top();
|
||||||
|
b.add(planet.localizedName).color(Pal.accent).style(Styles.outlineLabel);
|
||||||
|
b.row();
|
||||||
|
b.image(new TextureRegionDrawable(tex)).grow().scaling(Scaling.fit);
|
||||||
|
}, Styles.togglet, () -> selected[0] = planet).size(Core.app.isMobile() ? 220f : 320f).group(group);
|
||||||
|
i ++;
|
||||||
|
}
|
||||||
|
|
||||||
|
diag.cont.row();
|
||||||
|
diag.cont.label(() -> selected[0] == null ? "@campaign.none" : "@campaign." + selected[0].name).labelAlign(Align.center).style(Styles.outlineLabel).width(440f).wrap().colspan(2);
|
||||||
|
|
||||||
|
diag.buttons.button("@ok", Icon.ok, () -> {
|
||||||
|
state.planet = selected[0];
|
||||||
|
lookAt(state.planet.getStartSector());
|
||||||
|
selectSector(state.planet.getStartSector());
|
||||||
|
settings.put("campaignselect", true);
|
||||||
|
diag.hide();
|
||||||
|
}).size(300f, 64f).disabled(b -> selected[0] == null);
|
||||||
|
|
||||||
|
app.post(() -> diag.show());
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
planetTextures = new Texture[2];
|
||||||
|
String[] names = {"sprites/planets/serpulo.png", "sprites/planets/erekir.png"};
|
||||||
|
for(int i = 0; i < names.length; i++){
|
||||||
|
int fi = i;
|
||||||
|
assets.load(names[i], Texture.class, new TextureParameter(){{
|
||||||
|
minFilter = magFilter = TextureFilter.linear;
|
||||||
|
}}).loaded = t -> planetTextures[fi] = t;
|
||||||
|
assets.finishLoadingAsset(names[i]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/** show with no limitations, just as a map. */
|
/** show with no limitations, just as a map. */
|
||||||
@@ -551,17 +602,14 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
buttons,
|
buttons,
|
||||||
//planet selection
|
//planet selection
|
||||||
new Table(t -> {
|
new Table(t -> {
|
||||||
t.right();
|
t.top().left();
|
||||||
if(content.planets().count(this::selectable) > 1){
|
if(content.planets().count(this::selectable) > 1){
|
||||||
t.table(Styles.black6, pt -> {
|
t.table(Tex.pane, pt -> {
|
||||||
pt.add("@planets").color(Pal.accent);
|
pt.margin(4f);
|
||||||
pt.row();
|
|
||||||
pt.image().growX().height(4f).pad(6f).color(Pal.accent);
|
|
||||||
pt.row();
|
|
||||||
for(int i = 0; i < content.planets().size; i++){
|
for(int i = 0; i < content.planets().size; i++){
|
||||||
Planet planet = content.planets().get(i);
|
Planet planet = content.planets().get(i);
|
||||||
if(selectable(planet)){
|
if(selectable(planet)){
|
||||||
pt.button(planet.localizedName, Styles.flatTogglet, () -> {
|
pt.button(planet.localizedName, Icon.icons.get(planet.icon + "Small", Icon.icons.get(planet.icon, Icon.commandRallySmall)), Styles.flatTogglet, () -> {
|
||||||
selected = null;
|
selected = null;
|
||||||
launchSector = null;
|
launchSector = null;
|
||||||
if(state.planet != planet){
|
if(state.planet != planet){
|
||||||
@@ -570,7 +618,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
rebuildExpand();
|
rebuildExpand();
|
||||||
}
|
}
|
||||||
settings.put("lastplanet", planet.name);
|
settings.put("lastplanet", planet.name);
|
||||||
}).width(200).height(40).growX().update(bb -> bb.setChecked(state.planet == planet));
|
}).width(190).height(40).growX().update(bb -> bb.setChecked(state.planet == planet)).with(w -> w.marginLeft(10f)).get().getChildren().get(1).setColor(planet.iconColor);
|
||||||
pt.row();
|
pt.row();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -943,6 +991,11 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void selectSector(Sector sector){
|
||||||
|
selected = sector;
|
||||||
|
updateSelected();
|
||||||
|
}
|
||||||
|
|
||||||
void updateSelected(){
|
void updateSelected(){
|
||||||
Sector sector = selected;
|
Sector sector = selected;
|
||||||
Table stable = sectorTop;
|
Table stable = sectorTop;
|
||||||
@@ -1128,8 +1181,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
|||||||
dialog.buttons.button("@sector.view", Icon.eyeSmall, () -> {
|
dialog.buttons.button("@sector.view", Icon.eyeSmall, () -> {
|
||||||
dialog.hide();
|
dialog.hide();
|
||||||
lookAt(attacked);
|
lookAt(attacked);
|
||||||
selected = attacked;
|
selectSector(attacked);
|
||||||
updateSelected();
|
|
||||||
});
|
});
|
||||||
dialog.show();
|
dialog.show();
|
||||||
|
|
||||||
|
|||||||
@@ -116,60 +116,7 @@ public class ResearchDialog extends BaseDialog{
|
|||||||
if(currPlanet != null && currPlanet.techTree != null){
|
if(currPlanet != null && currPlanet.techTree != null){
|
||||||
switchTree(currPlanet.techTree);
|
switchTree(currPlanet.techTree);
|
||||||
}
|
}
|
||||||
|
rebuildItems();
|
||||||
items = new ItemSeq(){
|
|
||||||
//store sector item amounts for modifications
|
|
||||||
ObjectMap<Sector, ItemSeq> cache = new ObjectMap<>();
|
|
||||||
|
|
||||||
{
|
|
||||||
//add global counts of each sector
|
|
||||||
for(Planet planet : content.planets()){
|
|
||||||
for(Sector sector : planet.sectors){
|
|
||||||
if(sector.hasBase()){
|
|
||||||
ItemSeq cached = sector.items();
|
|
||||||
cache.put(sector, cached);
|
|
||||||
cached.each((item, amount) -> {
|
|
||||||
values[item.id] += Math.max(amount, 0);
|
|
||||||
total += Math.max(amount, 0);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//this is the only method that actually modifies the sequence itself.
|
|
||||||
@Override
|
|
||||||
public void add(Item item, int amount){
|
|
||||||
//only have custom removal logic for when the sequence gets items taken out of it (e.g. research)
|
|
||||||
if(amount < 0){
|
|
||||||
//remove items from each sector's storage, one by one
|
|
||||||
|
|
||||||
//negate amount since it's being *removed* - this makes it positive
|
|
||||||
amount = -amount;
|
|
||||||
|
|
||||||
//% that gets removed from each sector
|
|
||||||
double percentage = (double)amount / get(item);
|
|
||||||
int[] counter = {amount};
|
|
||||||
cache.each((sector, seq) -> {
|
|
||||||
if(counter[0] == 0) return;
|
|
||||||
|
|
||||||
//amount that will be removed
|
|
||||||
int toRemove = Math.min((int)Math.ceil(percentage * seq.get(item)), counter[0]);
|
|
||||||
|
|
||||||
//actually remove it from the sector
|
|
||||||
sector.removeItem(item, toRemove);
|
|
||||||
seq.remove(item, toRemove);
|
|
||||||
|
|
||||||
counter[0] -= toRemove;
|
|
||||||
});
|
|
||||||
|
|
||||||
//negate again to display correct number
|
|
||||||
amount = -amount;
|
|
||||||
}
|
|
||||||
|
|
||||||
super.add(item, amount);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
checkNodes(root);
|
checkNodes(root);
|
||||||
treeLayout();
|
treeLayout();
|
||||||
@@ -240,6 +187,68 @@ public class ResearchDialog extends BaseDialog{
|
|||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void rebuildItems(){
|
||||||
|
items = new ItemSeq(){
|
||||||
|
//store sector item amounts for modifications
|
||||||
|
ObjectMap<Sector, ItemSeq> cache = new ObjectMap<>();
|
||||||
|
|
||||||
|
{
|
||||||
|
//first, find a planet associated with the current tech tree
|
||||||
|
Planet rootPlanet = lastNode.planet != null ? lastNode.planet : content.planets().find(p -> p.techTree == lastNode);
|
||||||
|
|
||||||
|
//if there is no root, fall back to serpulo
|
||||||
|
if(rootPlanet == null) rootPlanet = Planets.serpulo;
|
||||||
|
|
||||||
|
//add global counts of each sector
|
||||||
|
for(Sector sector : rootPlanet.sectors){
|
||||||
|
if(sector.hasBase()){
|
||||||
|
ItemSeq cached = sector.items();
|
||||||
|
cache.put(sector, cached);
|
||||||
|
cached.each((item, amount) -> {
|
||||||
|
values[item.id] += Math.max(amount, 0);
|
||||||
|
total += Math.max(amount, 0);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//this is the only method that actually modifies the sequence itself.
|
||||||
|
@Override
|
||||||
|
public void add(Item item, int amount){
|
||||||
|
//only have custom removal logic for when the sequence gets items taken out of it (e.g. research)
|
||||||
|
if(amount < 0){
|
||||||
|
//remove items from each sector's storage, one by one
|
||||||
|
|
||||||
|
//negate amount since it's being *removed* - this makes it positive
|
||||||
|
amount = -amount;
|
||||||
|
|
||||||
|
//% that gets removed from each sector
|
||||||
|
double percentage = (double)amount / get(item);
|
||||||
|
int[] counter = {amount};
|
||||||
|
cache.each((sector, seq) -> {
|
||||||
|
if(counter[0] == 0) return;
|
||||||
|
|
||||||
|
//amount that will be removed
|
||||||
|
int toRemove = Math.min((int)Math.ceil(percentage * seq.get(item)), counter[0]);
|
||||||
|
|
||||||
|
//actually remove it from the sector
|
||||||
|
sector.removeItem(item, toRemove);
|
||||||
|
seq.remove(item, toRemove);
|
||||||
|
|
||||||
|
counter[0] -= toRemove;
|
||||||
|
});
|
||||||
|
|
||||||
|
//negate again to display correct number
|
||||||
|
amount = -amount;
|
||||||
|
}
|
||||||
|
|
||||||
|
super.add(item, amount);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
itemDisplay.rebuild(items);
|
||||||
|
}
|
||||||
|
|
||||||
public @Nullable TechNode getPrefRoot(){
|
public @Nullable TechNode getPrefRoot(){
|
||||||
Planet currPlanet = ui.planet.isShown() ?
|
Planet currPlanet = ui.planet.isShown() ?
|
||||||
ui.planet.state.planet :
|
ui.planet.state.planet :
|
||||||
@@ -253,6 +262,8 @@ public class ResearchDialog extends BaseDialog{
|
|||||||
root = new TechTreeNode(node, null);
|
root = new TechTreeNode(node, null);
|
||||||
lastNode = node;
|
lastNode = node;
|
||||||
view.rebuildAll();
|
view.rebuildAll();
|
||||||
|
|
||||||
|
rebuildItems();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void rebuildTree(TechNode node){
|
public void rebuildTree(TechNode node){
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ import arc.scene.ui.*;
|
|||||||
import arc.scene.ui.ImageButton.*;
|
import arc.scene.ui.ImageButton.*;
|
||||||
import arc.scene.ui.TextButton.*;
|
import arc.scene.ui.TextButton.*;
|
||||||
import arc.scene.ui.layout.*;
|
import arc.scene.ui.layout.*;
|
||||||
|
import arc.struct.*;
|
||||||
import arc.util.*;
|
import arc.util.*;
|
||||||
import mindustry.core.*;
|
import mindustry.core.*;
|
||||||
import mindustry.game.EventType.*;
|
import mindustry.game.EventType.*;
|
||||||
@@ -26,6 +27,7 @@ public class MenuFragment{
|
|||||||
private Table container, submenu;
|
private Table container, submenu;
|
||||||
private Button currentMenu;
|
private Button currentMenu;
|
||||||
private MenuRenderer renderer;
|
private MenuRenderer renderer;
|
||||||
|
private Seq<MenuButton> customButtons = new Seq<>();
|
||||||
|
|
||||||
public void build(Group parent){
|
public void build(Group parent){
|
||||||
renderer = new MenuRenderer();
|
renderer = new MenuRenderer();
|
||||||
@@ -40,16 +42,21 @@ public class MenuFragment{
|
|||||||
parent.fill((x, y, w, h) -> renderer.render());
|
parent.fill((x, y, w, h) -> renderer.render());
|
||||||
|
|
||||||
parent.fill(c -> {
|
parent.fill(c -> {
|
||||||
container = c;
|
c.pane(Styles.noBarPane, cont -> {
|
||||||
c.name = "menu container";
|
container = cont;
|
||||||
|
cont.name = "menu container";
|
||||||
|
|
||||||
if(!mobile){
|
if(!mobile){
|
||||||
buildDesktop();
|
c.left();
|
||||||
Events.on(ResizeEvent.class, event -> buildDesktop());
|
buildDesktop();
|
||||||
}else{
|
Events.on(ResizeEvent.class, event -> buildDesktop());
|
||||||
buildMobile();
|
}else{
|
||||||
Events.on(ResizeEvent.class, event -> buildMobile());
|
buildMobile();
|
||||||
}
|
Events.on(ResizeEvent.class, event -> buildMobile());
|
||||||
|
}
|
||||||
|
}).with(pane -> {
|
||||||
|
pane.setOverscroll(false, false);
|
||||||
|
}).grow();
|
||||||
});
|
});
|
||||||
|
|
||||||
parent.fill(c -> c.bottom().right().button(Icon.discord, new ImageButtonStyle(){{
|
parent.fill(c -> c.bottom().right().button(Icon.discord, new ImageButtonStyle(){{
|
||||||
@@ -63,8 +70,6 @@ public class MenuFragment{
|
|||||||
fontColor = Color.white;
|
fontColor = Color.white;
|
||||||
up = infoBanner;
|
up = infoBanner;
|
||||||
}}, ui.about::show).size(84, 45).name("info"));
|
}}, ui.about::show).size(84, 45).name("info"));
|
||||||
|
|
||||||
|
|
||||||
}else if(becontrol.active()){
|
}else if(becontrol.active()){
|
||||||
parent.fill(c -> c.bottom().right().button("@be.check", Icon.refresh, () -> {
|
parent.fill(c -> c.bottom().right().button("@be.check", Icon.refresh, () -> {
|
||||||
ui.loadfrag.show();
|
ui.loadfrag.show();
|
||||||
@@ -83,7 +88,7 @@ public class MenuFragment{
|
|||||||
parent.fill((x, y, w, h) -> {
|
parent.fill((x, y, w, h) -> {
|
||||||
TextureRegion logo = Core.atlas.find("logo");
|
TextureRegion logo = Core.atlas.find("logo");
|
||||||
float width = Core.graphics.getWidth(), height = Core.graphics.getHeight() - Core.scene.marginTop;
|
float width = Core.graphics.getWidth(), height = Core.graphics.getHeight() - Core.scene.marginTop;
|
||||||
float logoscl = Scl.scl(1);
|
float logoscl = Scl.scl(1) * logo.scale;
|
||||||
float logow = Math.min(logo.width * logoscl, Core.graphics.getWidth() - Scl.scl(20));
|
float logow = Math.min(logo.width * logoscl, Core.graphics.getWidth() - Scl.scl(20));
|
||||||
float logoh = logow * (float)logo.height / logo.width;
|
float logoh = logow * (float)logo.height / logo.width;
|
||||||
|
|
||||||
@@ -116,23 +121,28 @@ public class MenuFragment{
|
|||||||
mods = new MobileButton(Icon.book, "@mods", ui.mods::show),
|
mods = new MobileButton(Icon.book, "@mods", ui.mods::show),
|
||||||
exit = new MobileButton(Icon.exit, "@quit", () -> Core.app.exit());
|
exit = new MobileButton(Icon.exit, "@quit", () -> Core.app.exit());
|
||||||
|
|
||||||
|
Seq<MobileButton> customs = customButtons.map(b -> new MobileButton(b.icon, b.text, b.runnable == null ? () -> {} : b.runnable));
|
||||||
|
|
||||||
if(!Core.graphics.isPortrait()){
|
if(!Core.graphics.isPortrait()){
|
||||||
container.marginTop(60f);
|
container.marginTop(60f);
|
||||||
container.add(play);
|
container.add(play);
|
||||||
container.add(join);
|
container.add(join);
|
||||||
container.add(custom);
|
container.add(custom);
|
||||||
container.add(maps);
|
container.add(maps);
|
||||||
|
// add odd custom buttons
|
||||||
|
for(int i = 1; i < customs.size; i += 2){
|
||||||
|
container.add(customs.get(i));
|
||||||
|
}
|
||||||
container.row();
|
container.row();
|
||||||
|
|
||||||
container.table(table -> {
|
container.add(editor);
|
||||||
table.defaults().set(container.defaults());
|
container.add(tools);
|
||||||
|
container.add(mods);
|
||||||
table.add(editor);
|
// add even custom buttons (before the exit button)
|
||||||
table.add(tools);
|
for(int i = 0; i < customs.size; i += 2){
|
||||||
|
container.add(customs.get(i));
|
||||||
table.add(mods);
|
}
|
||||||
if(!ios) table.add(exit);
|
if(!ios) container.add(exit);
|
||||||
}).colspan(4);
|
|
||||||
}else{
|
}else{
|
||||||
container.marginTop(0f);
|
container.marginTop(0f);
|
||||||
container.add(play);
|
container.add(play);
|
||||||
@@ -144,13 +154,13 @@ public class MenuFragment{
|
|||||||
container.add(editor);
|
container.add(editor);
|
||||||
container.add(tools);
|
container.add(tools);
|
||||||
container.row();
|
container.row();
|
||||||
|
container.add(mods);
|
||||||
container.table(table -> {
|
// add custom buttons
|
||||||
table.defaults().set(container.defaults());
|
for(int i = 0; i < customs.size; i++){
|
||||||
|
container.add(customs.get(i));
|
||||||
table.add(mods);
|
if(i % 2 == 0) container.row();
|
||||||
if(!ios) table.add(exit);
|
}
|
||||||
}).colspan(2);
|
if(!ios) container.add(exit);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -168,23 +178,23 @@ public class MenuFragment{
|
|||||||
t.name = "buttons";
|
t.name = "buttons";
|
||||||
|
|
||||||
buttons(t,
|
buttons(t,
|
||||||
new Buttoni("@play", Icon.play,
|
new MenuButton("@play", Icon.play,
|
||||||
new Buttoni("@campaign", Icon.play, () -> checkPlay(ui.planet::show)),
|
new MenuButton("@campaign", Icon.play, () -> checkPlay(ui.planet::show)),
|
||||||
new Buttoni("@joingame", Icon.add, () -> checkPlay(ui.join::show)),
|
new MenuButton("@joingame", Icon.add, () -> checkPlay(ui.join::show)),
|
||||||
new Buttoni("@customgame", Icon.terrain, () -> checkPlay(ui.custom::show)),
|
new MenuButton("@customgame", Icon.terrain, () -> checkPlay(ui.custom::show)),
|
||||||
new Buttoni("@loadgame", Icon.download, () -> checkPlay(ui.load::show))
|
new MenuButton("@loadgame", Icon.download, () -> checkPlay(ui.load::show))
|
||||||
),
|
),
|
||||||
new Buttoni("@database.button", Icon.menu,
|
new MenuButton("@database.button", Icon.menu,
|
||||||
new Buttoni("@schematics", Icon.paste, ui.schematics::show),
|
new MenuButton("@schematics", Icon.paste, ui.schematics::show),
|
||||||
new Buttoni("@database", Icon.book, ui.database::show),
|
new MenuButton("@database", Icon.book, ui.database::show),
|
||||||
new Buttoni("@about.button", Icon.info, ui.about::show)
|
new MenuButton("@about.button", Icon.info, ui.about::show)
|
||||||
),
|
),
|
||||||
new Buttoni("@editor", Icon.terrain, () -> checkPlay(ui.maps::show)), steam ? new Buttoni("@workshop", Icon.steam, platform::openWorkshop) : null,
|
new MenuButton("@editor", Icon.terrain, () -> checkPlay(ui.maps::show)), steam ? new MenuButton("@workshop", Icon.steam, platform::openWorkshop) : null,
|
||||||
new Buttoni("@mods", Icon.book, ui.mods::show),
|
new MenuButton("@mods", Icon.book, ui.mods::show),
|
||||||
new Buttoni("@settings", Icon.settings, ui.settings::show),
|
new MenuButton("@settings", Icon.settings, ui.settings::show)
|
||||||
new Buttoni("@quit", Icon.exit, Core.app::exit)
|
|
||||||
);
|
);
|
||||||
|
buttons(t, customButtons.toArray(MenuButton.class));
|
||||||
|
buttons(t, new MenuButton("@quit", Icon.exit, Core.app::exit));
|
||||||
}).width(width).growY();
|
}).width(width).growY();
|
||||||
|
|
||||||
container.table(background, t -> {
|
container.table(background, t -> {
|
||||||
@@ -199,7 +209,6 @@ public class MenuFragment{
|
|||||||
}
|
}
|
||||||
|
|
||||||
private void checkPlay(Runnable run){
|
private void checkPlay(Runnable run){
|
||||||
|
|
||||||
if(!mods.hasContentErrors()){
|
if(!mods.hasContentErrors()){
|
||||||
run.run();
|
run.run();
|
||||||
}else{
|
}else{
|
||||||
@@ -222,8 +231,8 @@ public class MenuFragment{
|
|||||||
submenu.actions(Actions.alpha(1f), Actions.alpha(0f, 0.2f, Interp.fade), Actions.run(() -> submenu.clearChildren()));
|
submenu.actions(Actions.alpha(1f), Actions.alpha(0f, 0.2f, Interp.fade), Actions.run(() -> submenu.clearChildren()));
|
||||||
}
|
}
|
||||||
|
|
||||||
private void buttons(Table t, Buttoni... buttons){
|
private void buttons(Table t, MenuButton... buttons){
|
||||||
for(Buttoni b : buttons){
|
for(MenuButton b : buttons){
|
||||||
if(b == null) continue;
|
if(b == null) continue;
|
||||||
Button[] out = {null};
|
Button[] out = {null};
|
||||||
out[0] = t.button(b.text, b.icon, Styles.flatToggleMenut, () -> {
|
out[0] = t.button(b.text, b.icon, Styles.flatToggleMenut, () -> {
|
||||||
@@ -251,24 +260,56 @@ public class MenuFragment{
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static class Buttoni{
|
/** Adds a custom button to the menu. */
|
||||||
final Drawable icon;
|
public void addButton(String text, Drawable icon, Runnable callback){
|
||||||
final String text;
|
addButton(new MenuButton(text, icon, callback));
|
||||||
final Runnable runnable;
|
}
|
||||||
final Buttoni[] submenu;
|
|
||||||
|
|
||||||
public Buttoni(String text, Drawable icon, Runnable runnable){
|
/** Adds a custom button to the menu. */
|
||||||
|
public void addButton(String text, Runnable callback){
|
||||||
|
addButton(text, Styles.none, callback);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adds a custom button to the menu.
|
||||||
|
* If {@link MenuButton#submenu} is null or the player is on mobile, {@link MenuButton#runnable} is invoked on click.
|
||||||
|
* Otherwise, {@link MenuButton#submenu} is shown.
|
||||||
|
*/
|
||||||
|
public void addButton(MenuButton button){
|
||||||
|
customButtons.add(button);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Represents a menu button definition. */
|
||||||
|
public static class MenuButton{
|
||||||
|
public final Drawable icon;
|
||||||
|
public final String text;
|
||||||
|
/** Runnable ran when the button is clicked. Ignored on desktop if {@link #submenu} is not null. */
|
||||||
|
public final Runnable runnable;
|
||||||
|
/** Submenu shown when this button is clicked. Used instead of {@link #runnable} on desktop. */
|
||||||
|
public final @Nullable MenuButton[] submenu;
|
||||||
|
|
||||||
|
/** Constructs a simple menu button, which behaves the same way on desktop and mobile. */
|
||||||
|
public MenuButton(String text, Drawable icon, Runnable runnable){
|
||||||
this.icon = icon;
|
this.icon = icon;
|
||||||
this.text = text;
|
this.text = text;
|
||||||
this.runnable = runnable;
|
this.runnable = runnable;
|
||||||
this.submenu = null;
|
this.submenu = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Buttoni(String text, Drawable icon, Buttoni... buttons){
|
/** Constructs a button that runs the runnable when clicked on mobile or shows the submenu on desktop. */
|
||||||
|
public MenuButton(String text, Drawable icon, Runnable runnable, MenuButton... submenu){
|
||||||
|
this.icon = icon;
|
||||||
|
this.text = text;
|
||||||
|
this.runnable = runnable;
|
||||||
|
this.submenu = submenu;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Comstructs a desktop-only button; used internally. */
|
||||||
|
MenuButton(String text, Drawable icon, MenuButton... submenu){
|
||||||
this.icon = icon;
|
this.icon = icon;
|
||||||
this.text = text;
|
this.text = text;
|
||||||
this.runnable = () -> {};
|
this.runnable = () -> {};
|
||||||
this.submenu = buttons;
|
this.submenu = submenu;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -229,7 +229,8 @@ public class LaunchPad extends Block{
|
|||||||
Draw.z(Layer.weather - 1);
|
Draw.z(Layer.weather - 1);
|
||||||
|
|
||||||
TextureRegion region = blockOn() instanceof mindustry.world.blocks.campaign.LaunchPad p ? p.podRegion : Core.atlas.find("launchpod");
|
TextureRegion region = blockOn() instanceof mindustry.world.blocks.campaign.LaunchPad p ? p.podRegion : Core.atlas.find("launchpod");
|
||||||
float rw = region.width * Draw.scl * scale, rh = region.height * Draw.scl * scale;
|
scale *= region.scl();
|
||||||
|
float rw = region.width * scale, rh = region.height * scale;
|
||||||
|
|
||||||
Draw.alpha(alpha);
|
Draw.alpha(alpha);
|
||||||
Draw.rect(region, cx, cy, rw, rh, rotation);
|
Draw.rect(region, cx, cy, rw, rh, rotation);
|
||||||
|
|||||||