Automatic bundle update
This commit is contained in:
@@ -183,6 +183,7 @@ mod.missing = Deze Save bevat mods die zijn geupdatet of die je niet meer hebt g
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mod.preview.missing = Voordat je je mod publiceert in de workshop moet je een thumbnail toevoegen.\nPlaats een afbeelding genaamd[accent] preview.png[] in de folder van die mod en probeer het opnieuw.
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mod.folder.missing = Alleen mods in folder formaat kunnen worden gepubliceerd in de werkplaats.\nOm een mod om te zetten in een folder, unzip de mod en verwijder de zip, herstart dan het spel of herlaad de mods.
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mod.scripts.disable = Uw apparaat ondersteunt geen mods met scripts. Je moet deze mods uitschakelen om het spel te kunnen spelen.
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mod.dependencies.error = [scarlet]Mods are missing dependencies
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mod.dependencies.soft = (optional)
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mod.dependencies.download = Import
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@@ -278,11 +279,13 @@ trace.times.kicked = Keren uit het spel gezet: [accent]{0}
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trace.ips = IPs:
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trace.names = Names:
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invalidid = Ongeldige speler ID! Raporteer deze bug.
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player.ban = Ban
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player.kick = Kick
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player.trace = Trace
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player.admin = Toggle Admin
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player.team = Change Team
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server.bans = Verbannen
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server.bans.none = Geen gedegradeerde spelers gevonden!
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server.admins = Administrateurs
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@@ -438,11 +441,11 @@ publishing = [accent]Publiceren...
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publish.confirm = Weet je zeker dat je dit wilt publiceren?\n\n[lightgray]Zorg ervoor dat je de EULA van de workshop leest, anders zal je map niet zichtbaar zijn!
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publish.error = Fout met het publiceren: {0}
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steam.error = Fout met het opstarten van steam diensten.\nError: {0}
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editor.planet = Planeet:
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editor.sector = Sector:
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editor.seed = Zaad:
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editor.cliffs = Muren naar kliffen
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editor.brush = Kwast
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editor.openin = Bewerk in editor
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editor.oregen = Ertsgeneratie
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@@ -509,17 +512,19 @@ waves.filter = Unit Filter
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waves.units.hide = Verberg Alle
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waves.units.show = Toon Alle
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#these are intentionally in lower case
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wavemode.counts = telt
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wavemode.totals = totalen
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wavemode.health = levenspunten
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all = All
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all = All
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editor.default = [lightgray]<Standaard>
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details = Details...
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edit = Bewerk...
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variables = Vars
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logic.clear.confirm = Are you sure you want to clear all code from this processor?
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logic.globals = Built-in Variables
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editor.name = Naam:
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editor.spawn = Voeg Eenheid toe
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editor.removeunit = Verwijder Eenheid
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@@ -586,6 +591,7 @@ toolmode.fillerase = Fill Erase
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toolmode.fillerase.description = Erase blocks of the same type.
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toolmode.drawteams = Teken Teams
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toolmode.drawteams.description = Tekent teams in plaats van blokken.
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#unused
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toolmode.underliquid = Onder vloeistoffen
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toolmode.underliquid.description = Teken vloeren onder vloeistoffen tegels.
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@@ -633,6 +639,7 @@ filter.option.radius = Straal
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filter.option.percentile = percentiel
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filter.option.code = Code
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filter.option.loop = Loop
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locales.info = Here, you can add locale bundles for specific languages to your map. In locale bundles, each property has a name and a value. These properties can be used by world processors and objectives using their names. They support text formatting (replacing placeholders with actual values).\n\n[cyan]Example property:\n[]name: [accent]timer[]\nvalue: [accent]Example timer, time left: {0}[]\n\n[cyan]Usage:\n[]Set it as objective's text: [accent]@timer\n\n[]Print it in a world processor:\n[accent]localeprint "timer"\nformat time\n[gray](where time is a separately calculated variable)
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locales.deletelocale = Are you sure you want to delete this locale bundle?
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locales.applytoall = Apply Changes To All Locales
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@@ -699,6 +706,7 @@ objective.destroyblocks.name = Vernietig Blokken
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objective.destroycore.name = Vernietig Core
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objective.commandmode.name = Commando Modus
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objective.flag.name = Vlag
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marker.shapetext.name = Vorm Tekst
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marker.point.name = Point
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marker.shape.name = Vorm
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@@ -706,8 +714,10 @@ marker.text.name = Tekst
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marker.line.name = Line
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marker.quad.name = Quad
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marker.texture.name = Texture
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marker.background = Achtergrond
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marker.outline = Omtrek
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objective.research = [accent]Onderzoek:\n[]{0}[lightgray]{1}
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objective.produce = [accent]Verkrijg:\n[]{0}[lightgray]{1}
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objective.destroyblock = [accent]Vernietig:\n[]{0}[lightgray]{1}
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@@ -723,7 +733,9 @@ objective.enemyairunits = [accent]De productie van vijandelijke luchtmachteenhed
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objective.destroycore = [accent]Vernietig Vijandelijke Core
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objective.command = [accent]Commandeer Eenheden
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objective.nuclearlaunch = [accent]? Nucleaire lancering gedetecteerd: [lightgray]{0}
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announce.nuclearstrike = [red]? NUCLEAIRE AANVAL IN AANTOCHT ?
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loadout = Uitrusting
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resources = Materialen
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resources.max = Max
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@@ -761,11 +773,12 @@ weather.snowing.name = Sneeuw
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weather.sandstorm.name = Zandstorm
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weather.sporestorm.name = Schimmelstorm
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weather.fog.name = Mist
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campaign.playtime = \uf129 [lightgray]Sector Speeltijd: {0}
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campaign.complete = [accent]Gefeliciteerd.\n\nDe vijand op {0} is verslagen.\n[lightgray]De laatste sector is veroverd.
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sectorlist = Sectoren
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sectorlist.attacked = {0} onder vuur
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sectors.unexplored = [lightgray]Onverkend
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sectors.resources = Grondstoffen:
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sectors.production = Productie:
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@@ -801,27 +814,31 @@ sector.changeicon = Verander icoon
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sector.noswitch.title = Kan niet van sector wisselen
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sector.noswitch = Je mag niet van sector wisselen terwijl een bestaande sector wordt aangevallen.\n\nSector: [accent]{0}[] op [accent]{1}[]
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sector.view = Bekijk Sector
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threat.low = Laag
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threat.medium = Gemiddeld
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threat.high = Hoog
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threat.extreme = Extreem
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threat.eradication = Uitroeiing
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difficulty.casual = Casual
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difficulty.easy = Easy
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difficulty.normal = Normal
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difficulty.hard = Hard
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difficulty.eradication = Eradication
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difficulty.enemyHealthMultiplier = Enemy Health: {0}
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difficulty.enemySpawnMultiplier = Enemy Amount: {0}
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difficulty.waveTimeMultiplier = Wave Timer: {0}
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difficulty.nomodifiers = [lightgray](No modifiers)
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planets = Planeten
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planet.serpulo.name = Serpulo
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planet.erekir.name = Erekir
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planet.sun.name = Zon
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sector.impact0078.name = Impact 0078
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sector.impact0078.name = Impact 0078
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sector.groundZero.name = Ground Zero
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sector.craters.name = The Craters
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sector.frozenForest.name = Frozen Forest
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@@ -870,6 +887,8 @@ sector.coastline.description = Op deze locatie zijn resten van marinetechnologie
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sector.navalFortress.description = De vijand heeft een basis gevestigd op een afgelegen, natuurlijk versterkt eiland. Vernietig deze voorpost. Verkrijg hun geavanceerde marinetechnologie en onderzoek die.
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sector.cruxscape.name = Cruxscape
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sector.geothermalStronghold.name = Geothermal Stronghold
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#do not translate
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sector.facility32m.description = WIP, map submission by Stormride_R
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sector.taintedWoods.description = WIP, map submission by Stormride_R
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sector.atolls.description = WIP, map submission by Stormride_R
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@@ -916,6 +935,7 @@ sector.siege.description = Deze sector heeft twee parallelle ravijnen die een tw
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sector.crossroads.description = De vijandelijke basissen in deze sector zijn gevestigd in verschillend terrein. Onderzoek verschillende eenheden om aan te passen.\nBovendien worden sommige basissen beschermd door schilden. Zoek uit hoe ze worden aangedreven.
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sector.karst.description = Deze sector is rijk aan grondstoffen, maar zal door de vijand worden aangevallen zodra een nieuwe Core aan land komt.Profiteer van de grondstoffen en onderzoek [accent]fasestof[].
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sector.origin.description = De laatste sector met een aanzienlijke vijandelijke aanwezigheid.\nEr blijven geen waarschijnlijke onderzoeksmogelijkheden over - richt je alleen op het vernietigen van alle vijandelijke Cores.
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status.burning.name = Aan het branden
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status.freezing.name = Aan het vriezen
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status.wet.name = Nat
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@@ -963,9 +983,9 @@ unit.nobuild = [scarlet]Eenheid kan niet worden gebouwd
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lastaccessed = [lightgray]Laatste Toegang: {0}
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lastcommanded = [lightgray]Laatst Gecommandeerd: {0}
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block.unknown = [lightgray]???
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stat.showinmap = <laad kaart om te tonen>
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stat.description = Doel
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stat.input = Invoer
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stat.output = Uitvoer
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stat.maxefficiency = Max effici<63>ntie
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@@ -1076,6 +1096,7 @@ ability.spawndeath = Death Spawns
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ability.spawndeath.description = Releases units on death
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ability.liquidexplode = Death Spillage
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ability.liquidexplode.description = Spills liquid on death
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ability.stat.firingrate = [stat]{0}/sec[lightgray] firing rate
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ability.stat.regen = [stat]{0}[lightgray] health/sec
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ability.stat.pulseregen = [stat]{0}[lightgray] health/pulse
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@@ -1089,10 +1110,9 @@ ability.stat.damagereduction = [stat]{0}%[lightgray] damage reduction
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ability.stat.minspeed = [stat]{0} tiles/sec[lightgray] min speed
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ability.stat.duration = [stat]{0} sec[lightgray] duration
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ability.stat.buildtime = [stat]{0} sec[lightgray] build time
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bar.displaytoolarge = Dimensions too large\n(Max: {0}x{0})
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bar.onlycoredeposit = Alleen materialen in de Core toegestaan.
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bar.drilltierreq = Betere boor nodig
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bar.nobatterypower = Insufficieny Battery Power
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bar.noresources = Er ontbreken materialen
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@@ -1290,11 +1310,13 @@ keybind.command_mode.name = Commandomodus
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keybind.command_queue.name = Unit Command Queue
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keybind.create_control_group.name = Create Control Group
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keybind.cancel_orders.name = Cancel Orders
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keybind.unit_stance_shoot.name = Unit Stance: Shoot
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keybind.unit_stance_hold_fire.name = Unit Stance: Hold Fire
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keybind.unit_stance_pursue_target.name = Unit Stance: Pursue Target
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keybind.unit_stance_patrol.name = Unit Stance: Patrol
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keybind.unit_stance_ram.name = Unit Stance: Ram
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keybind.unit_command_move.name = Unit Command: Move
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keybind.unit_command_repair.name = Unit Command: Repair
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keybind.unit_command_rebuild.name = Unit Command: Rebuild
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@@ -1306,6 +1328,7 @@ keybind.unit_command_load_blocks.name = Unit Command: Load Blocks
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keybind.unit_command_unload_payload.name = Unit Command: Unload Payload
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keybind.unit_command_enter_payload.name = Unit Command: Enter Payload
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keybind.unit_command_loop_payload.name = Unit Command: Loop Unit Transfer
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keybind.rebuild_select.name = Herbouw Regio
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keybind.schematic_select.name = Selecteer gebied
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keybind.schematic_menu.name = Ontwerpmenu
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@@ -1370,9 +1393,9 @@ mode.pvp.description = Vecht tegen andere spelers.\n[gray]Vereist minstens 2 ver
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mode.attack.name = Aanvallen
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mode.attack.description = Geen rondes, maar met als doel de vijandlijke core(s) te vernietigen.
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mode.custom = Aangepaste Regels
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rules.invaliddata = Invalid clipboard data.
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rules.hidebannedblocks = Verberg verboden blokken
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rules.infiniteresources = Oneindige Resources
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rules.onlydepositcore = Alleen spullen in de core doen toestaan.
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rules.derelictrepair = Allow Derelict Block Repair
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@@ -1452,6 +1475,7 @@ rules.weather = Weer
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rules.weather.frequency = Frequentie:
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rules.weather.always = Altijd
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rules.weather.duration = Duur:
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rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
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rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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@@ -1463,6 +1487,7 @@ content.block.name = Blokken
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content.status.name = Status Effecten
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content.sector.name = Sectoren
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content.team.name = Facties
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wallore = (Muur)
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item.copper.name = Koper
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@@ -1487,6 +1512,7 @@ item.tungsten.name = Wolfraam
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item.oxide.name = Oxide
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item.carbide.name = Carbid
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item.dormant-cyst.name = Slapende Cyste
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liquid.water.name = Water
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liquid.slag.name = Lava
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liquid.oil.name = Olie
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@@ -1537,6 +1563,7 @@ unit.scepter.name = Scepter
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unit.reign.name = Reign
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unit.vela.name = Vela
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unit.corvus.name = Corvus
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unit.stell.name = Stell
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unit.locus.name = Locus
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unit.precept.name = Precept
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@@ -1559,6 +1586,7 @@ unit.manifold.name = Spruitstuk
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unit.assembly-drone.name = Montage Drone
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unit.latum.name = Latum
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unit.renale.name = Renale
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block.parallax.name = Parallax
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block.cliff.name = Klif
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block.sand-boulder.name = Zandkei
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@@ -1760,6 +1788,7 @@ block.container.name = Doos
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block.launch-pad.name = Lanceerplatform
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block.advanced-launch-pad.name = Launch Pad
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block.landing-pad.name = Landing Pad
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block.segment.name = Segment
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block.ground-factory.name = Grondfabriek
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block.air-factory.name = Luchtfabriek
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@@ -1770,7 +1799,6 @@ block.exponential-reconstructor.name = Exponenti<74>le Reconstructeur
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block.tetrative-reconstructor.name = Tetratieve Reconstructeur
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block.payload-conveyor.name = Massa-Transportband
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block.payload-router.name = Vrachtverdeler
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block.duct.name = Duct
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block.duct-router.name = Duct Router
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block.duct-bridge.name = Duct Bridge
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@@ -1793,6 +1821,8 @@ block.payload-unloader.name = Payload Unloader
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block.payload-unloader.description = Unloads liquids and items from blocks.
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block.heat-source.name = Heat Source
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block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
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#Erekir
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block.empty.name = Empty
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block.rhyolite-crater.name = Rhyolite Crater
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block.rough-rhyolite.name = Rough Rhyolite
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@@ -1956,13 +1986,14 @@ block.large-logic-display.name = Large Logic Display
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block.tile-logic-display.name = Tiled Logic Display
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block.memory-cell.name = Memory Cell
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block.memory-bank.name = Memory Bank
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team.malis.name = Malis
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team.crux.name = rood
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team.sharded.name = oranje
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team.derelict.name = wees
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team.green.name = groen
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team.blue.name = blauw
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hint.skip = Skip
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hint.desktopMove = Use [accent][[WASD][] to move.
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hint.zoom = [accent]Scroll[] to zoom in or out.
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@@ -2002,6 +2033,7 @@ hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nL
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hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
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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.
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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.
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gz.mine = Move near the :ore-copper: [accent]copper ore[] on the ground and click to begin mining.
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||||
gz.mine.mobile = Move near the :ore-copper: [accent]copper ore[] on the ground and tap it to begin mining.
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gz.research = Open the :tree: tech tree.\nResearch the :mechanical-drill: [accent]Mechanical Drill[], then select it from the menu in the bottom right.\nClick on a copper patch to place it.
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@@ -2022,6 +2054,7 @@ gz.zone1 = This is the enemy drop zone.
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gz.zone2 = Anything built in the radius is destroyed when a wave starts.
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gz.zone3 = A wave will begin now.\nGet ready.
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gz.finish = Build more turrets, mine more resources,\nand defend against all the waves to [accent]capture the sector[].
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onset.mine = Click to mine :beryllium: [accent]beryllium[] from walls.\n\nUse [accent][[WASD] to move.
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onset.mine.mobile = Tap to mine :beryllium: [accent]beryllium[] from walls.
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onset.research = Open the :tree: tech tree.\nResearch, then place a :turbine-condenser: [accent]turbine condenser[] on the vent.\nThis will generate [accent]power[].
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@@ -2047,6 +2080,7 @@ onset.detect = The enemy will be able to detect you in 2 minutes.\nSet up defens
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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.
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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.
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||||
aegis.tungsten = Tungsten can be mined using an [accent]impact drill[].\nThis structure requires [accent]water[] and [accent]power[].
|
||||
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||||
split.pickup = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(Default keys are [ and ] to pick up and drop)
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||||
split.pickup.mobile = Some blocks can be picked up by the core unit.\nPick up this [accent]container[] and place it onto the [accent]payload loader[].\n(To pick up or drop something, long-press it.)
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split.acquire = You must acquire some tungsten to build units.
|
||||
@@ -2074,14 +2108,19 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
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||||
item.spore-pod.details = Spores. Likely a synthetic life form. Emit gases toxic to other biological life. Extremely invasive. Highly flammable in certain conditions.
|
||||
item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised.
|
||||
item.pyratite.description = An extremely flammable substance used in incendiary weapons.
|
||||
|
||||
#Erekir
|
||||
item.beryllium.description = Used in many types of construction and ammunition on Erekir.
|
||||
item.tungsten.description = Used in drills, armor and ammunition. Required in the construction of more advanced structures.
|
||||
item.oxide.description = Used as a heat conductor and insulator for power.
|
||||
item.carbide.description = Used in advanced structures, heavier units, and ammunition.
|
||||
|
||||
liquid.water.description = Commonly used for cooling machines and waste processing.
|
||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
||||
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
||||
|
||||
#Erekir
|
||||
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.hydrogen.description = Used in resource extraction, unit production and structure repair. Flammable.
|
||||
@@ -2089,10 +2128,10 @@ liquid.cyanogen.description = Used for ammunition, construction of advanced unit
|
||||
liquid.nitrogen.description = Used in resource extraction, gas creation and unit production. Inert.
|
||||
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.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.
|
||||
|
||||
block.derelict = \uf77e [lightgray]Derelict
|
||||
block.armored-conveyor.description = Verplaatst items met dezelfde snelheid als een van titanium, maar heeft meer levenspunten. Accepteert alleen items van de zijkanten als het ook lopende banden zijn.
|
||||
block.illuminator.description = Een kleine aanpasbare lamp, heeft stroom nodig.
|
||||
|
||||
block.message.description = Stores a message. Used for communication between allies.
|
||||
block.reinforced-message.description = Stores a message for communication between allies.
|
||||
block.world-message.description = A message block for use in mapmaking. Cannot be destroyed.
|
||||
@@ -2247,6 +2286,8 @@ block.large-logic-display.description = Displays arbitrary graphics from a logic
|
||||
block.tile-logic-display.description = Displays arbitrary graphics from a logic processor.\nSeamlessly connects to nearby tiled display blocks.
|
||||
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.
|
||||
|
||||
#Erekir
|
||||
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-acropolis.description = Core of the base. Exceptionally well armored. Stores more resources than a Citadel core.
|
||||
@@ -2342,6 +2383,7 @@ block.unit-repair-tower.description = Repairs all units in its vicinity. Require
|
||||
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.canvas.description = Displays a simple image with a pre-defined palette. Editable.
|
||||
|
||||
unit.dagger.description = Fires standard bullets at all nearby enemies.
|
||||
unit.mace.description = Fires streams of flame at all nearby enemies.
|
||||
unit.fortress.description = Fires long-range artillery at ground targets.
|
||||
@@ -2380,6 +2422,8 @@ unit.oxynoe.description = Fires structure-repairing streams of flame at nearby e
|
||||
unit.cyerce.description = Fires seeking cluster-missiles at enemies. Repairs allied units.
|
||||
unit.aegires.description = Shocks all enemy units and structures that enter its energy field. Repairs all allies.
|
||||
unit.navanax.description = Fires explosive EMP projectiles, dealing significant damage to enemy power networks and repairing allied structures. Melts nearby enemies with 4 autonomous laser turrets.
|
||||
|
||||
#Erekir
|
||||
unit.stell.description = Fires standard bullets at enemy targets.
|
||||
unit.locus.description = Fires alternating bullets at enemy targets.
|
||||
unit.precept.description = Fires piercing cluster bullets at enemy targets.
|
||||
@@ -2398,6 +2442,7 @@ unit.disrupt.description = Fires long-range homing suppression missiles at enemy
|
||||
unit.evoke.description = Builds structures to defend the Bastion core. Repairs structures with a beam.
|
||||
unit.incite.description = Builds structures to defend the Citadel core. Repairs structures with a beam.
|
||||
unit.emanate.description = Builds structures to defend the Acropolis core. Repairs structures with beams.
|
||||
|
||||
lst.read = Read a number from a linked memory cell.
|
||||
lst.write = Write a number to a linked memory cell.
|
||||
lst.print = Add text to the print buffer.\nDoes not display anything until [accent]Print Flush[] is used.
|
||||
@@ -2444,6 +2489,7 @@ lst.playsound = Plays a sound.\nVolume and pan can be a global value, or calcula
|
||||
lst.makemarker = Create a new logic marker in the world.\nAn ID to identify this marker must be provided.\nMarkers currently limited to 20,000 per world.
|
||||
lst.setmarker = Set a property for a marker.\nThe ID used must be the same as in the Make Marker instruction.
|
||||
lst.localeprint = Add map locale property value to the text buffer.\nTo set map locale bundles in map editor, check [accent]Map Info > Locale Bundles[].\nIf client is a mobile device, tries to print a property ending in ".mobile" first.
|
||||
|
||||
lglobal.false = 0
|
||||
lglobal.true = 1
|
||||
lglobal.null = null
|
||||
@@ -2451,6 +2497,7 @@ lglobal.@pi = The mathematical constant pi (3.141...)
|
||||
lglobal.@e = The mathematical constant e (2.718...)
|
||||
lglobal.@degToRad = Multiply by this number to convert degrees to radians
|
||||
lglobal.@radToDeg = Multiply by this number to convert radians to degrees
|
||||
|
||||
lglobal.@time = Playtime of current save, in milliseconds
|
||||
lglobal.@tick = Playtime of current save, in ticks (1 second = 60 ticks)
|
||||
lglobal.@second = Playtime of current save, in seconds
|
||||
@@ -2459,33 +2506,41 @@ lglobal.@waveNumber = Current wave number, if waves are enabled
|
||||
lglobal.@waveTime = Countdown timer for waves, in seconds
|
||||
lglobal.@mapw = Map width in tiles
|
||||
lglobal.@maph = Map height in tiles
|
||||
|
||||
lglobal.sectionMap = Map
|
||||
lglobal.sectionGeneral = General
|
||||
lglobal.sectionNetwork = Network/Clientside [World Processor Only]
|
||||
lglobal.sectionProcessor = Processor
|
||||
lglobal.sectionLookup = Lookup
|
||||
|
||||
lglobal.@this = The logic block executing the code
|
||||
lglobal.@thisx = X coordinate of block executing the code
|
||||
lglobal.@thisy = Y coordinate of block executing the code
|
||||
lglobal.@links = Total number of blocks linked to this processors
|
||||
lglobal.@ipt = Execution speed of the processor in instructions per tick (60 ticks = 1 second)
|
||||
|
||||
lglobal.@unitCount = Total number of types of unit content in the game; used with the lookup instruction
|
||||
lglobal.@blockCount = Total number of types of block content in the game; used with the lookup instruction
|
||||
lglobal.@itemCount = Total number of types of item content in the game; used with the lookup instruction
|
||||
lglobal.@liquidCount = Total number of types of liquid content in the game; used with the lookup instruction
|
||||
|
||||
lglobal.@server = True if the code is running on a server or in singleplayer, false otherwise
|
||||
lglobal.@client = True if the code is running on a client connected to a server
|
||||
|
||||
lglobal.@clientLocale = Locale of the client running the code. For example: en_US
|
||||
lglobal.@clientUnit = Unit of client running the code
|
||||
lglobal.@clientName = Player name of client running the code
|
||||
lglobal.@clientTeam = Team ID of client running the code
|
||||
lglobal.@clientMobile = True is the client running the code is on mobile, false otherwise
|
||||
|
||||
logic.nounitbuild = [red]Unit building logic is not allowed here.
|
||||
|
||||
lenum.type = Type of building/unit.\ne.g. for any router, this will return [accent]@router[].\nNot a string.
|
||||
lenum.shoot = Shoot at a position.
|
||||
lenum.shootp = Shoot at a unit/building with velocity prediction.
|
||||
lenum.config = Building configuration, e.g. sorter item.
|
||||
lenum.enabled = Whether the block is enabled.
|
||||
|
||||
laccess.currentammotype = Current ammo item/liquid of a turret.
|
||||
laccess.memorycapacity = Number of cells in a memory block.
|
||||
laccess.color = Illuminator color.
|
||||
@@ -2499,6 +2554,7 @@ laccess.id = ID of a unit/block/item/liquid.\nThis is the inverse of the lookup
|
||||
laccess.displaywidth = Width of a display block in pixels.
|
||||
laccess.displayheight = Height of a display block in pixels.
|
||||
laccess.bufferusage = Number of unprocessed commands in the graphics buffer of a display.
|
||||
|
||||
lcategory.unknown = Unknown
|
||||
lcategory.unknown.description = Uncategorized instructions.
|
||||
lcategory.io = Input & Output
|
||||
@@ -2513,6 +2569,7 @@ lcategory.unit = Unit Control
|
||||
lcategory.unit.description = Give units commands.
|
||||
lcategory.world = World
|
||||
lcategory.world.description = Control how the world behaves.
|
||||
|
||||
graphicstype.clear = Fill the display with a color.
|
||||
graphicstype.color = Set color for next drawing operations.
|
||||
graphicstype.col = Equivalent to color, but packed.\nPacked colors are written as hex codes with a [accent]%[] prefix.\nExample: [accent]%ff0000[] would be red.
|
||||
@@ -2525,6 +2582,7 @@ graphicstype.linepoly = Draw a regular polygon outline.
|
||||
graphicstype.triangle = Fill a triangle.
|
||||
graphicstype.image = Draw an image of some content.\nex: [accent]@router[] or [accent]@dagger[].
|
||||
graphicstype.print = Draws text from the print buffer.\nClears the print buffer.
|
||||
|
||||
lenum.always = Always true.
|
||||
lenum.idiv = Integer division.
|
||||
lenum.div = Division.\nReturns [accent]null[] on divide-by-zero.
|
||||
@@ -2539,23 +2597,29 @@ lenum.land = Logical AND.
|
||||
lenum.and = Bitwise AND.
|
||||
lenum.not = Bitwise flip.
|
||||
lenum.xor = Bitwise XOR.
|
||||
|
||||
lenum.min = Minimum of two numbers.
|
||||
lenum.max = Maximum of two numbers.
|
||||
lenum.angle = Angle of vector in degrees.
|
||||
lenum.anglediff = Absolute distance between two angles in degrees.
|
||||
lenum.len = Length of vector.
|
||||
|
||||
lenum.sin = Sine, in degrees.
|
||||
lenum.cos = Cosine, in degrees.
|
||||
lenum.tan = Tangent, in degrees.
|
||||
|
||||
lenum.asin = Arc sine, in degrees.
|
||||
lenum.acos = Arc cosine, in degrees.
|
||||
lenum.atan = Arc tangent, in degrees.
|
||||
|
||||
#not a typo, look up 'range notation'
|
||||
lenum.rand = Random decimal in range [0, value).
|
||||
lenum.log = Natural logarithm (ln).
|
||||
lenum.log10 = Base 10 logarithm.
|
||||
lenum.noise = 2D simplex noise.
|
||||
lenum.abs = Absolute value.
|
||||
lenum.sqrt = Square root.
|
||||
|
||||
lenum.any = Any unit.
|
||||
lenum.ally = Ally unit.
|
||||
lenum.attacker = Unit with a weapon.
|
||||
@@ -2564,10 +2628,12 @@ lenum.boss = Guardian unit.
|
||||
lenum.flying = Flying unit.
|
||||
lenum.ground = Ground unit.
|
||||
lenum.player = Unit controlled by a player.
|
||||
|
||||
lenum.ore = Ore deposit.
|
||||
lenum.damaged = Damaged ally building.
|
||||
lenum.spawn = Enemy spawn point.\nMay be a core or a position.
|
||||
lenum.building = Building in a specific group.
|
||||
|
||||
lenum.core = Any core.
|
||||
lenum.storage = Storage building, e.g. Vault.
|
||||
lenum.generator = Buildings that generate power.
|
||||
@@ -2577,28 +2643,35 @@ lenum.battery = Any battery.
|
||||
lenum.resupply = Resupply points.\nOnly relevant when [accent]"Unit Ammo"[] is enabled.
|
||||
lenum.reactor = Impact/Thorium reactor.
|
||||
lenum.turret = Any turret.
|
||||
|
||||
sensor.in = The building/unit to sense.
|
||||
|
||||
radar.from = Building to sense from.\nSensor range is limited by building range.
|
||||
radar.target = Filter for units to sense.
|
||||
radar.and = Additional filters.
|
||||
radar.order = Sorting order. 0 to reverse.
|
||||
radar.sort = Metric to sort results by.
|
||||
radar.output = Variable to write output unit to.
|
||||
|
||||
unitradar.target = Filter for units to sense.
|
||||
unitradar.and = Additional filters.
|
||||
unitradar.order = Sorting order. 0 to reverse.
|
||||
unitradar.sort = Metric to sort results by.
|
||||
unitradar.output = Variable to write output unit to.
|
||||
|
||||
control.of = Building to control.
|
||||
control.unit = Unit/building to aim at.
|
||||
control.shoot = Whether to shoot.
|
||||
|
||||
unitlocate.enemy = Whether to locate enemy buildings.
|
||||
unitlocate.found = Whether the object was found.
|
||||
unitlocate.building = Output variable for located building.
|
||||
unitlocate.outx = Output X coordinate.
|
||||
unitlocate.outy = Output Y coordinate.
|
||||
unitlocate.group = Building group to look for.
|
||||
|
||||
playsound.limit = If true, prevents this sound from playing\nif it has already been played in the same frame.
|
||||
|
||||
lenum.idle = Don't move, but keep building/mining.\nThe default state.
|
||||
lenum.stop = Stop moving/mining/building.
|
||||
lenum.unbind = Completely disable logic control.\nResume standard AI.
|
||||
@@ -2619,6 +2692,7 @@ lenum.build = Build a structure.
|
||||
lenum.getblock = Fetch building, floor and block type at coordinates.\nUnit must be in range of the position, otherwise null is returned.
|
||||
lenum.within = Check if unit is near a position.
|
||||
lenum.boost = Start/stop boosting.
|
||||
|
||||
lenum.flushtext = Flush print buffer's content to marker, if applicable.\nIf fetch is set to true, tries to fetch properties from map locale bundle or game's bundle.
|
||||
lenum.texture = Texture name straight from game's texture atlas (using kebab-case naming style).\nIf printFlush is set to true, consumes text buffer content as text argument.
|
||||
lenum.texturesize = Size of texture in tiles. Zero value scales marker width to original texture's size.
|
||||
@@ -2626,6 +2700,7 @@ lenum.autoscale = Whether to scale marker corresponding to player's zoom level.
|
||||
lenum.posi = Indexed position, used for line and quad markers with index zero being the first position.
|
||||
lenum.uvi = Texture's position ranging from zero to one, used for quad markers.
|
||||
lenum.colori = Indexed position, used for line and quad markers with index zero being the first color.
|
||||
|
||||
lenum.wavetimer = Whether the waves come automatically on a timer. If not, waves come when the play button is pressed.
|
||||
lenum.wave = Current wave number. Can be anything in non-wave modes.
|
||||
lenum.currentwavetime = Wave countdown in ticks.
|
||||
|
||||
Reference in New Issue
Block a user